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Yigros [OOC | High Fantasy]

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The Cyberiad Council
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Yigros [OOC | High Fantasy]

Postby The Cyberiad Council » Sun Jul 14, 2019 12:37 pm



Yigros is an ancient world that has weathered wars and strife poured out by gods and monsters; by mortals and beasts. Still, it remains. Gods reign in the heavens above and the hells below while mortal-kind stride the surface, going about their lives as they have now for millennia. Not all is well, however. Dangerous forces plot and ancient horror stir from their slumber. This is not reason to despair: it is the nature of heroes to rise from the storms of fear and chaos to send forward the beacon of hope, to drive back the darkness.

Always has this been, and always shall it be as long as the chains of fate hold fast.


Fate hold all; Memories betrothed to the Eldest and preserved in the Tome of the Ages.



On the Races
The extent of the Human empires is vast and varied across the globe. Nearly every god is worshiped and every profession permitted in one place or another from the great walled empire of Endervald to the sprawling lands Acraenalon. In the western lands live the ancestral homes of the elves whose great families stand as markers of their proud history and symbols of their immense culture. To the East lie the Orc holds build up on the tradition of martial art and battle. Though once thought of as savages and barbarians, Orcs are much more than mindless wielders of the blades. Deep in the mountain halls beats the heart of the Dwarves, masters of craft and chiefs of industry. Hailing from the tundra in the North lumber the mighty Ergrasar and Snjókall.


Guard yourself in the wild; monsters of all sizes stalk those lands.



On Politics
Aside from the established cities and towns, there is scarce civilization. The wilds of Yigros are swarming with all manner of beasts and monsters looking for a meal. Arguably more deadly are the roving bands of bandits and goblins that stalk unwary travelers.

As a result of this unforgiving expanse, communication is sparse between different kingdoms over land. Instead, most trade and discourse are carried out by sea. Even with limited contact, there has not been open war between any human Kingdoms in nearly fifty years. There has been a simmering feud between the Human Kingdom of Acraenalon and the Orcish hold of Tuil'de Heg. Neither side has gained any significant victory over the other in nearly a year, but there is rumor the king of Acraenalon is near death. As a result, the Lionhearts have been recalled to the capital, depriving the front line of it's strongest fighters.

Piracy on Fyilehan shipping vessels by raiders hailing from Eithermark have put a strain on the relationship between the two nations, though no formal action has been taken by either side.

Remembering wounds from wars past, the Elves have remained withdrawn to their own lands save for the relative handful that seek interaction with foreign places.


A spell requires three things: A source of power, structure, and a target.



Magic
Though it is becoming exceedingly more rare in recent years, magic is a powerful tool for shaping the world to the will of the caster.

The three primary archetypes of magic are:
  • Ether
  • Thaumatic
  • Aether

Ether magic can only be used by the Astra and the order of the Aarkin. It manipulates Ether, the very light of Solanas, with holy fury.

Thaumatic magic is the kind most people think of when they consider spells. Using the ancient language of the Irra, mages manipulate energies to accomplish nearly any goal set before them. The words of the spell can be either spoken, written, carved, or even thought, though each method has it's shortcomings. As a general rule, shorter spells can be cast faster, but take much more energy than longer, more wordy spells that seek to accomplish the same task. This is because time will permit a caster to locate appropriate sources of power to fuel their spells, or structure the spell to be more efficient.

As a last resort, a mage can always tap into their own soul, though this is exceedingly dangerous and runs the risk of ending the caster's life.

Aether magic is the dark counterpart to Ether. An amorphous substance drawn from the pit of Sheol corrupts, molds, and reshapes the physical plane. All can tap into the power of this dark magic, though almost none can resist becoming corrupted themselves.





Information

If something is not on this list you would like to play as, please ask first before applying
  • Human
  • Elf
  • Dwarf
  • Orc
  • Halfling- Race descendant from both the Humans and Dwarves.
  • Cambion- Race descendant from offspring of humans and demons; naturally resistance to the negative effects of Aether.
  • Ergrasar- Related to Giants, the Ergrasar stand head and shoulders above even the Orcs. Boasting great strength and resistance to the cold, they are formidable, but are nearly always hungry and painfully slow.
  • Snjókall- Humanoid beasts from the frozen north, Snjókall boast impressive resilience and natural affinity for magic. Known for being hostile, most races detest what they deem as 'monsters'.
  • Irra- Also known as the Eldermen, the Irran were the first mortal race on Yigros. The few members of the race still alive today are mostly confined to their ancient ruins where they 'slumber'. Only the youngest members of their race, which can live for hundreds of years, explore and learn all they can before returning to their homes to join their kind in the slumber.
  • Astra- Angel-like beings created by the High-King of the gods, Mu'Rhodin, to serve as his soldiers and servants. Rarely venturing down to Yigros, the Astra are powerful wielders of Ether magic, though they have a deadly aversion to iron, the metal of man.


Map

  • Order of the Aarkin: Servants of Mu'Rhodin, the High-king of the gods, the Aarkin serve many roles for both the divines and Yigros. Universally respected as judges, healers, and defenders against the fiendish demons, the Aarkin have extended their presence to every corner of the world. Many are stationed at temples that can be found littered throughout the kingdoms and even some in the wild lands serving as safe havens for travelers. Their unique ability to use Ether magic makes them formidable opponents as well, and has spawned a class among their ranks of Inquisitors. These noble warriors seek out darkness and practitioners of dark Thaumaturgic arts, and Aether wielders.

    The Aarkin can easily be identified with their gold and scarlet robes and armor.
  • Mages Of the Shimmering Tower: The largest and oldest guild for magic users of all stripes, the Shimmering Tower trains eager magic users for their home empire or for their personal advancement. Any who can use magic naturally are welcomed, cost being settled later. Mages sporting the blue and silver robes can be seen on advantures and quests all over Yigros, finding ancient tomes on magic, or uncovering historical relics and ruins of arcane significance.
  • The Lords of Ferrow: Unique to the Kingdom of Endervald, the Iron Lords, as they are also known, possess a portion of the shattered soul of Ferrow, the Fatebreaker, the fallen god of Iron, defender of mankind, and on of the seven gods of war. They have almost been forgotten, their ranks limited by the divisions of Ferrow's soul. For more than a hundred years, the Lords have remained, slowly withering in number as age claims them. However, when an old foe returns, the Lords pass on their mantel to a new generation, the fragment's of Ferrow's soul finding new hosts and kindling the god's power in Yigros once again.

    It is said that the Lords of Ferrow have been blessed with the ability to change Fate itself.
  • The Grand Coven: A collection of Druids living in the wilds of Black Marsh. They are masters of nature, and defenders of the wilderness against the encroachment of the civilized world.
  • Scholars of the Mordus Arcanum: The Mordus Arcanum is widely considered to be the largest single collection of knowledge in all of Yigros. Both the Arcane and the Mundane can be explored within the seemingly endless tomes. However, unbeknownst to all but a select few, the Arcanum has began delving into the murky power of Aether. Tapping into the power of the demons is tricky buisness, but the scholars have devoted themselves to understanding all, both good and evil.
  • The Crows: An order of assassin monks trained in combat, infiltration, and assassination in equal measure. Though they have sold their services to outside sources, they only truly serve the natural balance of the world. Those who they believe have disrupted that balance are struck down without mercy. The Crows utilize esoteric magical arts to harden their bodies and minds alike- it's said that suffering a blow from the hand of a master is akin to being struck by a warhammer. The Crows' primary monastery is found on a remote peak of the unforgiving Mandrel range on the outskirts of the Orrish, though members of the order can be found all across Yigros.
  • The Merchant's guild: Likely the widest reaching organization in the world, the guild has a near monopoly on trade between the two continents- Iseron and Csudra- of Yigros. Their coffers are always growing and as such, they have funded several interesting endeavors. Most alluring to the adventuring type, are their efforts to locate ancient treasures and rare artifacts. Their adventurers are well funded, and well connected wherever they may find themselves; as long as they find themselves where money may be spent.





Message from the OP

Hey everyone, and welcome back to Yigros, or if this is your first time here, it's nice to meet you. In this RP, you as players are encouraged (with some help from forces outside of your control) to band together and go on adventures, and maybe foil the plot of an ancient horror or two. Below you will find the application form. Please delete everything in parenthesis before you submit, and while I wasn't able to fit anything close the entire lore of Yigros in this OP post, I ask that you ask questions so your app fits within the world.

You may be any of the playable races, and be in any of the factions listed above; I only ask that you create your bio in such a way that you are a novice or new initiate in the faction you choose. No grand-master wizards or High priests here.

For equipment, feel free to be creative, but don't be overpowered. A regular sword will suffice, it doesn't need a list of enchantments. In-fact, that will get your app rejected. Moreover, ALL the items you carry with you must be disclosed. Anything not included in your app (that you don't RP picking up) will not be allowed.

Now, if that hasn't scared you away, I await your apps!

Rules
  1. Respect the OP and co-OPs
  2. Don't be a dick
  3. Don't godmod, metagame, or try to be overpowered
  4. Inactivity will result in your character being left out/killed/taken over by OPs
  5. Doing dangerous things may get you killed
  6. Respect the mechanics of the world, and ask questions when you don't know something

Code: Select all
[box]
[b]Name:[/b]

[align=right][spoiler=Appearance][img]Insert image link here, or delete img tags and write description[/img][/spoiler][/align]

[b]Race:[/b]

[b]Faction:[/b]

[b]Age:[/b]

[b]Magic:[/b] (Y/N? and what kind)

[b]Specialized Skills:[/b] (Blacksmith, tracker, swordsman, etc)

[b]Personality:[/b]

[b]Bio:[/b]

[b][u]Equipment[/u][/b]
(Please list)

[b]Additional information:[/b] (optional)
[/box]
Last edited by The Cyberiad Council on Wed Jul 17, 2019 8:30 pm, edited 3 times in total.

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The Cyberiad Council
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Postby The Cyberiad Council » Sun Jul 14, 2019 12:37 pm

Roster

Player Characters

OP Characters/NPCs
Last edited by The Cyberiad Council on Tue Jul 23, 2019 2:54 pm, edited 4 times in total.

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Okayanos
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Inoffensive Centrist Democracy

Postby Okayanos » Sun Jul 14, 2019 12:38 pm

Tagged.

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Futrellia
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Founded: Mar 29, 2013
Inoffensive Centrist Democracy

Postby Futrellia » Sun Jul 14, 2019 2:03 pm

Name: Kyler Andonar

Image


Race: Human

Faction: The Order of the Aarkin

Age: 17

Magic: Yes, Kyler can summon basic ether spells.

Specialized Skills: Swordsman, Kyler has focused his training around swordplay with an emphasis on combining it with Ether magic

Personality: As a fresh faced initiate, Kyler is young, prideful, and ready to see what a life in the Aarken will be.

Bio: Kyler was born in a small village living in the shadow of the Aarkin Tower, whose presence ensured the villagers' protection against all threats and therefore was the ideal location to raise a family in peace. Growing up, Kyler was taught to revere the Aarkin as upholders of the good and protectors of the innocent. Through his village alone, the children would create stories following Aarkin Inquisitors through their adventures in the dark forests, slaying monsters, saving travelers on the road and scouring through the darkest depths for those that would do harm to others. From his adolescent years, all he dreamed about was joining the blessed ranks of the armies of Mu'Rhodin. He would stick fight with his best friends as Inquisitors passed through, hoping to be noticed by any of them for his fierce fighting style, which Kyler seemed quite proud of. A small part of him hoped he would be greeted by the Inquisitors as the Savior of all the lands and whisked away to train with the Battlemasters of the Tower so he could scour the wilds, slaughtering the evil and saving the good, all while bearing the gold and scarlet cloaks of those who came before him. His parents were not as enthusiastic as young Kyler was, who wanted their son to stay in the village, learn to work the fields, groom the horses, raise a family, continue on with the Andonar family legacy of keeping this village standing for hundreds of years. On his seventeenth nameday, Kyler would set his mind to becoming an Aarkin Inquisitor and serve the greater good of the realm.

His parents did not argue with him, hoping the Aarkin would see their son for who he actually was: a foolish boy with only dreams of grandeur and no actual bravery and send him back. They would comfort him, tell him they made a mistake by turning him away and put him to work in the fields the next day. He packed clothing, food, water and an old dagger in his pack and walked to the nearby Tower, where he was confronted by Tower Guards who heard his requests to join. He was accepted into the order.

Equipment
Inscripted and custom Inquisitor longsword (Sigil of the Aarkin at the pommel with the words "What lurks in the Dark will be brought to the Light" on both sides of the blade.
Two steel daggers bearing the Aarkin sigil at the pommel sheathed in leather on both sides of his waist. The clothing in the picture above are colored mainly scarlet with hints of gold on the metal portions.

Additional information: (optional)

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The Cyberiad Council
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Postby The Cyberiad Council » Sun Jul 14, 2019 2:07 pm

Futrellia wrote:
Name: Kyler Andonar



Race: Human

Faction: The Order of the Aarkin

Age: 17

Magic: Yes, Kyler can summon basic ether spells.

Specialized Skills: Swordsman, Kyler has focused his training around swordplay with an emphasis on combining it with Ether magic

Personality: As a fresh faced initiate, Kyler is young, prideful, and ready to see what a life in the Aarken will be.

Bio: Kyler was born in a small village living in the shadow of the Aarkin Tower, whose presence ensured the villagers' protection against all threats and therefore was the ideal location to raise a family in peace. Growing up, Kyler was taught to revere the Aarkin as upholders of the good and protectors of the innocent. Through his village alone, the children would create stories following Aarkin Inquisitors through their adventures in the dark forests, slaying monsters, saving travelers on the road and scouring through the darkest depths for those that would do harm to others. From his adolescent years, all he dreamed about was joining the blessed ranks of the armies of Mu'Rhodin. He would stick fight with his best friends as Inquisitors passed through, hoping to be noticed by any of them for his fierce fighting style, which Kyler seemed quite proud of. A small part of him hoped he would be greeted by the Inquisitors as the Savior of all the lands and whisked away to train with the Battlemasters of the Tower so he could scour the wilds, slaughtering the evil and saving the good, all while bearing the gold and scarlet cloaks of those who came before him. His parents were not as enthusiastic as young Kyler was, who wanted their son to stay in the village, learn to work the fields, groom the horses, raise a family, continue on with the Andonar family legacy of keeping this village standing for hundreds of years. On his seventeenth nameday, Kyler would set his mind to becoming an Aarkin Inquisitor and serve the greater good of the realm.

His parents did not argue with him, hoping the Aarkin would see their son for who he actually was: a foolish boy with only dreams of grandeur and no actual bravery and send him back. They would comfort him, tell him they made a mistake by turning him away and put him to work in the fields the next day. He packed clothing, food, water and an old dagger in his pack and walked to the nearby Tower, where he was confronted by Tower Guards who heard his requests to join. He was accepted into the order.

Equipment
Inscripted and custom Inquisitor longsword (Sigil of the Aarkin at the pommel with the words "What lurks in the Dark will be brought to the Light" on both sides of the blade.
Two steel daggers bearing the Aarkin sigil at the pommel sheathed in leather on both sides of his waist. The clothing in the picture above are colored mainly scarlet with hints of gold on the metal portions.

Additional information: (optional)


Accepted

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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Sun Jul 14, 2019 2:25 pm

Name: Gebhard ‘Gard’ the Delver

Image


Race: Human

Faction: Merchant’s Guild

Age: 29

Magic: Y, thaumatic

Specialized Skills: ‘Archaeology’, historical research, swordsmanship, lock picking

Personality: Gebhard is a pragmatic, jovial fellow. He is always in for a game, a drink, or some good whoring. He pictures himself as quite the charismatic swashbuckler, partially because that is an accurate description of his personality. However, he can be arrogant and over-confident, and insufferable to talk to once you get him started on his many adventures. At heart, though, Gebhard is a curious person, looking for artefacts with genuine interest. Before selling his things, he notes everything he can about them in his notebook, before working that into the manuscript of a book he is seeking to publish. It was originally going to be an academic work, but through the years, it became more of an adventure novel, with himself as the protagonist.

Bio: Gebhard the Delver was not always known as ‘The Delver’. He used to be known as ‘Gard the Drunkard’, and before that, ‘Hey, you, orphan boy’. He was born to a harbour sex worker in Fyilehan, who almost immediately gave him up for adoption. She named him after his father, whom she hoped would one day return to them, which is the only thing his mother left him, aside from the note on which his story was written. Of course, Fyilehan orphanages are not known for being kind-hearted to the children it serves. Most of them are made to do back-breaking work to prepare them for a life of sailing, to be sold off to a sea captain in need of deck hands. Gebhard was not one for the sea. As soon as he could, he escaped the orphanage and began a life of his own. The harbours of Fyilehan were always filled with travellers from all around the world, both merchants and adventurers, seeking to fill their pockets. With the latter group, Gebhard tried his luck.

His scam was simple: he would draw up a map with some vague resemblance to the real world, and he would try to sell it to adventurer types who looked gullible enough to buy into that sort of thing. Of course, he didn’t have much luck in the beginning. He got plenty of ass-whoopings from sturdy sailors and soldiers-of-fortune. However, over the years, his craft evolved. He began to spend time in the library, looking up ancient myths he could spin into his stories. Those really made them profitable. This scrawny-looking street rat would mispronounce the name of an ancient warlord and the adventurers would be all-over him. He would pretend not to know what the importance of those names was, underselling those maps by quite a margin. Underselling, of course, if the maps were real. For a few day’s research in the library and a map leading nowhere, it was ridiculously expensive. Of course, this meant he had to stay on the move, never staying in one place for long.

Some time in his early twenties, Gebhard sold a very convincing map (edges burnt by a candle and browned with tea leaves) to a few traveling gentlemen from the Mordus Arcanum. Gebhard had heard they were looking for the ancient ruins of Mui-Al-Bandalor, and he was more than willing to lend them a hand. He sold them a map for a ridiculous mark-up, and hoped that would be that. However, the gentlemen insisted that he join them on their quest, something he could hardly decline without raising suspicion. So, the two gentlemen, with Gebhard in tow, followed the map up the Kollin Pass and over the Kollin Glacier. There, one night, Gebhard took their donkey Nico and their adventuring supplies and headed off, leaving them stranded on the glacier.

Now, Gebhard knew very well that his game was up. He could hardly keep doing this, especially as he reached an age that adventurers would become suspicious of him. However, in the bags of the adventurers he found various ancient tomes taken from their library, both on magic and ancient ruins supposedly filled with treasure. Using the information from the local library, Gebhard located the true location of those ruins. Using the magic from the books he cleared himself a way into those ruins. He did not find a treasure of gold, but he did find various small artefacts and dusty scrolls. The thrill of adventure and treasure hunting finally got to him, and Gebhard went back to the city. There, he sold the artefacts to the highest bidder, namely the merchant guild, who immediately handed him a contract for him to search for more. A contract which Gebhard happily signed.

Now, of course, over the years, things have changed. Gebhard no longer just looks for his own treasures, although he does a lot of that as well. Since picking higher-value targets, he has had to deal with a lot of competition. In the beginning, he just beat them by being a better researcher and not sleeping through nights, but as his competition became tougher, so did he. He started using more magic, for instance. First only to make free his way, but later also to stop his adversaries. After that, he began bribing people to actively stop his opponents. After that, he began learning how to use a sword. From an old swashbuckler he learnt the trade of shield-and-scimitar duelling, using a dagger as a secret back-up. That really kicked things into gear, and more and more competitors would find themselves robbed or killed.

Recently, Gebhard acquired himself the urn of the mythical duke Marinon, who was supposed to have lived for a hundred and fifty years. He got those not through his own sweat, but through trapping his opposition in the duke’s three hundred year old tomb. To his dismay, he found out that those adventurers also had a contract under the merchant’s guild, and he decided that now was not the best time to sell them back the urn. Instead, he decided to travel around for a bit. There are still a few weeks in his contract before he has to deliver, after all, so he might as well look around for an odd job here and there.

Equipment
- Curved Sword
- Rondel dagger
- Buckler
- Lock picking tools
- Torches
- Nico the Donkey
- Unfinished manuscript
- Vase with ashes of Duke Merinon the Ancient
- Clothes
- Rope
- Shovel
- Pickaxe
- Leather bag with gold pieces
- Notebook (+ pencil)
- Old note
- Waterskin with water
- Waterskin with wine
Last edited by Great Confederacy of Commonwealth States on Sun Jul 14, 2019 3:14 pm, edited 3 times in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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The Cyberiad Council
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Postby The Cyberiad Council » Sun Jul 14, 2019 2:48 pm

Okay, so for Aether magic, you need some different things. Aether magic requires access to the substance of Aether, but that in itself is extremely dangerous and corrupting for anyone except a Mordus Arcanum scholar or a cambion to use. Otherwise, it would corrupt you into a more demonic form. So you may want to adjust this, and say he found a grimoire or spell book that already had a pre-made spell ready for him.

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Great Confederacy of Commonwealth States
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Posts: 21988
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Postby Great Confederacy of Commonwealth States » Sun Jul 14, 2019 2:50 pm

The Cyberiad Council wrote:Okay, so for Aether magic, you need some different things. Aether magic requires access to the substance of Aether, but that in itself is extremely dangerous and corrupting for anyone except a Mordus Arcanum scholar or a cambion to use. Otherwise, it would corrupt you into a more demonic form. So you may want to adjust this, and say he found a grimoire or spell book that already had a pre-made spell ready for him.

Ahhh, alright. What I was going for was that, because he uses the magic for small things and sparingly, the effect is minor. In his bio, you can see that it affects him, that his bad traits come out more over time. But if the effect is so strong, I will change it to him having just normal magic, getting a spell book from those Mordus guys instead.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
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The Cyberiad Council
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Founded: Apr 30, 2015
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Postby The Cyberiad Council » Sun Jul 14, 2019 2:52 pm

Great Confederacy of Commonwealth States wrote:
The Cyberiad Council wrote:Okay, so for Aether magic, you need some different things. Aether magic requires access to the substance of Aether, but that in itself is extremely dangerous and corrupting for anyone except a Mordus Arcanum scholar or a cambion to use. Otherwise, it would corrupt you into a more demonic form. So you may want to adjust this, and say he found a grimoire or spell book that already had a pre-made spell ready for him.

Ahhh, alright. What I was going for was that, because he uses the magic for small things and sparingly, the effect is minor. In his bio, you can see that it affects him, that his bad traits come out more over time. But if the effect is so strong, I will change it to him having just normal magic, getting a spell book from those Mordus guys instead.


Yeah, without preparation it will corrupt almost instantly. And the regular magic can be used in rune that 'pre-program' spells and things like that.

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The Cyberiad Council
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Postby The Cyberiad Council » Sun Jul 14, 2019 3:08 pm


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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sun Jul 14, 2019 3:14 pm

Did the changes!
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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The Cyberiad Council
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Postby The Cyberiad Council » Sun Jul 14, 2019 3:20 pm

looks good now, accepted

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Australian Antarctica
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Posts: 12340
Founded: Jul 04, 2013
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Postby Australian Antarctica » Sun Jul 14, 2019 3:56 pm

Working on an application, should be done in a couple hours
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Danceria
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Postby Danceria » Sun Jul 14, 2019 4:11 pm

Have yourself~ A very dwarfy~ Tag-mass!
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Postby Australian Antarctica » Sun Jul 14, 2019 4:41 pm

Name: Asiran Valfiel

[img]Insert%20image%20link%20here,%20or%20delete%20img%20tags%20and%20write%20description[/img]


Race: Elvish

Faction: The Merchant's Guild

Age: Late-20s, he isn't even quite sure himself exactly

Magic: None

Specialized Skills: Major: Swordsmanship, Bartering/Speechcraft, Quick Reflexes
Minor: Archery(Can hit a stationary target most of the time, otherwise he's pretty mediocre), Blacksmithing(Can repair tools, not really craft new ones)

Personality: To some, he comes across as the coldest mortal to have ever walked the lands. He is calculating and ruthless, carrying out any contract given with the utmost efficiency. He rarely speaks, yet when he does, his words can win over a crowd in a matter of minutes. A master at business, he excels especially in two areas: trade and contract-killings. If you meet him in the former setting, he will wheel and deal like the best that has ever lived and you may even come to consider an ally or even a close friend, and yet if you meet him in the latter, you shall never even learn his name.

To those he allows to get close to him, however, he is a kind and thoughtful friend, willing to lay down his life if it means he saves the life of those closest to him. His closest friends he considers family, having never met his family himself. Some would describe him wise beyond his years, while others would describe him as brash and with little forethought. To sum things up, he is a man of many contrasts, in many ways a personification of chaos itself.

Bio: Born to parents he never knew in a town he never saw, Asiran's life has already been filled with hardships to last a lifetime. His earliest memories are working on board a trade vessel as a deckhand, mopping the floor for the burly men and elves that he served under. He was never allowed on shore leave, so he would instead spend much of his time sneaking away some of the Captain's tomes, letting every word seep into his mind. Eventually the Captain caught him, yet rather than whipping him or throwing him overboard, he took the young elf under his wing and began to show him the ways of the world, lessons which could never be conveyed in the written word.

Eventually the elf was appointed first mate, sometime in his mid-teens, after having served on the ship for nearly a decade. He ruled not with an iron fist, but with a kind heart and pure soul, being the voice of reason to the Captain's aggression. The crew considered him one of their own and the Captain saw him as a son he had never had. These couple years as first mate would become the best of the elf's life, a time where he grew into his own person and found his calling.

However, on a dark winter night, as they were pulling into some godsforsaken port in the middle of nowhere, they were beset upon on all sides by a small fleet of pirate ships, smaller, yet faster than the venerable trade ship. This would be Asiran's first taste of combat and far from his last. The battle was short, hard fought, and bloody. The Captain and almost the entirety of the crew were slaughtered and the ship seized, Asiran himself surviving only by throwing himself overboard into the freezing waters, swimming nearly a mile to shore and collapsing outside a local tavern. When he awoke, he was scratched up and nearly frozen, but warming up in the bed of a kind old women who owned the tavern.

A few days later of rest and he was back on his feet, making contact with the Merchant's Guild and finding a position within the organization, learning that his Captain had also been a member. From that moment on he worked fiercely for the Guild, rising through the ranks and acquiring a small bit of wealth, enough to live moderately contently but not so much that he lives a live of opulence. His first taste of combat threw him into the life of mercenary work and contract killing, which he does alongside his more legal trading and smuggling. Now he wanders the continents, making gold and allies where he can, hoping to make it rich and buy a ship of his own.

Equipment
  • Simple steel short-sword, given to him by the Captain
  • An intricate elven dagger, gold in color with a silver inlay
  • A logbook of all business transactions
  • A leather sack where he keeps supplies
  • Custom fitted black leather armor
  • Several sets of fine clothes, fit for a noble
  • Journal
  • Pendant of the God of Wanderers
  • Three maps, all from different mapmakers
  • Several tomes and scrolls
  • A wood axe
  • Firstarting tools
  • Tent
  • Blanket
  • A stolen white horse he named Ghost

Additional information: I will add a picture when I have a better internet connection
Last edited by Australian Antarctica on Sun Jul 14, 2019 5:00 pm, edited 1 time in total.
Last Edited By George S. Patton on December 21, 1945 edited 3 times in total

Pro: Mixed Market Economies, Education, Guns but with some common sense restrictions, UBI, Literally Actual Civil Rights
Neutral: Democrats, UN, NATO
Anti: Republicanism, Performative Allyship, Terrorism, North Korea, Trump, Clinton, Fascism, Authoritarianism in any form
Male, 18, Like a Hick, but also very Leftist
Economic Left/Right: -7.25
Social Libertarian/Authoritarian: -7.33
INTJ Personality "The Architect"
Deramen wrote:Cause if anything im a MOTHERFUCKING T-REX!

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The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sun Jul 14, 2019 4:56 pm

Australian Antarctica wrote:
Name: Asiran Valfiel

([url=Insert%20image%20link%20here,%20or%20delete%20img%20tags%20and%20write%20description]Image[/url])


Race: Elvish

Faction: The Merchant's Guild

Age: Late-20s, he isn't even quite sure himself exactly

Magic: None

Specialized Skills: Major: Swordsmanship, Bartering/Speechcraft, Quick Reflexes, Keen Eyesight
Minor: Stealth, Archery, Blacksmithing, Tracking

Personality: To some, he comes across as the coldest mortal to have ever walked the lands. He is calculating and ruthless, carrying out any contract given with the utmost efficiency. He rarely speaks, yet when he does, his words can win over a crowd in a matter of minutes. A master at business, he excels especially in two areas: trade and contract-killings. If you meet him in the former setting, he will wheel and deal like the best that has ever lived and you may even come to consider an ally or even a close friend, and yet if you meet him in the latter, you shall never even learn his name.

To those he allows to get close to him, however, he is a kind and thoughtful friend, willing to lay down his life if it means he saves the life of those closest to him. His closest friends he considers family, having never met his family himself. Some would describe him wise beyond his years, while others would describe him as brash and with little forethought. To sum things up, he is a man of many contrasts, in many ways a personification of chaos itself.

Bio: Born to parents he never knew in a town he never saw, Asiran's life has already been filled with hardships to last a lifetime. His earliest memories are working on board a trade vessel as a deckhand, mopping the floor for the burly men and elves that he served under. He was never allowed on shore leave, so he would instead spend much of his time sneaking away some of the Captain's tomes, letting every word seep into his mind. Eventually the Captain caught him, yet rather than whipping him or throwing him overboard, he took the young elf under his wing and began to show him the ways of the world, lessons which could never be conveyed in the written word.

Eventually the elf was appointed first mate, sometime in his mid-teens, after having served on the ship for nearly a decade. He ruled not with an iron fist, but with a kind heart and pure soul, being the voice of reason to the Captain's aggression. The crew considered him one of their own and the Captain saw him as a son he had never had. These couple years as first mate would become the best of the elf's life, a time where he grew into his own person and found his calling.

However, on a dark winter night, as they were pulling into some godsforsaken port in the middle of nowhere, they were beset upon on all sides by a small fleet of pirate ships, smaller, yet faster than the venerable trade ship. This would be Asiran's first taste of combat and far from his last. The battle was short, hard fought, and bloody. The Captain and almost the entirety of the crew were slaughtered and the ship seized, Asiran himself surviving only by throwing himself overboard into the freezing waters, swimming nearly a mile to shore and collapsing outside a local tavern. When he awoke, he was scratched up and nearly frozen, but warming up in the bed of a kind old women who owned the tavern.

A few days later of rest and he was back on his feet, making contact with the Merchant's Guild and finding a position within the organization, learning that his Captain had also been a member. From that moment on he worked fiercely for the Guild, rising through the ranks and acquiring a small bit of wealth, enough to live moderately contently but not so much that he lives a live of opulence. His first taste of combat threw him into the life of mercenary work and contract killing, which he does alongside his more legal trading and smuggling. Now he wanders the continents, making gold and allies where he can, hoping to make it rich and buy a ship of his own.

Equipment
  • Simple steel short-sword, given to him by the Captain
  • An intricate elven dagger, gold in color with a silver inlay
  • A logbook of all business transactions
  • A leather sack where he keeps supplies
  • Custom fitted black leather armor
  • Several sets of fine clothes, fit for a noble
  • Journal
  • Pendant of the God of Travels
  • Three maps, all from different mapmakers
  • Several tomes and scrolls
  • A wood axe
  • Firstarting tools
  • Tent
  • Blanket
  • A stolen white horse he named Ghost

Additional information: I will add a picture when I have a better internet connection


Maybe tone down on the skills a bit; he has a lot of knowledge for someone who spent most of his time on the sea. Additionally, his "Pendant of the God of Travels" would be a "Pendant of the Wanderer." Gods don't really have a direct domain like that, more so feats attributed to them.

User avatar
Australian Antarctica
Postmaster-General
 
Posts: 12340
Founded: Jul 04, 2013
Ex-Nation

Postby Australian Antarctica » Sun Jul 14, 2019 4:58 pm

The Cyberiad Council wrote:
Australian Antarctica wrote:
Name: Asiran Valfiel

([url=Insert%20image%20link%20here,%20or%20delete%20img%20tags%20and%20write%20description]Image[/url])


Race: Elvish

Faction: The Merchant's Guild

Age: Late-20s, he isn't even quite sure himself exactly

Magic: None

Specialized Skills: Major: Swordsmanship, Bartering/Speechcraft, Quick Reflexes, Keen Eyesight
Minor: Stealth, Archery, Blacksmithing, Tracking

Personality: To some, he comes across as the coldest mortal to have ever walked the lands. He is calculating and ruthless, carrying out any contract given with the utmost efficiency. He rarely speaks, yet when he does, his words can win over a crowd in a matter of minutes. A master at business, he excels especially in two areas: trade and contract-killings. If you meet him in the former setting, he will wheel and deal like the best that has ever lived and you may even come to consider an ally or even a close friend, and yet if you meet him in the latter, you shall never even learn his name.

To those he allows to get close to him, however, he is a kind and thoughtful friend, willing to lay down his life if it means he saves the life of those closest to him. His closest friends he considers family, having never met his family himself. Some would describe him wise beyond his years, while others would describe him as brash and with little forethought. To sum things up, he is a man of many contrasts, in many ways a personification of chaos itself.

Bio: Born to parents he never knew in a town he never saw, Asiran's life has already been filled with hardships to last a lifetime. His earliest memories are working on board a trade vessel as a deckhand, mopping the floor for the burly men and elves that he served under. He was never allowed on shore leave, so he would instead spend much of his time sneaking away some of the Captain's tomes, letting every word seep into his mind. Eventually the Captain caught him, yet rather than whipping him or throwing him overboard, he took the young elf under his wing and began to show him the ways of the world, lessons which could never be conveyed in the written word.

Eventually the elf was appointed first mate, sometime in his mid-teens, after having served on the ship for nearly a decade. He ruled not with an iron fist, but with a kind heart and pure soul, being the voice of reason to the Captain's aggression. The crew considered him one of their own and the Captain saw him as a son he had never had. These couple years as first mate would become the best of the elf's life, a time where he grew into his own person and found his calling.

However, on a dark winter night, as they were pulling into some godsforsaken port in the middle of nowhere, they were beset upon on all sides by a small fleet of pirate ships, smaller, yet faster than the venerable trade ship. This would be Asiran's first taste of combat and far from his last. The battle was short, hard fought, and bloody. The Captain and almost the entirety of the crew were slaughtered and the ship seized, Asiran himself surviving only by throwing himself overboard into the freezing waters, swimming nearly a mile to shore and collapsing outside a local tavern. When he awoke, he was scratched up and nearly frozen, but warming up in the bed of a kind old women who owned the tavern.

A few days later of rest and he was back on his feet, making contact with the Merchant's Guild and finding a position within the organization, learning that his Captain had also been a member. From that moment on he worked fiercely for the Guild, rising through the ranks and acquiring a small bit of wealth, enough to live moderately contently but not so much that he lives a live of opulence. His first taste of combat threw him into the life of mercenary work and contract killing, which he does alongside his more legal trading and smuggling. Now he wanders the continents, making gold and allies where he can, hoping to make it rich and buy a ship of his own.

Equipment
  • Simple steel short-sword, given to him by the Captain
  • An intricate elven dagger, gold in color with a silver inlay
  • A logbook of all business transactions
  • A leather sack where he keeps supplies
  • Custom fitted black leather armor
  • Several sets of fine clothes, fit for a noble
  • Journal
  • Pendant of the God of Travels
  • Three maps, all from different mapmakers
  • Several tomes and scrolls
  • A wood axe
  • Firstarting tools
  • Tent
  • Blanket
  • A stolen white horse he named Ghost

Additional information: I will add a picture when I have a better internet connection


Maybe tone down on the skills a bit; he has a lot of knowledge for someone who spent most of his time on the sea. Additionally, his "Pendant of the God of Travels" would be a "Pendant of the Wanderer." Gods don't really have a direct domain like that, more so feats attributed to them.

Apologies, I will make those changes

EDIT: How does it seem now?
Last edited by Australian Antarctica on Sun Jul 14, 2019 5:01 pm, edited 1 time in total.
Last Edited By George S. Patton on December 21, 1945 edited 3 times in total

Pro: Mixed Market Economies, Education, Guns but with some common sense restrictions, UBI, Literally Actual Civil Rights
Neutral: Democrats, UN, NATO
Anti: Republicanism, Performative Allyship, Terrorism, North Korea, Trump, Clinton, Fascism, Authoritarianism in any form
Male, 18, Like a Hick, but also very Leftist
Economic Left/Right: -7.25
Social Libertarian/Authoritarian: -7.33
INTJ Personality "The Architect"
Deramen wrote:Cause if anything im a MOTHERFUCKING T-REX!

Creative Director for The Pub

User avatar
UniversalCommons
Senator
 
Posts: 4792
Founded: Jan 24, 2016
Ex-Nation

Postby UniversalCommons » Sun Jul 14, 2019 6:10 pm

Wanted to try out an orc with other things mixed in -- a bit of troll and a bit of duergar. Basically a half breed of a half breed. Someone that came out of the orc breeding pits that was smart enough to pretend to be an idiot and take care of the orc boars and the worgs rather than be dragged off to fight heros. A mix of survival and animal handling with some regeneration to survive the beatings from the ogres and the orcs as well as a little magic- talking to swine and other domestic animals.
Last edited by UniversalCommons on Sun Jul 14, 2019 6:14 pm, edited 2 times in total.

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The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Sun Jul 14, 2019 6:14 pm

UniversalCommons wrote:Wanted to try out an orc with other things mixed in -- a bit of troll and a bit of duergar. Basically a half breed of a half breed. Someone that came out of the orc breeding pits that was smart enough to pretend to be an idiot and take care of the pigs and the worgs rather than be dragged off to fight heros. A mix of survival and animal handling with some regeneration to survive the beatings from the ogres and the orcs.


Hmm, well, the Orcs wouldn't have any dealings with Trolls or Ogres, and they are more civilized than to have breeding pits.

User avatar
Okayanos
Chargé d'Affaires
 
Posts: 491
Founded: May 04, 2018
Inoffensive Centrist Democracy

Postby Okayanos » Sun Jul 14, 2019 6:45 pm

UniversalCommons wrote:Wanted to try out an orc with other things mixed in -- a bit of troll and a bit of duergar. Basically a half breed of a half breed. Someone that came out of the orc breeding pits that was smart enough to pretend to be an idiot and take care of the orc boars and the worgs rather than be dragged off to fight heros. A mix of survival and animal handling with some regeneration to survive the beatings from the ogres and the orcs as well as a little magic- talking to swine and other domestic animals.


Orc Breeding Pits? Bro this ain’t a hentai

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The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Mon Jul 15, 2019 2:06 am

Australian Antarctica wrote:
The Cyberiad Council wrote:Maybe tone down on the skills a bit; he has a lot of knowledge for someone who spent most of his time on the sea. Additionally, his "Pendant of the God of Travels" would be a "Pendant of the Wanderer." Gods don't really have a direct domain like that, more so feats attributed to them.

Apologies, I will make those changes

EDIT: How does it seem now?


Looks better now. Accepted.

And this is just a minor nitpick, but it should be "Pendant of The Wanderer".

The wanderer is the name of the god/demigod.

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Kaziimar
Envoy
 
Posts: 236
Founded: Mar 06, 2019
Ex-Nation

Postby Kaziimar » Mon Jul 15, 2019 6:33 am

Tag!

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The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Mon Jul 15, 2019 6:15 pm

Name: Milla Hesparus

Image


Race: Human

Faction: The Lords of Ferrow

Age: 19

Magic: N (Soul of Ferrow)

Specialized Skills: Horse Riding, farming, novice swordsman swordswoman?

Personality: Exuberant and passionate, Milla had always longed for a chance to escape her uncle's farm, though she carries some regrets of how her adventures started, and trepidation about what is to come.

Bio: All Milla had known her entire life was her uncle's farm save for the odd trips with him to the small town of Swinford to sell crops and buy supplies. One thing that broke up the monotony was her sword training, though those lessons came rarely; mostly just enough to keep her skills from growing dull. Uncle Orrin wasn't harsh, but he was firm and stubborn, seeing it fit to shelter her for as long as possible. Still, she was so eager to learn, he relented in telling her stories of old- tales of the Iron Lords.

Just when she though she couldn't stand another day tilling the fields, a strange visitor showed up on their doorstep. He announced himself as Elyes Hildebrand, Archduke of Endervald. He was looking for Lord Hesparus, one of the Iron Lords of old. Milla thought the man had to be out of his head, but when Uncle Orrin answered as LORD Hesparus... Minutes later, the seemingly frail old man with graying hair emerged with armor worthy of the wealthiest noble, and the sword hung over the mantle, old and rusted with age.

The journey to Euthoria, the capital city should have been nearly overwhelming, but Milla scarcely registered it. Her uncle was one of the Iron Lords from her bedtime stories? Uncle Orrin? Who lived in a wooden hut on a farm that scarcely made enough food to feed themselves? No, he couldn't be.

Yet, they eventually came to the Castle of the King, and taken into the throne room, surrounded by regal looking elders in old armor. They had what looked to be their children, or apprentices in tow. There, a name was spoken; an ancient enemy long thought dead.

The Mirgowan was returning.

Uncle Orrin's fist clenched tighter around the hilt of the old sword he had taken to wearing instead of his usual, cruder, blade. Then Orrin unloaded a hurried tale, imparting the urgency of what she would have to do: Stop the Mirgowan, and save all of Yigros. She and the other young adults were taken to a room in the heart of the keep, where Orrin gave a cryptic, yet tearful goodbye as he bestowed upon her his fragment of Ferrow's soul...

Equipment
  • Hesparus family sword
  • Set of custom armor made slightly heavier than usual
  • A small dagger
  • A Satchel containing:
    • Map of Eastern Csudra
    • Writ of Endervald
    • Compass
    • Rope
    • Small coin purse
  • Chestnut brown horse- "Othello"

Additional information: Still trying to understand just what powers have been bestowed to her as a Lord of Ferrow.

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Okayanos
Chargé d'Affaires
 
Posts: 491
Founded: May 04, 2018
Inoffensive Centrist Democracy

Postby Okayanos » Mon Jul 15, 2019 8:54 pm

Name: Harrow Lovelock

Image

In addition to what is shown above, he has a large tattoo on his back. Between his shoulder blades is a pink lotus flower, with elegant branches curling up his neck and across his shoulders, and down to his buttocks. Smaller flowers dot the branches, but the one in the center is the largest. A small portion of it can be seen on his neck in the image.

Race: Cambion

Faction: The Crows

Age: Around late 20s or early 30s. Cambion features make it difficult to accurately judge one's age. Harrow isn't sure exactly how old he is.

Magic: Y (Inborn Aetherial magic due to infernal heritage, as well as minor thaumatic magic taught in the monastery to compliment his martial arts.)

Specialized Skills: Martial Arts (armed and unarmed), Infiltration, Assassination, Stealth, Speechcraft (seduction)

Personality: : A charmer and smooth-talker by nature, the spitting image of a silver-tongued devil. Amicable, perhaps overly so. A seductive outer appearance conceals the discipline of an assassin. Ferocious and relentless in combat, striking with flurries of fists, feet, and spear.

Bio: Harrow found himself learning the ways of the Crows after spending much of his life as a simple criminal. He found himself fleeing after a theft gone wrong, stealing from an Orc caravan- not the brightest idea he'd ever had. The Crows were willing to grant sanctuary- but Harrow would not be allowed to leave. Not until he had completed the training, and been ordained as a member. The masters showed little mercy for students, to the point that Harrow considered the criminal world a comfier existence. But he made it through all the same.

Harrow spent some time in the Crows, molded into a weapon of balance. The missions took him across Yigros, where he struck down man and beast alike. He enthralled men and women with charming words, taking their attention so completely that they barely noticed the blade between their ribs. He fought against the same underworld he'd once been a part of, honing his newly acquired talents even further.

One day, however, he was pulled from his mission by a fellow member of the Crows. Darkness fell over his vision. When Harrow awoke, he was in a tall, thin room. Ropes ran from one wall to the other, and a great number of ravens sat upon them. A figure- female, by the way she stood- waited before him. She was small, with a cloak of black feathers draped about her thin body. Her face was concealed behind a beaked mask and a flat, round straw hat on her head. A new mission was given to him. Rather than continuing to root out the criminal underbelly he'd once been part of, he would have a grander mission.

An ancient enemy had risen once again to threaten the world. Its name was The Mirgowan.

His work was simple. Others would gather to restore the world's balance, and the Crows would fight on their side. Harrow was to be the first of their representatives.

Equipment
-Jumonji Yari (spear)
-Clothing as pictured. Jacket is black on the inside, and can be flipped inside out to swap its color.
-Beaked mask, made of metal with lenses over the eyes.
-Throwing darts.
-Travelling gear (waterskin, rations, tinderbox, mess kit, etc)
-Two black feathers with faint red highlights, smelling faintly of smoke and embers.

Additional information: N/A
Last edited by Okayanos on Tue Jul 23, 2019 12:27 am, edited 2 times in total.

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The Cyberiad Council
Minister
 
Posts: 3138
Founded: Apr 30, 2015
Ex-Nation

Postby The Cyberiad Council » Tue Jul 16, 2019 2:10 am

Okayanos wrote:
Name: Harrow Lovelock


In addition to what is shown above, he has a large tattoo on his back. Between his shoulder blades is a pink lotus flower, with elegant branches curling up his neck and across his shoulders, and down to his buttocks. Smaller flowers dot the branches, but the one in the center is the largest. A small portion of it can be seen on his neck in the image.

Race: Cambion

Faction: The Crows

Age: 31

Magic: Y (Inborn Aetherial magic due to infernal heritage, as well as minor thaumatic magic taught in the monastery to compliment his martial arts.)

Specialized Skills: Martial Arts (armed and unarmed), Infiltration, Assassination, Stealth, Speechcraft (seduction)

Personality: : A charmer and smooth-talker by nature, the spitting image of a silver-tongued devil. Amicable, perhaps overly so. A seductive outer appearance conceals the discipline of an assassin. Ferocious and relentless in combat, striking with flurries of fists, feet, and spear.

Bio: Harrow found himself learning the ways of the Crows after spending much of his life as a simple criminal. He found himself fleeing after a theft gone wrong, stealing from an Orc caravan- not the brightest idea he'd ever had. The Crows were willing to grant sanctuary- but Harrow would not be allowed to leave. Not until he had completed the training, and been ordained as a member. The masters showed little mercy for students, to the point that Harrow considered the criminal world a comfier existence. But he made it through all the same.

Harrow spent some time in the Crows, molded into a weapon of balance. The missions took him across Yigros, where he struck down man and beast alike. He enthralled men and women with charming words, taking their attention so completely that they barely noticed the blade between their ribs. He fought against the same underworld he'd once been a part of, honing his newly acquired talents even further.

One day, however, he was pulled from his mission by a fellow member of the Crows. Darkness fell over his vision. When Harrow awoke, he was in a tall, thin room. Ropes ran from one wall to the other, and a great number of ravens sat upon them. A figure- female, by the way she stood- waited before him. She was small, with a cloak of black feathers draped about her thin body. Her face was concealed behind a beaked mask and a flat, round straw hat on her head. A new mission was given to him. Rather than continuing to root out the criminal underbelly he'd once been part of, he would have a grander mission.

An ancient enemy had risen once again to threaten the world. Its name was The Mirgowan.

His work was simple. Others would gather to restore the world's balance, and the Crows would fight on their side. Harrow was to be the first of their representatives.

Equipment
-Jumonji Yari (spear)
-Clothing as pictured. Jacket is black on the inside, and can be flipped inside out to swap its color.
-Beaked mask, made of metal with lenses over the eyes.
-Throwing darts.
-Travelling gear (waterskin, rations, tinderbox, mess kit, etc)
-Two black feathers with faint red highlights, smelling faintly of smoke and embers.

Additional information: N/A


Accepted

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