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Beyond Light's Reach (Fantasy, OOC, OPEN)

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Tomia
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Founded: Apr 13, 2013
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Postby Tomia » Fri Jun 28, 2019 5:22 pm

Rastrian wrote:If allowed, I might make a second character. Possibly for the express purpose of LEGS.

Lol, second characters are very much allowed, would mostly just steer away from beast folk as we have a good amount of those

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Skyggeheim
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Postby Skyggeheim » Fri Jun 28, 2019 5:30 pm

I don't mean to be a bother, but do we have an ETA for the IC?

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Tomia
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Postby Tomia » Fri Jun 28, 2019 5:34 pm

Skyggeheim wrote:I don't mean to be a bother, but do we have an ETA for the IC?

So the current plan is a week from the OP post date which was Tuesday. However if apps come to a halt and people are anxious for it it could come a day or two earlier
Last edited by Tomia on Fri Jun 28, 2019 6:12 pm, edited 1 time in total.

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The Anarcho-Syndicalist Commune
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Postby The Anarcho-Syndicalist Commune » Fri Jun 28, 2019 5:44 pm

Tomia wrote:
Absolon-7 wrote:Accepted :P


Finished with Rudolph the Red-nosed reindeer btw

Accepted!


The Rival appears.

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Sarderia
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Postby Sarderia » Fri Jun 28, 2019 6:40 pm

Tomia wrote:
Sarderia wrote:Version 2
Lord Calthanius Swyrfe, Grand Mage of the Magi Consortium

So first on powers, after talking to my co-ops
1)Get rid of soul ripping, it is a bit more OP than we are comfortable with and honestly I don't think it fits with the character's other powers. Honestly I'm not exactly sure what discipline of magic the character actually specializes in is, as it is not mentioned in regards to his college. So I would figure out a discipline and stick to it.
2) Lose the Rings of Arcane, it makes most of your limitations moot and also kind of rubs against the way magic is described in the OP.

Also, I would say instead of Grand Mage he should be a vice-mage(second in command of a college) or a Magistrate(which is basically a tenured professor at a college) I would say both ranks would be very impressive for his age.

Finally though the biggest issue still remains the character design. I'm not sure I see how this character fits in with the goals or purpose of the Hammer of Eboris given that his stated goal stands in contrast to what the Hammer is going to be trying to achieve. The backstory is a lot better and more grey, however his goals, allegiance and where you seem to want to take the character don't fit in the RP. If you are set on making him a true villain who is going to openly and actively try to undermind the Hammer I don't think the character fits within the premise of the RP. It is a good character, and a good villain, but unfortunately that doesn't really fit the spirit of this RP.

The Anarcho-Syndicalist Commune wrote:Natasia Asharev Calinov

How do you see this character fitting in with the Hammer? Do you think you would be able/willing to change this character so she is less of a villain? I think it would be hard for this char to participate in the Hammer because of her explicitly evil intentions and history, especially given we have a Slayer of the crypt among the party. One suggestion I have on this front, is that maybe when she becomes undead the Slayers turn on her, and she kills them out of panic and self defense. And because of this she turns against the slayers but still seeks to restore her humanity and is still anti undead?

I will admit though, this is a very well written villain that could actually fit into a questline that we have planned so if you would rather scarp it and start a new one rather than changing her I would be interested as using her as a NPC, with your permission of course.

Vice-Mage it is then. The powers would be toned down ofc.

What would you suggest his goals and allegiance be? I so want to have a Punisher-type character, albeit a lot, lot more dark.
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Auropa
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Postby Auropa » Fri Jun 28, 2019 6:42 pm

Name: Ciradyl (‘Seer-a-dil’) Vask
Age: 26
Gender: Female
Race: Human
Appearance (pics if possible):
Image

Image

Mage?: Yes
Bio:
Born to a wealthy family within the kingdom of Dascus, Ciradyl’s first brush with death came at childbirth as her mother fell gravely ill and birthed her daughter prematurely before passing on her herself. Wracked with grief and desperation, Ciradyl’s father, a prominent lord and respected hero of war, sought aid throughout the land and called for help from the country’s most prominent physicians and mages. While close, the young child managed to hold on to her life and through dozens of trials, developments and some twisted miracle, managed to emerge victorious against her own body’s curse.

Ecstatic at his daughter’s recovery and reeling from the loss of his wife, three years went by before Lord Vask began to realize a strangeness about his daughter. After the procedure, those involved warned him that she may never fully recover and while alive, could remain frail for life. But instead she seemed to continually grow stronger and bolder with every new moon as she went about performing feats unheard of from one so young. Unsure of what to do and fearing for another loss, Lord Vask did the only thing he could and taught her discipline and restraint through combat.

From then on, Ciradyl’s upbringing became a blur of studying, sparing, training, exercising and admiring the many heroic stories she would hear from her father. Tales of individuals facing armies to protect brothers, of farmers rising to defend their homes from monsters and of the races of the world uniting to defeat the demonic scourge of old, all filled her young mind and began to shape who she would become. To some, it might have been a harsh life to live but the young Ciradyl loved every moment of her upbringing and grew up feeling an unstoppable sense of purpose and pride in her beliefs along with an unshakable sense of right and wrong. By the time she came of age, and much to her father’s dismay, she left to join the Honor Guild and serve in the name of justice.

Joining as an initiate, she quickly rose through the ranks as both her skill and bloodline continually brought her to the attention of her teachers. As she trained, her abilities and experience continued to grow though when her magika was tested and a new exceptional potential within her was discovered, she was quickly moved into magic classes and made to learn the many ins and outs of the world around her. While initially eager, she quickly found the lessons on the intricacies of the universe to be far less stimulating than holding one’s ground with a blade in hand and ultimately tried to putt off her studies and return to her training as a knight. That all changed however when a once destructive mage took her under his wing and showed her a new understanding of magic and its use.

The mage, a Repentant once seeking only power and gold, took over part of her education and told her of his own search for redemption along with both magic’s power and corruptive influence. He showed her its strengths and weaknesses and being once as headstrong and prideful as she, held her attention in ways no Honor mage could, with challenges, insults and combat. Come her 20th year of age, Ciradyl completed her training and became a full knight of the Honor Guild and was accepted as a warrior of Imera. From there, she went on to make a name for herself as she travelled in the order's name and went on to lay down a combination of righteous fury and unexpected mercy. By the time of her 24th birthday, she became one of the youngest captains in the guild and a pride to the order. Though not more than a year later came her fall from grace.

Returning to her homeland from an accomplished quest, she came across a conflict between members of the local Ashar Bankers and Repentant garrison. While they had worked closely together in the past, the Repentant had seemingly been betrayed by the bankers at the most pivotal of moments, a moment so important to them, that it was meant to have been guaranteed by Holy Oath. After bringing the parties in for trial however, Ciradyl found her discipline tested as the Bankers revealed the contract and proceeded to pick apart its intricate wording until cleared of guilt. Much to her own internal dismay, there was nothing she could do for either group and the bankers were released.

Feeling betrayed and abandoned, it wasn't long before the Repentant started to seek revenge. The result was a short, bloody conflict within the city as the two local guild halls clashed against one another. Fearing the worst, Ciradyl was the first to lead her troop into the frey and move to restore order. There, they worked to restrict the fighting as best they could and ensure the more dangerous combatants were restrained or removed but as they began to gain ground and push back the worse of the conflict, the young captain saw a sight she couldn’t forgive. The head Banker slitting the throat of her Repentant mentor. In the midst of all the chaos, the two local leaders had managed to slip by and settle their vendetta personally and at the cost of their followers and the city's peace. Feeling a deep rage burning within, she broke formation and stormed the hall, calling out the Banker as she knocked past the remaining defenders.

What happened next differs on who you ask. Some say the bankers ambushed the knight, others say that the knight dueled the Banker leader, and a few even claim the knight brutally killed the man as he gloated over a legal immunity. Whatever happened though, the knight left the hall responsible for murder, abandoning her brothers and breaking the Honor Guild’s oath. The trial was short and the sentencing severe. Her title was stripped, her name scratched out from the records and her honor was forever stained. In the end, she was given a symbolic shield of shame and an un-achievable quest. To kill the world’s greatest evil or die trying, less her honor never be recovered.

Fighting Style: Battle Mage
Abilities:
  • [Titanic Might]: Originating from a combination of her treatments and determination, Ciradyl is known most for her nigh-on inhuman strength and endurance.
  • [Sky’s Wrath (lightning magic)]: Born with an affinity for magic and an internal abundance of magika, Ciradyl is able to harness the furry of the sky in battle.
    - Lightning Strike: A powerful, albeit imprecise attack that calls down a powerful bolt of lightning
    - Lightning Jab: A weaker form of lightning strike that originates from Ciradyl and shoots out towards her targets.
    - Electric cover: Charging her armour and shield with electricity to turn Ciradyl into the bane of armored foes.
    - Paralysing Strike: Short range attack (needs physical contact) capable of stunning and potentially knocking out targets.


Limitations:
  • (Still Born): Ciradyl was born frail and on deaths door, surviving only thanks to some of her homeland's most respected mages. With an enchanted marking carved upon her chest, her body can draw and store power from the world around her but is ultimately vulnerable to nullification magic. As well as removing her magic, nullification spells sap her very life force and can prove to be fatal if her powers are not returned before long.
  • (Grounded and loud): While powerful, her lightning attacks are also incredibly noticeable and can be countered with relatively simple preparation. Makeshift lightning rods, connections to ground and thick enough hide or leather will all massively reduce her lightning's attack power.
  • (Justicar): Though she is begrudgingly willing to work with those who rely on subterfuge and trickery, Ciradyl is oath bound to fight honorably and fairly no matter the odds. As a result she cannot lie, steal, cheat or attack unarmed opponents under any circumstances. While she is forgiving of pasts and open to redemption, she is merciless to those who hurt the innocent without remorse.


Equipment:
  • Great Shield of Woe: Made to resemble a blackened mirror, the unnaturally heavy shield was made as a symbolic punishment for those within the order. After being found guilty of an unforgivable crime, a knight would be given a choice. Dishonour and banishment or redemption through death in righteous duty. If the latter was chosen, the knight would be given the weighted shield and sent on an un-achievable quest. Should they die, they would be redeemed in memory, until then the stained shield serves as symbols of their failure.
  • [Heavy Mace]
  • [Blackened Captain's armour of the Honor Guild]


Optional Questionnaire
Personal Quest: To slay a great icon of evil and earn redemption.
Favorite Factions: Honor Guild, The Repentant, Oadot's Chosen, The Knights of Shotarr, The Storm Chasers, The Foresters.
Least Favorite Factions: The Order of Evrouin, Faenar's Faithful, The Guardians, The Magi Consortium, The Bank of Ashar, The Street Crawlers.
Favorite Memory: Listening to stories with her father.
Goals: To protect all that is good.
Greatest Fear: Failing in her duties.
Religion: Follows Imera and Oadot.

OOC: Hey everyone! I love fantasy RPs couldn't resist making a character for this, thinking of making a sort of disgraced justicar character. Just let me know if it seems alright or if there's anything that's seems a bit off and needs changing : D
(will also try to fix any grammar mistakes after some much needed coffee)
Last edited by Auropa on Fri Jun 28, 2019 7:12 pm, edited 3 times in total.

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Sarderia
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Postby Sarderia » Fri Jun 28, 2019 6:46 pm

I don't want to do this as it would mess up with the personality, but I have to set a favourite faction and least-fav faction for my char, do I?
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Turmenista
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Postby Turmenista » Fri Jun 28, 2019 6:56 pm

Sarderia wrote:I don't want to do this as it would mess up with the personality, but I have to set a favourite faction and least-fav faction for my char, do I?


It's optional

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Sarderia
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Postby Sarderia » Fri Jun 28, 2019 7:05 pm

Turmenista wrote:
Sarderia wrote:I don't want to do this as it would mess up with the personality, but I have to set a favourite faction and least-fav faction for my char, do I?


It's optional

but having a loner would rather incompatible with the Hammer, I suppose.
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Tomia
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Postby Tomia » Fri Jun 28, 2019 7:07 pm

Sarderia wrote:Vice-Mage it is then. The powers would be toned down ofc.

What would you suggest his goals and allegiance be? I so want to have a Punisher-type character, albeit a lot, lot more dark.

Honestly if that is what you want the character to be I don't think there is a way to mold him to fit into the Hammer. My suggestions would be some more sympathetic aspects to his backstory, make his goals a little more altruistic, or at least less nefarious, and come up with a solid reason as to why he would want to help the Hammer and not actively undermine it. If that is unacceptable then I think its best to move on to another character concept that fits better within the theme and premise of the RP.

Auropa wrote:[b][ Ciradyl (‘Seer-a-dil’) Vilanthri

Accepted, nice app!
Last edited by Tomia on Fri Jun 28, 2019 7:08 pm, edited 1 time in total.

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Sarderia
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Postby Sarderia » Fri Jun 28, 2019 7:13 pm

Tomia wrote:
Sarderia wrote:Vice-Mage it is then. The powers would be toned down ofc.

What would you suggest his goals and allegiance be? I so want to have a Punisher-type character, albeit a lot, lot more dark.

Honestly if that is what you want the character to be I don't think there is a way to mold him to fit into the Hammer. My suggestions would be some more sympathetic aspects to his backstory, make his goals a little more altruistic, or at least less nefarious, and come up with a solid reason as to why he would want to help the Hammer and not actively undermine it. If that is unacceptable then I think its best to move on to another character concept that fits better within the theme and premise of the RP.

Auropa wrote:[b][ Ciradyl (‘Seer-a-dil’) Vilanthri

Accepted, nice app!

I will maintain his backstory, but add an sympathetic aspect to his goals. I want to make a morally-ambiguous character, so I hope you might find that accpetable
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Tomia
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Founded: Apr 13, 2013
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Postby Tomia » Fri Jun 28, 2019 7:15 pm

Sarderia wrote:
Tomia wrote:Honestly if that is what you want the character to be I don't think there is a way to mold him to fit into the Hammer. My suggestions would be some more sympathetic aspects to his backstory, make his goals a little more altruistic, or at least less nefarious, and come up with a solid reason as to why he would want to help the Hammer and not actively undermine it. If that is unacceptable then I think its best to move on to another character concept that fits better within the theme and premise of the RP.


Accepted, nice app!

I will maintain his backstory, but add an sympathetic aspect to his goals. I want to make a morally-ambiguous character, so I hope you might find that accpetable

Morally ambiguous would be much preferred to an outright villain yes. Make sure you make the edits I asked for regarding abilities as well

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Ihsalihna
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Founded: Mar 11, 2017
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Postby Ihsalihna » Fri Jun 28, 2019 7:16 pm

Name: Sayyida ul h'Ehlam
Age: 31
Gender: Female
Race: Human
Appearance:
Image
Mage?: Yes
Bio:
The Great Gules Desert is not a fertile place for life to blossom. Yet it does so, stubbornly and unceasingly. It is said by some that each day is as new as the infant child, but every night is old, older than all things, stretching back to the beginnings of all things.

Sayyida always protested that many people also said the night was still young, implying she should be able to stay up late reading the book of poetry her mother had bought from Amarkar — but her mother only shook her head and told her it was time for sleep. She was a kind woman, who spoke little but said much in her silence, and did the best she could for her two daughters, teaching them wisely and trying to give them what they needed to find their way in the world. They learned how to live with only scraps and rags, how to question and think — they were happy, as happy as they could be with so little to their name. Sayyida and her sister Gul'makai, daughters of Zahra ul h'Ehlam, were nomads — it had been the way of their people to roam for as long as history could record, and even if they wished to settle down, if the wandering in their soul and ceased, they had neither the money nor the means. Descendants of an ancient tribe of humans and beastfolk, Sayyida never knew her father, or her sister's father, who passed down to her sibling a pair of feline ears that Sayyida would tease and tug when she was young and cruel, and scratch behind when the two girls grew closer with maturity. Travelling across the desert from oasis to oasis they made their living selling and bartering, carrying goods and messages, songs and stories and anything else that would buy hospitality and sustenance to distant settlements across the harsh lands ruled by the Throne of the Dunes.

She learned to run, to lie, to survive, and to love and see beauty — for where Zahra was merciless in ensuring the safety and health of her daughters, she also taught them that in a harsh world, one should always have compassion most of all. She taught Sayyida and Gul'makai the ways of the knife, and how to kill when they were old enough, but also that all things have wealth within them; the price of a drop of blood, the value of a life lost with all its memories and knowledge, and how it would shatter the lives of those around it. Sayyida did not discover until many years later that Zahra had learned the harshest way the true price of blood, and that her hands were heavy with it — she was one of the Faithful of Faenar. Pressed against the cold brick of an alley at night and shielding Gul'makai with her body, a dying man staggering towards her and growling as he pressed a bloodied knife into her hand, she listened to the old assassin spitting the name of her mother and calling her the daughter of a murderess.

When her mother told her it was true, Sayyida fled into the desert with her sister.

A week passed before Zahra found them, and when she did she had quietly sat by her daughters beside a small spring trickling down the side of a outcropping of ancient stone. The two young women only looked up when their mother lay on the ground in front of them the mask she always had worn, as long as they could remember — a serene, emotionless face of bronze that gleamed in the sun like the golden deathmask of a queen. Sayyida was seventeen years old when she first saw her mother's face.

To her, she was beautiful. All children consider their mothers beautiful when they are young, but even in her teenage years it was the face of someone she knew in her heart loved her more than anything. She could trace the scars across her face with her fingers like the winding of a river basin, and saw for the first time the traces of steel on the dark skin that surrounded the kind, warm eyes that had watched her grow throughout the years. And as she took her mother's hand, she saw her cry for the first time as well.

Zahra had taught them how to survive, how to understand the harshness and beauty of the world, and had taught them how to wonder and how to dream. And after they had cried and hugged their mother, she told them why she had done what she had done all those years ago, before turning her back on a life of violence and journeying back into the desert she had been born in - to live among the small tribe that dwelt in the southern fringes of the Lahari Dynasty's lands, among the Thalari. She had long made many poor decisions in her life, disregarding the wisdom of her mother and teachers, and set out to carve herself a place in the world, spitting in the eyes of Fate. The greatest mistakes soon caught up with her, and it was only the hidden sect of the goddess Faenar that saved her. And she had killed yes, because she thought it was right, because she was young and foolish, idealist and passionate — she had killed to free the oppressed and to provide for those she loved, but had often forgotten the cost of taking life. But the Faithful of Faenar had also in time taught her the one great wisdoms she had always held, one of many she passed down to her daughters.

When one walks through life, Zahra told them, you will often find yourself standing where the light meets the darkness, and it will be impossible to tell where you stand and which side you fall upon. When this time comes and uncertainty surrounds you, the most important thing is which direction you face, the bright path or the shadowed path, for that shall be your course - and that you should never give in to the urge to look back at your shadow, no matter how blinding the light becomes, no matter how dark and pleasant the shade appears.

Having been raised on the airy lilting ramblings of desert poets, Sayyida understood what she had meant, and knew her mother had, no matter what she had done, been trying to do what seemed right. When Gul'makai asked if she had ever looked back to her shadow, Zahra nodded and told her simply it had been why she had come here, searching for the path back to the light, at the end of which she had found her daughters. And though she had taught them how to survive and to kill, how to hunt and to think like a huntress, she had also taught them the knowledge of what magic she knew and the wisdom of the universe, the mysteries of the gods and the even greater mysteries of humanity that she had discovered in her years of penance in the desert. She had never wanted them to grow up to be assassins, not even for the right cause.

When Sayyida grew older she did what all wandering nomads must do in time, and chose to journey out in search of what she wished to find in life. Her mother had grown old, her sister was still too young to make her own trek, and she knew her time with them, for now, would have to end. One old woman can only support so many children, and times had grown harder the wake of war and famine, with Treodor raids from the coast and tribal conflicts flaring.

And while at first she was wracked by fear and uncertainty, she in time knew where she wished to go. She wouldn't become a hired killer, but instead sought to learn more about the world and discover the greatest story and poem of them all, the endless riddle of existence... it was a vague and potentially impossible task, admittedly, and perhaps a bit naïve, so she grew to pursue a more realistic and not entirely different goal — acquire a large amount of wealth.

The life of a merchant may seem far too material for someone with such a strong sense of faith and spiritualism, who was raised to think about their place in the world and to question and seek to discover — after all, merchants have always traditionally been more associated with seeking out fine food and wine instead of nourishing the soul. But Sayyida was a smart girl, and knew that access to the greatest secrets of how society worked was hidden under layers of finery and gilding, weaving its way through the tongues of the powerful and through the streets and forests - knowledge was everywhere, secrets and intrigue greased the wheels of history, and even the gods play games with the lives of living things. Wealth can be found in more than just gold and numerals — she dreams of the wealth of the world, the wealth of art and of nature and of hidden things to discover. That she was strong in faith was only an opportunity in disguise — the thought of a wandering mystic with rare relics and antiques for sale was far more enticing than a young woman with a bunch of old knick knacks. Despite this Sayyida often worried she must seem the latter, and her unorthodox and mystical interpretations of magic and the universe and the gods may just seem a bit like... disjointed rambling. She nevertheless loves to discuss matters of faith, learning new perspectives and stories, though usually she tries not to insert her eccentric interests into polite conversation.

Besides, one who loves knowledge can't buy more books without being able to afford them, and prestige meant you could get into the really fascinating old libraries, the kind ran by ancient orders of wrinkled old scholars and stuffed full of dripping candles and old grimoires. Not only that, but coin and connection could be used to acquire many things — the whispers that flow through alleyways and wilderness, crumbling maps to forgotten ruins full of strange and valuable things lost to time, the location of the most damnable skeletons hidden in closets across nations, the ear of the powerful and the hands of the strong... words could be as powerful as any spell, and her mother had always taught her to weave the shadows into her speech and play her hand close to her chest, never revealing her heart, always with a story to entrance and a valuable to ensnare the unwary. These skills would serve her well.

Really, the daughter of an assassin can make a killing in the cutthroat world of business...

And now the winds of fate have brought her here, to a land between armies and empires. She has garnered a reputation for herself with the Bank of Ashar, finding seemingly legendary artifacts for clients — her key to success being access to a trove of old arcane knowledge and willingness to delve into old burial grounds and ruins to retrieve them herself. Despite her connections however, business seems to have slumped somewhat — a series of bad luck and wrong turns it would seem, notably involving a greedy mage burning down her shop after she tried to steal back the Goblet of Overflowing he was trying to use in a convoluted water-damage insurance scam — and she has sold or stored away most of her most valuable stock in order to make the journey to the frontier between Dascus and Tashar.

Rumours of rediscovered temples, ancient relics, and clashing armies and all the intrigue that goes with it is simply too grand an opportunity to miss, and after all – what's business without a bit of excitement and risk?
Fighting Style: Arcane Merchant & Antiquarian
Abilities:
  • Arcanist: born with magic in her veins and the spark of curiosity in every fibre of her being, Sayyida isn't the most skilled of mages, lacking formal training, but is very knowledgeable in the arcane arts and adept with minor and illusionary magic. Most of her skills come in the form of enchanted items she has discovered on her travels, though she is often able to make do with innovative use of simple magic — misdirecting pursuers down false alleyways, raising an inviting merchant's tent from nothing but sticks and ragged cloth, producing luminous displays of calligraphy burning in midair to draw attention to her wares, or even shifting her clothing to blend into the populace at large.
  • False Paths: perhaps Sayyida's most useful ability is a spell she discovered in an ancient Dwarven fortress beneath the mountains, allowing the user to slip through a door, archway, or curtain, and find themselves emerging from a different passage some ways away. She is careful not to use it unless she needs to, as she is not always sure where she will end up – sometimes on the other side of the street, sometimes stumbling out of a chicken coop on a farm a halfmile away.
  • Veil of Secrets: beneath her flowing silk robes, Sayyida holds more than just mysteries – the Veil of Secrets was a gift to her from her mother, a magical item of unknown origin that can be used to store and hide untold wonders. Ranging in size from tiny coins and trinkets to large portable incense burners and statuettes, if an object is large enough to be stored in a traveler's large backpack, and light enough to be carried by a human, Sayyida can slip it away beneath the folds of her robe like it took up no space at all. Cheerfully attributed to simple illusion magic done to attract customers, Sayyida can hide away a small arsenal of weapons or a small tent's worth of rare artifacts on her person. Her mother warned her however that there may be some things left hidden inside even she doesn't know of, and some of them may be alive...
  • Swift as Sand: one of the Veil's biggest boons it that it allows the wearer to carry valuables and supplies that would have most people stooping under the weight of a traveller's backpack of the kind some adventurers will wear, covered in bedrolls and climbing tools and towering overhead like a swaying cloth stele. Sayyida is free to make use of her speed and athleticism, gained from long hours hunting in the desert and slipping through crowded city streets or jumping along rooftops, pursued by rival merchants' thugs or chased by those she has "liberated" previously sold goods from who have tried to turn them to ill purpose.
  • Sharp as Glass: when war comes to the land, even a simple blade can prove priceless — but with so much competition in weapons-trafficking, Sayyida has identified a niche to exploit. Strange, exotic weaponry coming from foreign lands and inventive minds always prove to find an interested buyer, and Sayyida herself has kept a few for her own protection over the years and grown exceedingly skilled with them. While she might not pack an overwhelming punch in a fight she has learned to defend herself and always be on her guard against any kind of threat. Felling larger opponents with joint-locks learned from martial artists or ducking from the path of a swordsman's steel to slide her own curved blade into flesh, she is a terror to fight in close-quarters.
  • Improvised Solutions: quick-thinking merchants are wealthy merchants, and in Eboris' often dangerous lands they often prove to be the ones that stay alive. Sayyida has put her intelligence and ability to adapt and improvise at a moment's notice to good use in fights, drawing from the environment around her or her bottomless robes to gain an advantage when attacked. From defective incense burners that can fill a room with smoke in seconds to vials of colourful liquid that can melt through locks, to small cloth pouches that when turned out erupt in a deluge of confused kittens and balls of string, Sayyida will use any trinket to distract, foil or misdirect an opponent or gain an advantage.
  • Watchful Serpent: Vahid is a young asp, a gleaming serpent as green as venom and just as dangerous. He lives within Sayyida's fathomless robes and is quite friendly and harmless - to those she likes, at least. Pickpockets tend to be less than happy to meet him.


Limitations:
  • Culture Shock: Sayyida may be wise for her age and extremely knowledgeable in esoteric and arcane subjects, but she knows little to nothing of other lands beyond what she has read in history books or discovered on her travels. Language is not her forte, and while she is used to using the perception of a mystical and fascinating foreigner to her own advantage she can be exhausted and confused by the bewildering customs and speech of those she encounters.
  • Silken Armour: merchant's coin cannot turn the point of a sword, at least not if it isn't used at the proper opportunity. At times such opportunities do not arise... Sayyida relies on misdirection, distraction, dexterity, quick-thinking and a well-placed blade and spell to get herself out of trouble, and lacks armour or the ability to sustain direct assaults on herself for a length of time. Caught in an archer's sights or faced with a squadron of armoured knights, she will prudently attempt to flee.
  • Chaotic Inventory: the Veil of Secrets, like many magical items, is a fickle thing - or perhaps Sayyida is simply absent minded as to where she tucks away her artifacts. In either case it cannot be denied that even she is unsure of its inner workings, and will often find something unusual or unexpected when she reaches for something she wishes to find. Roughly a quarter of the time, when grasping for a coin purse or knife or valuable, she may find something completely different — at times of great need, this can prove to be less than ideal.
  • La Mort des Chats: curiosity is a double-edged blade, and Sayyida believes that secrets, hidden knowledge, and rare items with impressive histories and strange properties can be just as valuable as gold. Though cautious by nature she can be enticed into taking grave risks for the reward of greater wisdom, insights, and heft to her coin purse.


Equipment:
  • Peshkabz daggers: a twin pair of wickedly curved blades, reinforced at their needle-like tips and capable of piercing through maille just as well as they cleave through flesh. The design is traditional among Sayyida's people, and considered by collectors of rare weapons to be exceptionally designed fighting knives. Blackened to eliminate even the slightest gleam in darkness, they formerly belonged to her mother and were gifted to her when they parted ways.
  • Katars: coming into Sayyida's hands from a far away land, these exceptionally crafted weapons are as deadly in function as they are unique in form. These characteristic punching daggers naturally fascinated the merchant, who kept them for her own use — she has since grown to be astoundingly effective with them, making good use of their intuitive thrusts to punch through maille and thin plate armour alike, or striking in sweeping slashes of gleaming gilded steel. Her affinity for the weapons is easy to understand, given her love of hidden and intriguing things - one of the pair contains a masterfully crafted mechanism that splits the blade in two to reveal a third within, giving it three points and making it exceedingly useful for tangling an enemy's clothing or catching their blade and twisting it aside.
  • Magical Quills: a merchant is often at need of a good quill, and Sayyida keeps a bundle of them wrapped in twine and leather. These are unique, however, collected on her travels or enchanted by her nimble hand: one can illustrate concepts in child-like but easily understood pictures to communicate with those who speak other languages; another writes brilliant calligraphy with glimmering flame that hangs in the air, accentuating Sayyida's already flowing style; the third has a bad habit of going straight for the jugular vein; and the last two are an ordinary, if extravagant phoenix feather and a peacock quill that will copy any document after marking it with a special rune.
  • Veil of Secrets: Sayyida's flowing robes of glimmering silk, fathomless in depth and mystery. Given to her by her mother, its origin is as unknowable as the full extent of its contents. It seems to shine in the light when she wishes to be seen, and fades to blend in with her surroundings when she wishes to pass unnoticed, always appearing to blow in an unseen breeze.
  • Merchant's Tome: a leatherbound book, weathered and faded by sun, though the gleam of silvery designs scrawled across the surface intrigue one to its contents. Within is page after page Sayyida's small but elegantly flowing handwriting, written in code, detailing countless transactions and inventory and travel sketches. Between the pages are tucked loose sheaves of paper, torn off scraps of writing, pressed flowers and probably her official merchant guild's papers. Somewhere.


Optional Questionnaire
Personal Quest: Seek out rare artifacts, learn new magic, discover the secrets of the world
Favorite Factions: Wanderers, Foresters, Ashar
Least Favorite Factions: Knights of Shotarr, Guardians
Favorite Memory: A quiet tent, a warm breeze, the orange sunset above the dunes and her mother teaching her sister to play quiet hymns on the lute.
Goals: Acquire great wisdom and knowledge and bring wealth to her community
Greatest Fear: Being reduced once more to poverty, or worse, becoming heartless in wealth
Religion: Worship of Imera, Faenar, Benthoral, Sualdir, and Oadot
Islamic Visadahyum of Ihsalihna
ویسداهیوم اسلامی ایهسالیانا
Visadahyum-i Eslāmi-i Ehsālihnā
Jin Jîyan Azadî - Long Live the Girls of Enghelab

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Ihsalihna
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Posts: 92
Founded: Mar 11, 2017
Democratic Socialists

Postby Ihsalihna » Fri Jun 28, 2019 7:18 pm

Image


Magical Mystery Merchant lady is here!

Sorry if my writing is a bit long and rambly, it's a bit late at night here - please let me know if there's any concerns with my character!
Islamic Visadahyum of Ihsalihna
ویسداهیوم اسلامی ایهسالیانا
Visadahyum-i Eslāmi-i Ehsālihnā
Jin Jîyan Azadî - Long Live the Girls of Enghelab

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Sarderia
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Posts: 1854
Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri Jun 28, 2019 7:19 pm

Tomia wrote:
Sarderia wrote:I will maintain his backstory, but add an sympathetic aspect to his goals. I want to make a morally-ambiguous character, so I hope you might find that accpetable

Morally ambiguous would be much preferred to an outright villain yes. Make sure you make the edits I asked for regarding abilities as well

Verily, done.
Last edited by Sarderia on Fri Jun 28, 2019 7:19 pm, edited 1 time in total.
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Kaziimar
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Founded: Mar 06, 2019
Ex-Nation

Postby Kaziimar » Fri Jun 28, 2019 7:29 pm

Okay Tomia, I did it.

Name: Damiana Florevian, called Mia for short
Age: 17
Gender: Female
Race: Human
Appearance (pics if possible): She’s on the small side, with red hair that reaches her mid-back (usually tied out of the way), gray eyes described as owl-like, and wears horn-rimmed glasses. She’s heavily freckled and has what has been described as owlish features (wide eyes, a bit of an aquiline nose, sharp lines to her face and body)
Mage?: Yes, mage in training
Bio : Born in Dascus to a single mother, Flora Florevian (her father had been a pirate), Mia had a quiet and relatively simple life. Her mother ran the Golden Flower Tavern, a local hotspot where many people of note would gather for drinks and if you want to pick up news, go to the Golden Flower and you're sure to find out. Flora had a bit of a talent for using herbs, flowers and fruits to make her own wines and enhance the flavor of liquors, and her daughter was named after the damiana herb, a yellow flower that produces a liqueur that's a cross in flavor between an orange and a fig. She knew from an early age that she wished to be a wizard one day, and would spend the pennies she saved up on her very first spellbook, studying during her time off from helping her mother in the family business. Damiana did well enough on her own, using her magic to make her job and household chores easier but in order to truly advance she knew that she would need the help of a seasoned wizard. One day when she was fifteen, she actually met one when he came in with a group of companions and ordered a drink. His name was Dorian Hylan and he was a retired adventurer, having a meeting with his old buddies simply to reminisce. While cleaning the bar, Damiana set their drinks down in front of them by levitating them so she wouldn’t have to stop her current task, and during the whole day the two of them would exchange glances...just before he left, she mustered up the courage to walk up to him and asked if he would teach her magic. Impressed by her boldness, he agreed and after being given some time to prepare, the two of them had been traveling together ever since, but not before Dorian had put his name forward for election for the Consortium which was his reason for coming back to his home town.
Fighting Style (Warrior, Mage, Archer, etc):
Abilities:
  • [Elemental Water]: (Can conjure elemental water spells into offensive forms for combat)
  • [Shield]: (Creates a magical shield to deflect damage, but can be damaged if hit hard enough)

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • (Apprentice: She’s still learning and has a LONG way to go before conquering anything)
  • (Squishy Wizard: She’s pretty good with magic, but taking a punch? Not so much.)
    (Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)

Equipment:
  • [Wizard’s Staff]
  • [Grimoire]
  • Backpack
  • [Map]
  • [Vials of Potions: healing, poison, shrinking, growing]
    (Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those,


Optional Questionnaire
Personal Quest: Her Master is missing (or he will go missing); she’s desperate to locate him
Favorite Factions:
Least Favorite Factions:
Favorite Memory:
Goals:
Greatest Fear:
Religion:[/quote]
Last edited by Kaziimar on Sat Jun 29, 2019 8:35 pm, edited 1 time in total.

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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri Jun 28, 2019 8:07 pm

Sarderia wrote:
Tomia wrote:Morally ambiguous would be much preferred to an outright villain yes. Make sure you make the edits I asked for regarding abilities as well

Verily, done.

Alright It's decently better, last three things that need to be done I think is remove reference to the soul strangler from the bio, and also remove references to him becoming grand mage, also get rid of the soul sickness thing as weakness as it doesn't make much sense if he isn't doing soul magic anymore.

And I think I would just advice not to have him do anything too dark or edgy, particularly at the start of the RP. Like I said its not really keeping within the tone of the RP and having him gratuitously killing people just for the sake of it or things like that won't really be tolerated.

With that in mind once those three things are fixed, I'll accept him.

Kaziimar wrote: Damiana Florevian

Nice app, bio and all is great, just a few things regarding the powers. She shouldn't really be able use all types of elemental magic like that, since each element is its own specialized school in this RP. So I would pick one for her to focus on. Also invisibility and shapeshifting is a little much. So I would say make invisibility a potion she carries around instead of shrinking and growing. Once those things are fixed up the app should be good to go.

Ihsalihna wrote: Sayyida ul h'Ehlam

Great job, I found the bio to be extremely well written, only thing I'm a little confused about is the quills, does she use those as weapons or does the one quill simply attack people out of lack of stability? Either way, accepted

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Fri Jun 28, 2019 8:13 pm

-nothing to see here-
Last edited by Shadowwell on Sat Jul 06, 2019 7:50 pm, edited 7 times in total.
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WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Sarderia
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Posts: 1854
Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri Jun 28, 2019 8:26 pm

Tomia wrote:
Sarderia wrote:Verily, done.

Alright It's decently better, last three things that need to be done I think is remove reference to the soul strangler from the bio, and also remove references to him becoming grand mage, also get rid of the soul sickness thing as weakness as it doesn't make much sense if he isn't doing soul magic anymore.

And I think I would just advice not to have him do anything too dark or edgy, particularly at the start of the RP. Like I said its not really keeping within the tone of the RP and having him gratuitously killing people just for the sake of it or things like that won't really be tolerated.

With that in mind once those three things are fixed, I'll accept him.

Kaziimar wrote: Damiana Florevian

Nice app, bio and all is great, just a few things regarding the powers. She shouldn't really be able use all types of elemental magic like that, since each element is its own specialized school in this RP. So I would pick one for her to focus on. Also invisibility and shapeshifting is a little much. So I would say make invisibility a potion she carries around instead of shrinking and growing. Once those things are fixed up the app should be good to go.

Ihsalihna wrote: Sayyida ul h'Ehlam

Great job, I found the bio to be extremely well written, only thing I'm a little confused about is the quills, does she use those as weapons or does the one quill simply attack people out of lack of stability? Either way, accepted

Consider it done.
It is my first attempt to create an outrightly very dark character though. How was it in general?
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Tomia
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Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri Jun 28, 2019 8:32 pm

Sarderia wrote:Consider it done.
It is my first attempt to create an outrightly very dark character though. How was it in general?

Let me know when it is and I'll accept. I mean I think you're writing of a villain was decent despite my concerns about how he fits in the RP

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Sarderia
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Posts: 1854
Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri Jun 28, 2019 8:43 pm

Tomia wrote:
Sarderia wrote:Consider it done.
It is my first attempt to create an outrightly very dark character though. How was it in general?

Let me know when it is and I'll accept. I mean I think you're writing of a villain was decent despite my concerns about how he fits in the RP

It is done, waiting your accept.

No, I mean in general. I'll make him less murderous here, but how was the villain in general? You're an old forum member so you might have suggestion for me
Takkan Melayu Hilang Di Dunia

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Tomia
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Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri Jun 28, 2019 8:50 pm

Sarderia wrote:
Tomia wrote:Let me know when it is and I'll accept. I mean I think you're writing of a villain was decent despite my concerns about how he fits in the RP

It is done, waiting your accept.

No, I mean in general. I'll make him less murderous here, but how was the villain in general? You're an old forum member so you might have suggestion for me

Alright thank you, accepted.

I think your writing and detail was pretty good. And it got better as you delved into his childhood trauma and all. I would say he comes off as gary stu-ish which was what some of my criticism was. Could def see him being a solid villain in a story though. I think the biggest thing to work on is motivation and ideology.

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Union Princes
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Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Fri Jun 28, 2019 9:05 pm

Name: Sir Randolf “The Short” Klefford
Age: 35
Gender: Male
Race: Human
Appearance:
Image
Image

Mage?: no
Bio: Born the youngest of four children in the Klefford family and undoubtedly the smallest, Randolf grew up envious of his two older brothers who were bigger, stronger, and enjoyed more attention from their father. His older sister and mother took over his upbringing as he was taught reading, writing, and math. He hated those studies with a passion whenever he gets to see his brothers spar and get a martial education. With encouraging words from his sister, however, Randolf begrudgingly learned to read and write but ignored his math studies completely. His mother warned them that no matter what he becomes, he will need to learn how to save money.

By age 8, Randolf finally picked up a training sword and never felt so happy. All those years of poisonous jealousy eem to seep away as he fought against the master-at-arms and his dad in a sparring match. He lost, of course, since he was still a small boy compared to his brothers but that day felt glorious. Ever since then, Randolf was more enthusiastic as he continued to grow. He still had to learn his other studies such a math though if he did well in those, he gets to spar his brothers or the master-at-arms though what he learned were sometimes knocked out of him due to too many blows to the head.

By age 12, he has grown noticeably bigger, so much so that he could be confused for being the oldest child. But Randolf still saw himself in his brothers’ shadows as he felt not strong enough to gain the attention of his father. However, it was not a time for complaints as the boys were now taken in as squires training to become knights. Randolf was shipped away to be a squire for a different lord that was his father’s friend. It was mixed feelings that day: Randolf leaving home but in doing so, will be getting the best education possible. Upon arrival, feelings were different. The peasants and soldiers can’t help but notice how short Randolf was compared to their lord’s own son who was the same age as Randolf. Nicknames sprung up and none was more popular than “Randolf the Short.” At first, he was understandably irked since not even his own brothers insulted his height. His mentor assured him that when he gains his knighthood, it will be the peasants that will become short. Randolf felt solace and grew determined once again to become the man he always wanted to be. But first, he had to endure the spartan trials his mentor set out for him to do. It was painful, grueling, and frustrating yet Randolf did feel that he was getting better at fighting a he wasn’t defeated as easily anymore.

By 20, he went along with his lord and fought in a Pyrrhic victory against the Faithful which saw most of the party dead and the lord himself gravely wounded. Even when dying, the lord made sure that Randolf was knighted before him just a he promised 8 years ago. And sure enough, “Randolf the Short” was an 8ft tall knight and he wept at the lord’s funeral. Randolf took his grieving and used against the Faithful. He went on a murderous vengeful rampage killing any bandit he came across, slaughtering anybody that stood in his way.

His fearsome reputation as an unstoppable killing machine spread throughout the Dascus nobility and Randolf was bombarded with proposals to become a noble bodyguard to a random aristocrat. The only letters he answered were those from home, mainly from his mother and sister. His brothers died when one was struck down in a duel while the other was killed in a hunting accident. That leaves Randolf to be the new heir of the of the family title. Not wanting to be burdened with the responsibilities of managing a castle, Randolf gave the inheritance to his older sister. He learned love getting into battle, feeling the adrenaline through his blood.

Years passed as he continued his military lifestyle until his service was called upon when Dascus sent its banners to seize the temple before Tashar does.
Fighting Style: Warrior, whether he uses his fists or with his greatsword, he fights to win
Abilities:
  • [Intimidation]: His herculean stature and booming voice is enough for any enemy to panic and for any soldier to hold the line just a little bit longer.
  • [Mighty Swing]: Immense size mean immense strength. One hit from his claymore is enough to kill any lightly armored opponent that stands in his way.
  • [Iron Man]: He wears the thickest, heaviest set of full plate armor in his family's history, an extra layer of chainmail and leather armor underneath.
  • [The Fart]: Despite all the appearance of a dim-witted fighter, Randolf carries a small secret weapon that he carries into every battle: a small container that when smashed, unleashes a cloud of sulfur, crushed peppers, and grounded viper venom that blinds and disorientates his opponents.

Limitations:
  • A poor administrator. He will never allow himself to sit in a room and do nothing but count coin and sign papers.
  • Undisguisable under any circumstances. Randolf is easy to spot if you know he’s a 8ft tall giant.
  • Fast for his size yet still slower than an average human being. His immense size makes him more susceptible to injuries from a quicker opponent.
  • Negligent in studies that not found in the art of war. He can read and write but don’t bother asking Randolf to be your diplomat, messenger, or spymaster.
  • More susceptible to heat exhaustion due to the amount of armor he wears.

Equipment:
  • [Greatsword]
  • [Full Plate Armor]
  • [Heater Shield]
  • [Two layers of Chain Armor]
  • [Boiled leather Armor]
  • [The Stinkbomb] the device Randolf uses in the battlefield to blind his opponents. Nicknamed the Fart because of its sulfur component.
  • [His Warhorse] Larger, thicker, and stronger than the average steed, this mount was picked for Randolf’s ownership obvious reasons


Optional Questionnaire
Personal Quest: Acquire money to expand his family’s titles
Favorite Factions: The Repentant
Least Favorite Factions: The Wanderers for interfering with his work, the Knights of Shotarr for being righteous pricks, and Faenar’s Faithful for killing his mentor
Favorite Memory: His first sparring session
Goals: Fight, kill, and become a legend
Greatest Fear: To be forgotten
Religion: The Pantheon
Last edited by Union Princes on Tue Jul 02, 2019 3:58 pm, edited 4 times in total.
There is no such thing as peace, only truce between wars

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Skyggeheim
Envoy
 
Posts: 281
Founded: Apr 30, 2018
Ex-Nation

Postby Skyggeheim » Fri Jun 28, 2019 9:12 pm

Mmm.

My dragon loves all these big men in their big suits of armor. It's like a portable grill with each meal!

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Tomia
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Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri Jun 28, 2019 9:16 pm

Union Princes wrote:[Sir Randolf “The Short” Klefford

Bio is good I like his backstory, but some issues that need to be resolved.

First some minor stuff, think we could get a pic of his face and all? armor doesn't give us much to go on.

Second, mountain that farts is kind of corny tbh, and too much of a GoT reference for my comfort.

"One hit from his claymore is enough to kill any armored knight that stands in his way" this is a bit much imo, especially because I don't think its really balanced by any weakness other than him being a bit slow.

"Naturally resistant to pain from his size and strength. Not only that, he wears the thickest, heaviest set of full plate armor in his family's history, an extra layer of chainmail and leather armor underneath." Not sure why he would be naturally resistant to pain. Also if he is wearing that much armor, heat stroke and exhaustion should definitely be listed as a limitation

While I find the fart idea a bit silly I think its a interesting too. Once you fix the things I have a few suggestions for this char. I would make him light hearted and funny. It would make the fart thing less odd and be a nice contrast to the kind of stereotypical Juggernaut type char.

Also I assume you meant Pantheon for religion so make sure to fix that
Last edited by Tomia on Fri Jun 28, 2019 9:20 pm, edited 1 time in total.

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