NATION

PASSWORD

Aviean Exodus (Fantasy)(OOC / Open)

For all of your non-NationStates related roleplaying needs!
User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Aviean Exodus (Fantasy)(OOC / Open)

Postby Theyra » Sat Apr 10, 2021 12:15 pm

Aviean Exodus


Image


The world of Aviea is dying, and there is no hope for a cure. Poisoned by the ambitious elf mage Voron Vamenor who wished to control the world. Delving into forbidden magic and through research, he found a way he could become a god. However, a group called the Vigil was formed to stop Voron from accomplishing his goals and were able to stop his plans. Voron managed to barely escape and seeing how he could no longer become a god and control the world. He decided that if he can't have the world, then no one will and enacted a new plan. Using what he had learned, he devised a way to end the world and kill everyone on it. The Vigil was able to learn of Voron's new plans and acted to stop him. Meeting at a forgotten shrine on the island of Weydare as Voron was preparing the ritual to end the world. A fight broke out, and while they were fighting, Voron managed to start the ritual, and a burst of unknown energy burst out of a portal and into the earth. The battle was fierce, but the Vigil was able to kill Voron. Volon died with a smile on his face, and the Vigil, after some time, was able to stop the ritual. The Vigil thought by closing the portal that they had saved the world, but as it was already too late.

Hours after the closing of the ritual, the sky across the world darkened, and violent storms appeared across the globe. Then came massive earthquakes that caused devastation to the people of Aviea. Finally, after that and the dust settled, came the Rot. Starting from Weydare, a blackish-purple substance spread throughout the world. Killing any plant life that came into contact with it and poisoned any water it touched. Along with it came a plague that spreads fast. Killing millions before proper containment was established. Healers were unable to find a cure to the plague, and the Rot was spreading at an alarming rate. For Voron did not wish for a sudden death for the world but a slow one caused by a festering wound, for there would be no cure.

Three years later, the Rot had made most of Aviea unhabitable, and there was no way to stop or reverse the Rot. The survivors had decided on working together and formed a new government called the Aviean Coalition. Under the Coalition's watch, many solutions were thought up as a way to survive. Nothing proved to be a permanent solution, and as the people started to give up hope, an idea was brought up. A human scholar by the name of Garth Redwood after researching ancient texts. He believed that with enough resources that he could create and maintain a portal to another world. People were skeptical about this idea, but after reviewing the ancient texts. There was a possibility that it could work and without a better idea on how to save everyone. The Coalition focused all resources on building this portal, and within three months, a working portal was created. When it was completed, a test was done to see if the portal worked. A couple of brave volunteers walked through the portal to the other side. After ten minutes, the volunteers came back and reported a fertile river valley on the other side. The portal had worked, and a lush world was waiting for them on the other side.

The Coalition immediately ordered teams and supplies to be sent over to establish a base camp and a working portal on the other side. Once news of the new world came out, thousands wanted to settle the new world. The Coalition did not wish to send settlers until more information could be gathered about this New World but relented after a safe spot for a settlement was found. Too much was on the line if the world proved to be dangerous and settlers died. So the Coalition created the Pathfinders, a group dedicated to exploring, cataloging, and identifying threats of this new world. Made up of volunteers and lead by a Dragonborn hunter Kaltidir Zornaar. The Pathfinders start their first trek into the New World and hopefully are able to deal with any trouble that lives in this new world.





Co-op - The Realm of Hyrule




Rules:
Respect the Op and the CO-OPS
No Godmodding.
No One Liners, Minimum is one paragraph
No metagaming.
No raging/flaming.
No spamming in the IC or the OOC either one.
No Op Chars
A chance of death if a char does something stupid and gets themselves in a situation where they will certainly die.
Limit magic to one or two specializations and no dark, time, or mind control magic.


Overview:

Welcome to the New World recruit, which the New World now called Ehiri. As you can tell, this RP is about exploring a new world as part of a volunteer recon force named the Pathfinders. Which your characters will be a part of as they see what this new world has to offer. Which players will have the opportunity to handle how the Pathfinders affect Ehiri and how they face any possible allies or foes that the Pathfinders might face. It is a whole new unexplored world, after all. Also, I will be allowing people to make up their own races if they chose to. In which case, just telegram me about the idea, a summary of them, and who represents them on the Coalition Council to see if it would work in the RP. Just know that I would like the race to be able to be played by others if they so desire. As for the background of Aviea, you have free to make up what you like about the old world as long as it does not conflict with what another has written or what I had in mind.

About magic, I am going to be lenient with it. Just no magic too strong or anything op, and it should be fine. If anyone has any questions, feel free to ask me. As for the tech level of the Avieans. The tech level is medieval.

Races:


Humans: The most numerous and widespread race of Aviea, and the most divided. Averaging around 5'8 in height and being diverse in appearance. Humans are known for their resourcefulness and their independent nature. Along with their drive, that makes them a race that should not be underestimated even if divided into many nations. It was not easy for humanity to unite with the threat of the Rot. But, once it was known that the Rot would certainly spell doom for the planet. Humanity put aside their differences and was the first to suggest the formation of the Aviean Coalition. Since then, the humans are driven to settled Ehiri and build a new home for them in this new world. Humanity is represented by Talon Embermore on Aviean Coalition Council.

Elves: Just slighter taller than humans and generally thinner in build than humans. The elves of Aviea are considered to be the most agile of the races. Also, the most magically gifted and many mages are elves. A small portion of the elven population chooses to honor and uphold the old ways of the elves before they started to build cities. Before they started to live apart from nature and they call themselves the Dalish. Choosing to live within nature and often give themselves tattoos. These Dalish elves are considered to be among the best archers in the world and several have joined the Pathfinders to lend their skills as hunters and rangers to exploring Ehiri. Even though the two groups had strained relations in the past. With the formation of the Coalition, the two have put their old troubles aside and have united with the female Tanelia Wynyarus representing them on the Aviean Coalition Council

Dwarfs: The shortest of the races and the most industrious. The dwarfs are considered some of the best blacksmiths in the world. Only the Kossith coming to their skill and quality. Also, they are known explorers and were the first race to travel and map out the world. Being the most spread out race and having a presence on every continent as a result. Having an adventurous spirit and many of the Pathfinders' members are dwarfs who are ready to explore their new home. Confident that can overcome any troubles that await him with dwarven steel and iron. The Dwarfs are represented by the male Kiroul Ferivam on Aviean Coalition Council.

Dragonborn: The children of dragons, the Dragonborn are the last traces of the dragons' legacy. For long ago, dragonkind for an unknown reason dragons was dying out and with no real way of saving their race. The remaining dragons came together and used their magic to create their successors, the Dragonborn. Standing at an average of 6'3 and coming in many colors. Retaining their forebear's ability to breathe fire but not the ability to fly. The Dragonborn, despite being the youngest of the races. They have established themselves with the other races as a peaceful but battle-ready race. This having been proved during their wars with the Kossith which they successfully defended themselves from being conquered by them. The Dragonborn is represented by male Nyeciar Wubroth on Aviean Coalition Council.

Kossith: About slightly taller than Dragonborns and having metallic skin colors. The Kossith are a people whose origin is lost to them and with the coming of the Rot and the evacuation to Ehiri. They will probably never know for sure. Being both scholarly and warrior race. The Kossith or at least the Kossith government has tried to conquer its neighbors over the centuries. Particularly with the Dragonborn who have resisted their attempts to conquer them. Still, despite their warring ways, the Kossith have shown that they are willing to work well with others under the Aviean Coalition's banner. Even with those that they tried to conquer though there are some lingering feelings about that remain. The Kossith are represented by the female Seraan Nazek on the Aviean Coalition Council.

Character app
Code: Select all
[b]Name:[/b]
[b]Race:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b] (Pic or written description)
[b]Magical Ability:[/b] Y/N
[b]Magic Specialization:[/b] (Say no if not mage)
[b]Skills:[/b]
[b]Equipment:[/b]
[b]Weakness:[/b](Min of Two)
[b]Background:[/b](Two paragraphs min)

Optional Info
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Personality:[/b]
[b]Family:[/b]
[b]Motivation for Joining:[/b]
Last edited by Theyra on Tue Jun 01, 2021 8:32 pm, edited 8 times in total.

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sat Apr 10, 2021 12:16 pm

Roster:


Mornaiwë “Ash” Sarynore - Kaziimar

Te Karagathia - Audunia

Faeliun Elenaril - The Realm of Hyrule

Ruiner Drukiin - Great Confederacy of Commonwealth States

Kaltidir Zornaar - Theyra

Grandir Stelmar of Clan Helmi - Tysklandia

Terrynn "Calamis" Balcyne - The Realm of Hyrule

Pascal and Envion - New Ovesa
Last edited by Theyra on Thu Jun 03, 2021 7:17 pm, edited 10 times in total.

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

Postby Kaziimar » Sat Apr 10, 2021 2:43 pm

Tagged, this looks like fun.

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sat Apr 10, 2021 3:04 pm

Interesting setting!
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.

User avatar
New Mordka
Attaché
 
Posts: 88
Founded: Jan 06, 2021
Ex-Nation

Postby New Mordka » Sat Apr 10, 2021 3:37 pm

Name: Michael "Mike" Denver
Race: Human
Gender: Male
Age: 30
Appearance: Tall and Muscular with light skin, short blonde hair, and green eyes
Magical Ability: Y/N
Magic Specialization: N/A
Skills: Swordsmanship, Marksmanship, Strong, Intimidating.
Equipment: Sword, Two Pistol Crossbows, Pocket Watch with family picture
Weakness: Merciless, and a little bit racist
Background: Mike was born in the now defunct Exitio Republic, and served proudly in it's military. When the Rot spread to Exitio he was part of the evacuation team that evacuated the state's leadership, as the Rot consumed the nation. Many did not mange to evacuate in time and millions died, including his wife, leaving him the sole guardian to their young son.

After the evacuation, the Exitian military was integrated into the Collision military and he spend his service policing the last cities of Ariea and one day, he was given the opportunity to serve in the Ariean Pathfinder Corps. With the probability of a better world to raise his son, he volunteered as a Pathfinder and set out to a brand new world to thrive and conquer.



Optional Info
Likes: Violence, Weapons, His Family.
Dislikes: Peace, other races, magic.
Personality: Cold and Calculating, he can be ruthless to anybody that mess with him or his family, who he loves dearly. He can appear racist, but usually keeps it to himself.
Family: Maxwell Denver (son, age 7)
Motivation for Joining: To give humanity, and his son a new home.
Last edited by New Mordka on Sun Apr 11, 2021 3:52 am, edited 1 time in total.

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sat Apr 10, 2021 4:24 pm

Tentative tag. Interesting concept
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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

Postby Kaziimar » Sat Apr 10, 2021 9:24 pm

Name: Mornaiwë “Ash” Sarynore
Race: Elf
Gender: Female
Age: 42 (or the elvish equivalent of it)
Appearance: https://pin.it/176gdU9
Magical Ability: Y/N
Magic Specialization: No
Skills: She's an extremely skilled architect, stonemason land surveyor. She also knows the domestic duties expected of most women, sewing, cooking, ie.
Equipment: A set of architect's tools, blueprints, survival rations (food, water, med kit, stuff like that), spyglass and a lot of ink, paper and pens.
Weakness: She's definitely not a trained fighter and only knows some martial arts/basic knife wielding...so enough to not die immediately, but it's definitely better for her to run than to fight. Also she knows she's good at what she does and can be get a bit on the arrogant side when she's swept up in a grand project.

Background: Mornaiwë was born in the former elvish-run Vrunyth Empire to an elvish family as the youngest of three sisters, and she was known among her family and friends as Ash because of her ash-gray hair. Her mother's family owned a nursery of trees and her father was the landscape gardener of the previous emperor, Dyndrith. As such, she grew up in the royal palace and was a constant companion and childhood friend of Prince Simimar Inagwyn and his brother Ilbryen. From an early age she didn't quite have the eye for landscaping and gardening that her middle sister did, and wasn't much of an herbalist like her oldest sister so instead her talents lent themselves to art and stonework. She'd often sit and sketch during her free time, mostly of houses or buildings she found beautiful or sculpting a little figure here and there out of bits of rock she could get her hands on.
Her parents noticed this and she was apprenticed under the royal sculptor for a number of years, but Ash decided that she wanted to focus on architecture and so she was sent to the court architects in order to learn the trade. She eventually married and had a son, Tinlaurë, but the marriage ended in divorce after about two decades. Though it took some time, she and her ex-husband are now on fairly decent terms.

When Simimar rose to the throne upon the abdication of his father, Ash became his senior architect and helped design several buildings and palaces in the country...but everything changed once the Rot started to infect and spread across the world. Once Vrunyth fell, she and her now deposed emperor have been seeking refuge with their families from place to place to try to stay clear of the ever-spreading Rot. Settling down in a small temporary camp that the Coalition established for survivors, to say that Ash was relieved when she heard that they discovered a new and inhabitable world was an understatement. When the Coalition established a scouting team known as the Pathfinders, Ash volunteered to join and lend her expertise in this endeavor.

Optional Info
Likes: Architecture (seriously, the girl will have the biggest nerd moment over a well-sculpted column), sculpture, art, her family, fresh-baked bread.
Dislikes: Black coffee, cruel people, bad ideas, bad architecture, bitter greens and being interrupted while working.
Personality: Ash is a pretty friendly lady, she loves company and will totally help a friend out...although she can be somewhat arrogant and prone to holding grudges if you screw her over.
Family: Sindor Saan (ex-husband)
Tinlaurë Sarynore-Saan (son, 18)
Lassiel Sarynore (middle sister, 45)
Sinwende Sarynore (eldest sister, 48)
Rafael Aguilar-Flores (19, son's fiance)
Laurendil Sarynore (father, deceased from Rot sickness)
Curuwen Sarynore (mother)
Talinda Sarynore (sister in law, wife of Sinwende)

Motivation for Joining: She and her king want to rebuild a new Vrynuth, and give her family a slice of home in this new world.
Last edited by Kaziimar on Sun Apr 11, 2021 1:12 pm, edited 1 time in total.

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sat Apr 10, 2021 9:34 pm

New Mordka wrote:Name: Michael "Mike" Denver
Race: Human
Gender: Male
Age: 30
Appearance: Tall and Muscular with light skin, short blonde hair, and green eyes
Magical Ability: Y/N
Magic Specialization: N/A
Skills: P Swordsmanship, Marksmanship, Strong, Intimidating.
Equipment: Sword, Two Matchlock Pistols, Pocket Watch with family picture
Weakness: Merciless, and a little bit racist
Background: Mike was born in the now defunct Exitio Republic, and served proudly in it's military. When the Rot spread to Exitio he was part of the evacuation team that evacuated the state's leadership, as the Rot consumed the nation. Many did not mange to evacuate in time and millions died, including his wife, leaving him the sole guardian to their young son.

After the evacuation, the Exitian military was integrated into the Collision military and he spend his service policing the last cities of Ariea and one day, he was given the opportunity to serve in the Ariean Pathfinder Corps. With the probability of a better world to raise his son, he volunteered as a Pathfinder and set out to a brand new world to thrive and conquor.


Optional Info
Likes: Violence, Weapons, His Family.
Dislikes: Peace, other races, magic.
Personality: Cold and Calculating, he can be ruthless to anybody that mess with him or his family, who he loves dearly. He can appear racist, but usually keeps it to himself.
Family: Maxwell Denver (son, age 7)
Motivation for Joining: To give humanity, and his son a new home.


Okay, one and this part is on me for some reason forgetting. The tech level for the Avieans is medieval, so no firearms.

Two, I would like some more meat to the bio and the fixing of some spelling errors. When you do that then you are good to go.

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sat Apr 10, 2021 11:06 pm

Name: Hugh Winter
Race: Human
Gender: Male
Age/Birthdate: 31
Appearance:
Image

Magical Ability: N
Magic Specialization: No
Skills: Swordskill, tracking, hunting, interrogation, minor smithing, languages, astronomy, survival craft, etc.
Equipment:
[a.] Weaponry:
• Winter’s Edge
-- Blade Length: 48 in
-- Hilt Length: 10 in.
-- Weight: 7 lbs.
-- Classification: Great Sword
-- Information: Made as a gift at the parting of son and father, Winter’s Edge was a beautiful sword, hand crafted by his father's father himself, with the help of his son. Eventually, Alaric would take the sword and, with the help of his sons, make it worthy of use once again. Leather binding around an iron silver hilt that ends in a silver pommel. In the fuller of the blade is an ancient litany offering prayers to some forgotten god in golden letters that shine when unsheathed. The edge is of the finest steel, tapering to a needle point with the tip just the same. Few have withstood the cutting edge of the Sword of Winter.
[b.] Accessories:
• Father‘s Ring: Given unto him before their parting, it is a simple silver ring with a bright sapphire in it. Too small for his fingers, he has taken to wearing it upon an iron chain about his neck. He looks at it often, remembering things far gone in the Sunlight and always hoping that he will one day be able to come back to his father with honor on his face.
• Vol Salyr: A Ring given to Hugh by his father after his father heard him that he had pledged himself to Ina, it is a great golden ring with a red ruby set in it. It often becomes warm when the presence of magic is being dealt around him, and Hugh has never taken it off,
• The Clasp of Aloisa: Given unto him by his sister, it is a gold clasp shaped as that of a swan with wings outstretched in flight and with tiny topaz eyes. It was given to him at their parting many years ago, and among his treasures, it is the most treasured, for she was always very close to his heart.
• Heavy Leather Pack: A heavy leather pack often strapped across his back, the pack contains his clothing, a heavy flask of water, salted and preserved foodstuffs for the road, whetstone, a ragged cloth for the cleaning of his armor, flint for fire. The most valuable object is a leather scroll case containing a map that he keeps in the pack.
• Char, his warhorse: a charcoal gray gelding warhorse. Hugh won the horse in a game of chance with a fellow mercenary. The mercenary then tried to stab Hugh but that ended badly for the man.
Weakness: Drink, a lack of any magical defenses, and a tendency to try to lone wolf it.
Background:
Born in the foothills of the Eisenbargen, some of the highest mountains in Aviea, Hugh was the youngest child of four siblings. Hugh's father was Count Alaric Winter, Guildmaster of the Schmied Guild, one of the most successful forge complexes ran by human hands. The birth of Hugh would spell the doom of the Countess Freida Winter, her body giving out in the strain of his birth. Because of this, Hugh would find himself ostracized by his brothers, the only exception being his father and Aloisa, his only sister.

As a child, Hugh was a constant tag along to Count Alaric, following him about wherever he went. It was a lonely experience for Hugh, and thus the Count was there as a friend and a father for him. The constant care and concern that Alaric poured in to his children served to only further the divide between Alaric's other sons. Only Aloisa seemed to care about their little brother. But she was often away, visiting cousins of the family in the nearest city.

Regardless of how he was viewed by his siblings, Count Alaric insisted on his children being well learned. As a child, Hugh was a vivacious learner, wanting to know everything that he could get his hands on. Although he hated the dry subjects of mathematics and astronomy, he loved history so much that he would spend most of his time in the small library that the Keep contained. Hugh also began his apprenticeship under the Guildmaster Alaric himself, working with great works of art and watching Alaric perform fantastic spells of power to be able to mold certain kinds of metal into the shape he desired. Often, Alaric worked alone with only his youngest son at his side, for Gerard and Ross had their own minor forges that they maintained around their home.

It was stories of great warriors that interested the child the most. He learned of great warriors devoted to the Gods who had ascended the mortal realm and become powerful Champions, whirlwinds of glory and power on the battlefield that could not be defeated. At that moment, it became the child’s ultimate wish to be like those ancient warriors whose like does not walk the world any longer.

And thus, with a new interest at hand, he resolved to become a great warrior, like those in the books he had read. But how did one go about doing that? Hugh was eight by this time and had developed some muscle from working in the forge, so he was no weakling of any standards. But how did you become a greater man, such a warrior of old? Watching the Home Guard, which was commanded in part by his second eldest brother Ross, he sought out his older brother. Finding him in his forge, hammering away at a steel helm, Lucian asked if Ross would teach him how to be a fighter. Ross looked down at the boy and scoffed, denying his request just that easily, stating "Got back to your books."

Hurt and distraught over the words of Ross, he went to his eldest of his two brothers, Gerard, who was the kinder of the two and in little Hugh's young mind, a lot more fun to be around. Gerard laughed in his face, and asked him if it would be better to play in the streets or stay buried in books and leave being a man to those with experience. Practice under their father and become a good blacksmith, maybe even a great one. Hurt even more, Hugh did not relent and thus he went to his last resort, his father and asked if he could be trained to fight.

Alaric approved his request, and convinced Ross to train his youngest brother. Thus, Ross grudgingly accepted and began training the little wide eyed boy at nine, and not softly, for he struggled against the edict of his father to train the boy. Ross did not relish the idea of giving away the secrets of the fighting style used by the Winters to a boy who had killed his mother, even if he was the favored son of his father. Ross was considered the best swordsman in the County, having served in the Guard for most of his life. He was considered stern and harsh, even by the standards of arms masters from the major cities, but was known to be fair to all those who came to him.

At first, Hugh struggled under the difficult regimen placed upon him by his brother, but he soon began to prosper and grow ever more quickly and powerful. At first, he was trained only the hilt of a sword, being told by Hugh that before he used a sword, one must know how to wield one. When he graduated from the hilt he went on to the gladius, a much smaller sword used for jabbing and soon progressed to the long sword, where he showed innate skill with the blade.

Hugh by fourteen was an adept swordsman and was asking to begin going on patrols with the Home Guard around the settlement and surrounding land. Alaric was reluctant to give consent for such a thing because, although he knew his youngest son was a good swordsman, he was afraid of losing him in a few years and wished to keep him by his side for a while longer. Nevertheless, he granted his son’s request, and during the winter of his fifteenth year, he went out with the Home Guard and went hunting for bandits. When it was nearing the end of the long-range patrol, they found them.

In the mountains, the patrol was numbered around twenty men all told, and they had settled for a night in the mountains on their way back home. The blizzard they had been caught in was raging, and they set a fire to hold it back. Sentries were close that night to the edge of the fire so as not to been too cut off from the heat. It was at this time that the bandits chose to attack, moving in from all corners and striking like a hammer. Many were cut down by arrows and swords that were wielded by far more experienced warriors then the Home Guard were used to fighting. Before they knew what happened, only Ross and Onónion were left, all the others gone in the white around them or slain by the savage bandits.

Before Hugh knew what happened, Ross and he had cut their way past the attackers and were making their way towards home, or in any direction they could. The only problem was that home was eleven miles away and the snow was falling ever more heavily as the night progressed. Just then, something slammed into the right shoulder blade of Hugh and he forgot everything else that happened that night, falling suddenly into unconsciousness.

He remembered only brief flashes of pain and agony during the entire journey back home, and when he arrived, he spent a month in a fever, tossing and turning as his body fought infection. It was obvious that the tip of the arrow had been poisoned and it had been barbed so when it was pulled out it was extremely difficult to remove. But nevertheless, through the healing arts of the a mysterious Witch, they were able to finally break the fever and only a little while longer Hugh was back on his feet and resumed his training under Ross. He had been blooded and had his scar to prove it. He would be more discreet the next time he went looking for trouble. What he did not know was that the Witch had cursed him in the healing of him.

Hugh was forbidden by his father to ever continue his patrols with the Guard into the surrounding mountains again.

Hugh by this time had become a giant of a man, and his strength and resilience was ever becoming more and more useful both with the sword and in the forge. But by nineteen, he had surpassed his brother Ross in skill. Ross, instead of being angered by this, he came to his father with the news stating that Hugh needed a real master of the blade, and that the best place to take him was to the nearest city, and with Alaric's sponsorship, Hugh was to be trained by a real sword master, John Axton.

Hugh would train for three years under the tutelage of John Axton, living in room and board in the city. He had developed a reputation in the settlement as a fierce warrior, and supposedly the best fighter within the city. John Axton believed the best way for him to become better was to pit himself against fighters, and thus, under the watchful eye of John Axton, sparring matches were held often against Hugh so that he got a feel for different techniques and against various other fighters. John Axton regretted that he did not have a larger selection, but trained the man hard he did.

It was at this time that he discovered the nature of the Witch's spell that had healed him of the poisoned arrow wound. As is wont to happen, Hugh fell in love while in the city. It had been to a circus performer that had been staying in the city and performing for the crowds. She was slightly older, worldly, and exotic to the young man and he fell head over heels for her. He would proclaim his love to her, only to be delighted when she returned those feelings. When he kissed Rosa's lips, he felt a spark between them. It was only days later, as he watched the same infection that had gripped him all those years ago, kill Rosa.

He left his home and traveled to the court in the city. The Red Witch served the Lord of the city. She had been a powerful Witch for decades and was one of the most important of the Lord's retinue. Nevertheless, Hugh strode up to her while the Lord was holding a party to celebrate the end of Winter. She seemed to welcome the sword thrust as Hugh buried it in her chest.

Hugh escaped the wrath of the guards and fled to his ancestral home in the mountains. There, he told his father of what he had done. With tearful eye, Alaric called in his other sons and formally disowned his son. He then locked him in a chamber, but "accidentally" let the key fall to the floor in the door. Hugh waited until nightfall and unlocked the door to find Alaric waiting for him. Quickly, Alaric led him to his personal forge. Inside, resided the relic of the Winter family, the Sword of Winter, wielded by the founders of the Winter family centuries ago. Alaric gave it to his youngest son before Hugh would flee his home.

From that day on, starting at twenty three, Hugh hit the roads and beyond, earning his keep as a mercenary. The first few years were rough as he was ever eager to get further away from his homeland. He wandered East and down in to the coast where he found work with various mercenary groups, always working long enough for one or two assignments before he moved on. He gained a panolpy of scars to prove his worth.

It would be in a coastal city that he saw what the evil mage Voron had unleashed. First came the storms, blackening the sky and lashing the tempest tossed seas with lightning and thunder. As if that was not bad enough, soon came a great rumbling of the earth. As Hugh watched, the great pillars and minarets that had dotted the city tumbled and fell, the earth cracked, and screams rent the air as the city was utterly devastated. But that was not the end of it. When the earthquake had settled, Hugh stumbled in the dust to find a great wall of water now rushing towards the city. Hugh fled as did many others. He was just far enough away to make it outside the city but, as he looked around, he was one of the precious few to have done so.

The horror would not end. For the next three years, Hugh would join countless others fleeing the Rot until he had gone as far as he could. There, in the Last City, he saw the new leaders of the Coalition try and fail multiple times to find a means of stopping the Rot. He would be among others as the Gate to a new world was opened and was one of the volunteers to venture forth into a world that seemed to be too perfect to be true. And so, when deliberations among the leaders had concluded, he volunteered once more to be one of the Pathfinders.


Optional Info
Likes: Drink, the company of women, firelight, venison, a good book
Dislikes: Loud people, crowds, not knowing something
Personality:
He is the most intense, profound, and powerful character you will ever likely to meet. Even when he appears self-controlled and calm there is a seething intensity of emotional energy under the placid exterior. He is like the volcano not far under the surface of a calm sea, it may burst into eruption at any moment. But those of us who are particularly perceptive will be aware of the harnessed aggression, the immense forcefulness, magnetic intensity, and often strangely hypnotic personality under the tranquil, but watchful composure of Hugh. In conventional social gatherings he is pleasant to be with, thoughtful in conversation, dignified, and reserved, yet affable and courteous; although at times his eyes appear penetrating which make his shyer companions feel naked and defenseless before him.

In his everyday behavior he gives the appearance of being withdrawn from the center of activity, yet those who know him will recognize the watchfulness that is part of his character. He has great self-discipline, because he is able to recognize the qualities in himself that makes him different from other humans, and to know his utterly conventional nature can be used for great good, or great evil. His tenacity and willpower are immense, his depth of character and passionate conviction overwhelming, yet he is deeply sensitive and easily moved by his emotions. His sensitivity, together with a propensity for extreme likes and dislikes makes him easily hurt, quick to detect insult or injury to him and easily aroused to ferocious anger. This may express itself in such destructive speech or action that he makes lifelong enemies by his outspokenness, for he finds it difficult not to be overly critical of anything or anyone to whom he takes a dislike.

He harnesses his abundant energy constructively, tempering his self-confidence with shrewdness and his ambition with magnanimity toward others provided he likes them. He relates to fellow warriors only as leaders and can be blunt to those he dislikes to the point of cruelty. In fact he is not above expressing vindictiveness in deliberate cruelty. He is too demanding, too unforgiving of faults in others, perhaps because he is not aware of the shortcomings within himself, and extravagantly expresses his self-disgust in unreasonable resentment against his fellows. He does, however, make an excellent friend, provided that his companions do nothing to impugn the honor of which Hugh is very jealous. Part of his negative side of is a tendency to discard friends once they cease to be useful, but he is aware of this, and fights this tendency.

In a word, this man is invincible. Just behind his frosty reserve is a huge pot of boiling steam that bubbles and seethes continually. If you're lucky, he'll keep the lid on tight for a lifetime, but a deep injury can blow it right off with a brilliant explosion. It's kind of fascinating to watch. If you're not in its direct line of destruction. Step aside, if you feel it coming. And don't do anything to cause it yourself.

However, should he have cause to view another as a predator, then never was a creature more sensitive or responsive to assumed slights and imagined threats. Open-minded tolerance and relaxed confidence fall away as ego-driven urges swing into gear. He makes a bloody-minded opponent and the dominating qualities are such that he rarely feels appeased with victory unless it involves the total annihilation of the threat. He is well known for sensitivity to his own few emotions, and yet he is far less empathetic to the thoughts and feelings of others; hence he has one of the most fearsome reputations amongst mercenaries for exhibiting brutal or extreme behavior. People refer to him as 'bestial', meaning responsive to primordial instincts rather than higher reasoning; and 'feral' because he is considered capable of savage and ferociously destructive traits.

He is fortunate in that his strong reasoning powers are tempered with imagination and intuition, and these gifts, together with critical perception and analytical capacity, can enable him to penetrate to profundities beyond the average.

Family:
- Mother/Father Names: Count Alaric Winter and the Countess Frieda Winter (Deceased)
- Siblings/Other Relatives: Aloisa Winter (Sister) and Ross and Gerard Winter (brothers)
Motivation for Joining: He is not convinced that the new world is a paradise waiting pristinely for the refugees. A growing paranoia that the world waiting for them is waiting to swallow them whole has convinced him that he has to discover that threat.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Apr 11, 2021 1:37 pm

Kaziimar wrote:Name: Mornaiwë “Ash” Sarynore
Race: Elf
Gender: Female
Age: 42 (or the elvish equivalent of it)
Appearance: https://pin.it/176gdU9
Magical Ability: Y/N
Magic Specialization: No
Skills: She's an extremely skilled architect, stonemason land surveyor. She also knows the domestic duties expected of most women, sewing, cooking, ie.
Equipment: A set of architect's tools, blueprints, survival rations (food, water, med kit, stuff like that), spyglass and a lot of ink, paper and pens.
Weakness: She's definitely not a trained fighter and only knows some martial arts/basic knife wielding...so enough to not die immediately, but it's definitely better for her to run than to fight. Also she knows she's good at what she does and can be get a bit on the arrogant side when she's swept up in a grand project.

Background: Mornaiwë was born in the former elvish-run Vrunyth Empire to an elvish family as the youngest of three sisters, and she was known among her family and friends as Ash because of her ash-gray hair. Her mother's family owned a nursery of trees and her father was the landscape gardener of the previous emperor, Dyndrith. As such, she grew up in the royal palace and was a constant companion and childhood friend of Prince Simimar Inagwyn and his brother Ilbryen. From an early age she didn't quite have the eye for landscaping and gardening that her middle sister did, and wasn't much of an herbalist like her oldest sister so instead her talents lent themselves to art and stonework. She'd often sit and sketch during her free time, mostly of houses or buildings she found beautiful or sculpting a little figure here and there out of bits of rock she could get her hands on.
Her parents noticed this and she was apprenticed under the royal sculptor for a number of years, but Ash decided that she wanted to focus on architecture and so she was sent to the court architects in order to learn the trade. She eventually married and had a son, Tinlaurë, but the marriage ended in divorce after about two decades. Though it took some time, she and her ex-husband are now on fairly decent terms.

When Simimar rose to the throne upon the abdication of his father, Ash became his senior architect and helped design several buildings and palaces in the country...but everything changed once the Rot started to infect and spread across the world. Once Vrunyth fell, she and her now deposed emperor have been seeking refuge with their families from place to place to try to stay clear of the ever-spreading Rot. Settling down in a small temporary camp that the Coalition established for survivors, to say that Ash was relieved when she heard that they discovered a new and inhabitable world was an understatement. When the Coalition established a scouting team known as the Pathfinders, Ash volunteered to join and lend her expertise in this endeavor.

Optional Info
Likes: Architecture (seriously, the girl will have the biggest nerd moment over a well-sculpted column), sculpture, art, her family, fresh-baked bread.
Dislikes: Black coffee, cruel people, bad ideas, bad architecture, bitter greens and being interrupted while working.
Personality: Ash is a pretty friendly lady, she loves company and will totally help a friend out...although she can be somewhat arrogant and prone to holding grudges if you screw her over.
Family: Sindor Saan (ex-husband)
Tinlaurë Sarynore-Saan (son, 18)
Lassiel Sarynore (middle sister, 45)
Sinwende Sarynore (eldest sister, 48)
Rafael Aguilar-Flores (19, son's fiance)
Laurendil Sarynore (father, deceased from Rot sickness)
Curuwen Sarynore (mother)
Talinda Sarynore (sister in law, wife of Sinwende)

Motivation for Joining:


Accepted

Skaldia wrote:Name: Hugh Winter
Race: Human
Gender: Male
Age/Birthdate: 31
Appearance:
Magical Ability: N
Magic Specialization: No
Skills: Swordskill, tracking, hunting, interrogation, minor smithing, languages, astronomy, survival craft, etc.
Equipment:
[a.] Weaponry:
• Winter’s Edge
-- Blade Length: 48 in
-- Hilt Length: 10 in.
-- Weight: 7 lbs.
-- Classification: Great Sword
-- Information: Made as a gift at the parting of son and father, Winter’s Edge was a beautiful sword, hand crafted by his father's father himself, with the help of his son. Eventually, Alaric would take the sword and, with the help of his sons, make it worthy of use once again. Leather binding around an iron silver hilt that ends in a silver pommel. In the fuller of the blade is an ancient litany offering prayers to some forgotten god in golden letters that shine when unsheathed. The edge is of the finest steel, tapering to a needle point with the tip just the same. Few have withstood the cutting edge of the Sword of Winter.
[b.] Accessories:
• Father‘s Ring: Given unto him before their parting, it is a simple silver ring with a bright sapphire in it. Too small for his fingers, he has taken to wearing it upon an iron chain about his neck. He looks at it often, remembering things far gone in the Sunlight and always hoping that he will one day be able to come back to his father with honor on his face.
• Vol Salyr: A Ring given to Hugh by his father after his father heard him that he had pledged himself to Ina, it is a great golden ring with a red ruby set in it. It often becomes warm when the presence of magic is being dealt around him, and Hugh has never taken it off,
• The Clasp of Aloisa: Given unto him by his sister, it is a gold clasp shaped as that of a swan with wings outstretched in flight and with tiny topaz eyes. It was given to him at their parting many years ago, and among his treasures, it is the most treasured, for she was always very close to his heart.
• Heavy Leather Pack: A heavy leather pack often strapped across his back, the pack contains his clothing, a heavy flask of water, salted and preserved foodstuffs for the road, whetstone, a ragged cloth for the cleaning of his armor, flint for fire. The most valuable object is a leather scroll case containing a map that he keeps in the pack.
• Char, his warhorse: a charcoal gray gelding warhorse. Hugh won the horse in a game of chance with a fellow mercenary. The mercenary then tried to stab Hugh but that ended badly for the man.
Weakness: Drink, a lack of any magical defenses, and a tendency to try to lone wolf it.
Background:
Born in the foothills of the Eisenbargen, some of the highest mountains in Aviea, Hugh was the youngest child of four siblings. Hugh's father was Count Alaric Winter, Guildmaster of the Schmied Guild, one of the most successful forge complexes ran by human hands. The birth of Hugh would spell the doom of the Countess Freida Winter, her body giving out in the strain of his birth. Because of this, Hugh would find himself ostracized by his brothers, the only exception being his father and Aloisa, his only sister.

As a child, Hugh was a constant tag along to Count Alaric, following him about wherever he went. It was a lonely experience for Hugh, and thus the Count was there as a friend and a father for him. The constant care and concern that Alaric poured in to his children served to only further the divide between Alaric's other sons. Only Aloisa seemed to care about their little brother. But she was often away, visiting cousins of the family in the nearest city.

Regardless of how he was viewed by his siblings, Count Alaric insisted on his children being well learned. As a child, Hugh was a vivacious learner, wanting to know everything that he could get his hands on. Although he hated the dry subjects of mathematics and astronomy, he loved history so much that he would spend most of his time in the small library that the Keep contained. Hugh also began his apprenticeship under the Guildmaster Alaric himself, working with great works of art and watching Alaric perform fantastic spells of power to be able to mold certain kinds of metal into the shape he desired. Often, Alaric worked alone with only his youngest son at his side, for Gerard and Ross had their own minor forges that they maintained around their home.

It was stories of great warriors that interested the child the most. He learned of great warriors devoted to the Gods who had ascended the mortal realm and become powerful Champions, whirlwinds of glory and power on the battlefield that could not be defeated. At that moment, it became the child’s ultimate wish to be like those ancient warriors whose like does not walk the world any longer.

And thus, with a new interest at hand, he resolved to become a great warrior, like those in the books he had read. But how did one go about doing that? Hugh was eight by this time and had developed some muscle from working in the forge, so he was no weakling of any standards. But how did you become a greater man, such a warrior of old? Watching the Home Guard, which was commanded in part by his second eldest brother Ross, he sought out his older brother. Finding him in his forge, hammering away at a steel helm, Lucian asked if Ross would teach him how to be a fighter. Ross looked down at the boy and scoffed, denying his request just that easily, stating "Got back to your books."

Hurt and distraught over the words of Ross, he went to his eldest of his two brothers, Gerard, who was the kinder of the two and in little Hugh's young mind, a lot more fun to be around. Gerard laughed in his face, and asked him if it would be better to play in the streets or stay buried in books and leave being a man to those with experience. Practice under their father and become a good blacksmith, maybe even a great one. Hurt even more, Hugh did not relent and thus he went to his last resort, his father and asked if he could be trained to fight.

Alaric approved his request, and convinced Ross to train his youngest brother. Thus, Ross grudgingly accepted and began training the little wide eyed boy at nine, and not softly, for he struggled against the edict of his father to train the boy. Ross did not relish the idea of giving away the secrets of the fighting style used by the Winters to a boy who had killed his mother, even if he was the favored son of his father. Ross was considered the best swordsman in the County, having served in the Guard for most of his life. He was considered stern and harsh, even by the standards of arms masters from the major cities, but was known to be fair to all those who came to him.

At first, Hugh struggled under the difficult regimen placed upon him by his brother, but he soon began to prosper and grow ever more quickly and powerful. At first, he was trained only the hilt of a sword, being told by Hugh that before he used a sword, one must know how to wield one. When he graduated from the hilt he went on to the gladius, a much smaller sword used for jabbing and soon progressed to the long sword, where he showed innate skill with the blade.

Hugh by fourteen was an adept swordsman and was asking to begin going on patrols with the Home Guard around the settlement and surrounding land. Alaric was reluctant to give consent for such a thing because, although he knew his youngest son was a good swordsman, he was afraid of losing him in a few years and wished to keep him by his side for a while longer. Nevertheless, he granted his son’s request, and during the winter of his fifteenth year, he went out with the Home Guard and went hunting for bandits. When it was nearing the end of the long-range patrol, they found them.

In the mountains, the patrol was numbered around twenty men all told, and they had settled for a night in the mountains on their way back home. The blizzard they had been caught in was raging, and they set a fire to hold it back. Sentries were close that night to the edge of the fire so as not to been too cut off from the heat. It was at this time that the bandits chose to attack, moving in from all corners and striking like a hammer. Many were cut down by arrows and swords that were wielded by far more experienced warriors then the Home Guard were used to fighting. Before they knew what happened, only Ross and Onónion were left, all the others gone in the white around them or slain by the savage bandits.

Before Hugh knew what happened, Ross and he had cut their way past the attackers and were making their way towards home, or in any direction they could. The only problem was that home was eleven miles away and the snow was falling ever more heavily as the night progressed. Just then, something slammed into the right shoulder blade of Hugh and he forgot everything else that happened that night, falling suddenly into unconsciousness.

He remembered only brief flashes of pain and agony during the entire journey back home, and when he arrived, he spent a month in a fever, tossing and turning as his body fought infection. It was obvious that the tip of the arrow had been poisoned and it had been barbed so when it was pulled out it was extremely difficult to remove. But nevertheless, through the healing arts of the a mysterious Witch, they were able to finally break the fever and only a little while longer Hugh was back on his feet and resumed his training under Ross. He had been blooded and had his scar to prove it. He would be more discreet the next time he went looking for trouble. What he did not know was that the Witch had cursed him in the healing of him.

Hugh was forbidden by his father to ever continue his patrols with the Guard into the surrounding mountains again.

Hugh by this time had become a giant of a man, and his strength and resilience was ever becoming more and more useful both with the sword and in the forge. But by nineteen, he had surpassed his brother Ross in skill. Ross, instead of being angered by this, he came to his father with the news stating that Hugh needed a real master of the blade, and that the best place to take him was to the nearest city, and with Alaric's sponsorship, Hugh was to be trained by a real sword master, John Axton.

Hugh would train for three years under the tutelage of John Axton, living in room and board in the city. He had developed a reputation in the settlement as a fierce warrior, and supposedly the best fighter within the city. John Axton believed the best way for him to become better was to pit himself against fighters, and thus, under the watchful eye of John Axton, sparring matches were held often against Hugh so that he got a feel for different techniques and against various other fighters. John Axton regretted that he did not have a larger selection, but trained the man hard he did.

It was at this time that he discovered the nature of the Witch's spell that had healed him of the poisoned arrow wound. As is wont to happen, Hugh fell in love while in the city. It had been to a circus performer that had been staying in the city and performing for the crowds. She was slightly older, worldly, and exotic to the young man and he fell head over heels for her. He would proclaim his love to her, only to be delighted when she returned those feelings. When he kissed Rosa's lips, he felt a spark between them. It was only days later, as he watched the same infection that had gripped him all those years ago, kill Rosa.

He left his home and traveled to the court in the city. The Red Witch served the Lord of the city. She had been a powerful Witch for decades and was one of the most important of the Lord's retinue. Nevertheless, Hugh strode up to her while the Lord was holding a party to celebrate the end of Winter. She seemed to welcome the sword thrust as Hugh buried it in her chest.

Hugh escaped the wrath of the guards and fled to his ancestral home in the mountains. There, he told his father of what he had done. With tearful eye, Alaric called in his other sons and formally disowned his son. He then locked him in a chamber, but "accidentally" let the key fall to the floor in the door. Hugh waited until nightfall and unlocked the door to find Alaric waiting for him. Quickly, Alaric led him to his personal forge. Inside, resided the relic of the Winter family, the Sword of Winter, wielded by the founders of the Winter family centuries ago. Alaric gave it to his youngest son before Hugh would flee his home.

From that day on, starting at twenty three, Hugh hit the roads and beyond, earning his keep as a mercenary. The first few years were rough as he was ever eager to get further away from his homeland. He wandered East and down in to the coast where he found work with various mercenary groups, always working long enough for one or two assignments before he moved on. He gained a panolpy of scars to prove his worth.

It would be in a coastal city that he saw what the evil mage Voron had unleashed. First came the storms, blackening the sky and lashing the tempest tossed seas with lightning and thunder. As if that was not bad enough, soon came a great rumbling of the earth. As Hugh watched, the great pillars and minarets that had dotted the city tumbled and fell, the earth cracked, and screams rent the air as the city was utterly devastated. But that was not the end of it. When the earthquake had settled, Hugh stumbled in the dust to find a great wall of water now rushing towards the city. Hugh fled as did many others. He was just far enough away to make it outside the city but, as he looked around, he was one of the precious few to have done so.

The horror would not end. For the next three years, Hugh would join countless others fleeing the Rot until he had gone as far as he could. There, in the Last City, he saw the new leaders of the Coalition try and fail multiple times to find a means of stopping the Rot. He would be among others as the Gate to a new world was opened and was one of the volunteers to venture forth into a world that seemed to be too perfect to be true. And so, when deliberations among the leaders had concluded, he volunteered once more to be one of the Pathfinders.


Optional Info
Likes: Drink, the company of women, firelight, venison, a good book
Dislikes: Loud people, crowds, not knowing something
Personality:
He is the most intense, profound, and powerful character you will ever likely to meet. Even when he appears self-controlled and calm there is a seething intensity of emotional energy under the placid exterior. He is like the volcano not far under the surface of a calm sea, it may burst into eruption at any moment. But those of us who are particularly perceptive will be aware of the harnessed aggression, the immense forcefulness, magnetic intensity, and often strangely hypnotic personality under the tranquil, but watchful composure of Hugh. In conventional social gatherings he is pleasant to be with, thoughtful in conversation, dignified, and reserved, yet affable and courteous; although at times his eyes appear penetrating which make his shyer companions feel naked and defenseless before him.

In his everyday behavior he gives the appearance of being withdrawn from the center of activity, yet those who know him will recognize the watchfulness that is part of his character. He has great self-discipline, because he is able to recognize the qualities in himself that makes him different from other humans, and to know his utterly conventional nature can be used for great good, or great evil. His tenacity and willpower are immense, his depth of character and passionate conviction overwhelming, yet he is deeply sensitive and easily moved by his emotions. His sensitivity, together with a propensity for extreme likes and dislikes makes him easily hurt, quick to detect insult or injury to him and easily aroused to ferocious anger. This may express itself in such destructive speech or action that he makes lifelong enemies by his outspokenness, for he finds it difficult not to be overly critical of anything or anyone to whom he takes a dislike.

He harnesses his abundant energy constructively, tempering his self-confidence with shrewdness and his ambition with magnanimity toward others provided he likes them. He relates to fellow warriors only as leaders and can be blunt to those he dislikes to the point of cruelty. In fact he is not above expressing vindictiveness in deliberate cruelty. He is too demanding, too unforgiving of faults in others, perhaps because he is not aware of the shortcomings within himself, and extravagantly expresses his self-disgust in unreasonable resentment against his fellows. He does, however, make an excellent friend, provided that his companions do nothing to impugn the honor of which Hugh is very jealous. Part of his negative side of is a tendency to discard friends once they cease to be useful, but he is aware of this, and fights this tendency.

In a word, this man is invincible. Just behind his frosty reserve is a huge pot of boiling steam that bubbles and seethes continually. If you're lucky, he'll keep the lid on tight for a lifetime, but a deep injury can blow it right off with a brilliant explosion. It's kind of fascinating to watch. If you're not in its direct line of destruction. Step aside, if you feel it coming. And don't do anything to cause it yourself.

However, should he have cause to view another as a predator, then never was a creature more sensitive or responsive to assumed slights and imagined threats. Open-minded tolerance and relaxed confidence fall away as ego-driven urges swing into gear. He makes a bloody-minded opponent and the dominating qualities are such that he rarely feels appeased with victory unless it involves the total annihilation of the threat. He is well known for sensitivity to his own few emotions, and yet he is far less empathetic to the thoughts and feelings of others; hence he has one of the most fearsome reputations amongst mercenaries for exhibiting brutal or extreme behavior. People refer to him as 'bestial', meaning responsive to primordial instincts rather than higher reasoning; and 'feral' because he is considered capable of savage and ferociously destructive traits.

He is fortunate in that his strong reasoning powers are tempered with imagination and intuition, and these gifts, together with critical perception and analytical capacity, can enable him to penetrate to profundities beyond the average.

Family:
- Mother/Father Names: Count Alaric Winter and the Countess Frieda Winter (Deceased)
- Siblings/Other Relatives: Aloisa Winter (Sister) and Ross and Gerard Winter (brothers)
Motivation for Joining: He is not convinced that the new world is a paradise waiting pristinely for the refugees. A growing paranoia that the world waiting for them is waiting to swallow them whole has convinced him that he has to discover that threat.


Looks Good, Accepted

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sun Apr 11, 2021 2:30 pm

Theyra wrote:-snip-

Looks Good, Accepted

Thanks! Might be interested in making a discord for this? For lore and other useful rp nits and bits?
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Apr 11, 2021 4:28 pm

Skaldia wrote:
Theyra wrote:-snip-

Looks Good, Accepted

Thanks! Might be interested in making a discord for this? For lore and other useful rp nits and bits?


Once we get more people then I will make a discord.

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sun Apr 11, 2021 4:32 pm

Theyra wrote:
Skaldia wrote:Thanks! Might be interested in making a discord for this? For lore and other useful rp nits and bits?


Once we get more people then I will make a discord.

Awesome sauce boss
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Audunia
Spokesperson
 
Posts: 195
Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Sun Apr 11, 2021 5:02 pm

Name: Te Karagathia
Race: Human
Gender: Male
Age: 35
Appearance: Te
Magical Ability: Y/N
Magic Specialization: Possess the ability to conjure fire, but refuses to use it out of disgust for magic
Skills: Te is incredibly proficient in many manners of fighting, his years of experience giving him an almost preternatural sense for when attacks are coming and speed. Incredibly self-sufficient and a keen sense of character.
Equipment: Sword, round shield, armour in the image (minus the cape), survival rations, dagger and a satchel
Weakness: Te is incredibly hostile to mages, he despises magic in most forms and refuses to be treated with it. Additionally, he can't read, possesses no concept of the written word whatsoever, to him it's a bundle of random lines. He lashes out frequently and his emotional side is hidden beneath his aggression and anger.
Background: Te's life has been incredibly difficult. He was born to a poor, but large, family in the destitute kingdom of Akavia, a desert filled nation that was harsh and unwelcoming to newcomers. His younger years were spent scrounging for food and taking whatever he could from passer-by's to help keep the family afloat. By the time he was ten, Akavia was invaded by the mage-led kingdom of NAME, his father going off to fight the war. It was the last time they ever saw each other, his fate entirely unknown to Te. Unfortunately, Akavia was swiftly beaten and his home city sacked, his family fled during the fight and joined one of the many refugee trains heading to parts unknown.

Deep in the desert, Te's train was attacked. During the chaos, he was separated from his family and captured by the roving band of raiders. Sensing in him a fighting spirit, he was sold into gladiatorial slavery. His teenaged years were spent in intensive training, his muscles and mind honed for combat in the arena, punished harshly for his failures, mage guards would brand him or cause him pain and leave him with no marks or damage. Though even this was not enough..

At 19, he fought his first duel. It was in a dusty, forgettable arena that caravan trains passed infrequently. The fight itself was easy, he had spent many years in training and faced a weak foe. Though he hated it, he killed his enemy when the crowd demanded it, but his masters judged him too unwilling to fight. To compensate for this, he underwent a procedure, overseen by blacklisted mages, that enhanced his aggression to the point where almost any perceived slight could set him off into a violent rage. In the following years, he became increasingly popular in the fighting pits, touring to the larger kingdoms with the grander arenas and wowing the crowds there with his strength and brutality. His most famous duel was the duel against Aramo Bull-Hide, which lasted for two hours and left the sand thick with each others blood as they battled spiritedly throughout the bout.

Throughout the entirety of his slavery, he despised every second of it. He yearned for freedom, every bout was promised to be his last only for it to be taken from him at the last moment. It took the outbreak of the Rot for him to seize his chance. The societal upset and disorder caused by it allowed him to break from his cell and, after freeing his gladiator comrades, slew their master viciously. They parted ways then as they sought different routes away from the city. Te followed the flow of people, taking a number of odd jobs in protecting caravans and wandering groups to ensure his passage, though employment rarely lasted long through faults usually of his own. Largely, he lived in what wilderness was uncorrupted by the Rot. In this relative peace, he honed himself and fought to resist the magical urging to fight. Though difficult, he has reined it in considerably from his earlier years.

With the foundation of the Confederacy, Te considered investigating to find out if any of his family survived the war and the Rot. His search was frustrated by the danger presented by the Rot, something he blamed the mages on for their part in causing it. With failure of his short-lived search, he returned to a life he knew, the fighting pits. Though their legality was questionable, there was always a crowd who came to see him fight, ensuring a steady income but one that he hated. When the announcement of the Pathfinders and the portal to the New World, he leaped at the chance to free himself from his bonds. His strength and fighting prowess was judged valuable enough to overlooked his personality flaws.

Optional Info
Likes: Freedom, open spaces, the wild, warm meals
Dislikes: Slavery, fighting, enclosed areas
Personality: Te is an explosive personality, though he talks little. His sentences are curt and abrupt, very little care put into the flowery words used by others. His mind has been altered for aggression and anger to come easier than other emotions, and he has to place physical effort into reining himself in from acting on the urge, on occasions of great urging it's not uncommon for beads of sweat to form on his brow. His anger is balanced by self-hate, he hates fighting and that fact that it appears to be the only skill and career he has in life. He seeks out wide-open places and peace as it grants him some peace of mind and stops the incessant throbbing of his mind screaming at him to fight.

He generally avoids large groups of people because of this issue, though he often feels left out when topics turn intellectual due to his rather stunted education. He dislikes talking about his past, instead telling people he fought with the Vigil to explain his fighting prowess rather than revealing his gladiatorial and slave past, reasoning that the likelihood of anyone recognising him to relatively low consider
Family:
Father: Kahu Karagathia (Deceased)
Mother: Shasana Karagathia (Unknown)
Siblings: Akiva (Brother, unknown fate), Nikora (Brother, unknown fate), Aria (Sister, unknown fate), Lorro (Brother, unknown fate)
Motivation for Joining: Te wishes to join the Pathfinders so he can escape the life he lives, and to find a land of relative peace so he can control himself.

WIP
Last edited by Audunia on Tue Apr 13, 2021 3:48 am, edited 2 times in total.

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Apr 12, 2021 8:56 pm

Audunia wrote:Name: Te Karagathia
Race: Human
Gender: Male
Age: 35
Appearance: Te
Magical Ability: [b]Y]/N
Magic Specialization: Possess the ability to conjure fire, but refuses to use it out of disgust for magic
Skills: Te is incredibly proficient in many manners of fighting, his years of experience giving him an almost preternatural sense for when attacks are coming and speed. Incredibly self-sufficient and a keen sense of character.
Equipment: Sword, round shield, armour in the image (minus the cape), survival rations, dagger and a satchel
Weakness: Te is incredibly hostile to mages, he despises magic in most forms and refuses to be treated with it. Additionally, he can't read, possesses no concept of the written word whatsoever, to him it's a bundle of random lines. He lashes out frequently and his emotional side is hidden beneath his aggression and anger.
Background: Te's life has been incredibly difficult. He was born to a poor, but large, family in the destitute kingdom of Akavia, a desert filled nation that was harsh and unwelcoming to newcomers. His younger years were spent scrounging for food and taking whatever he could from passer-by's to help keep the family afloat. By the time he was ten, Akavia was invaded by the mage-led kingdom of NAME, his father going off to fight the war. It was the last time they ever saw each other, his fate entirely unknown to Te. Unfortunately, Akavia was swiftly beaten and his home city sacked, his family fled during the fight and joined one of the many refugee trains heading to parts unknown.

Deep in the desert, Te's train was attacked. During the chaos, he was separated from his family and captured by the roving band of raiders. Sensing in him a fighting spirit, he was sold into gladiatorial slavery. His teenaged years were spent in intensive training, his muscles and mind honed for combat in the arena, punished harshly for his failures, mage guards would brand him or cause him pain and leave him with no marks or damage. Though even this was not enough..

At 19, he fought his first duel. It was in a dusty, forgettable arena that caravan trains passed infrequently. The fight itself was easy, he had spent many years in training and faced a weak foe. Though he hated it, he killed his enemy when the crowd demanded it, but his masters judged him too unwilling to fight. To compensate for this, he underwent a procedure, overseen by blacklisted mages, that enhanced his aggression to the point where almost any perceived slight could set him off into a violent rage. In the following years, he became increasingly popular in the fighting pits, touring to the larger kingdoms with the grander arenas and wowing the crowds there with his strength and brutality. His most famous duel was the duel against Aramo Bull-Hide, which lasted for two hours and left the sand thick with each others blood as they battled spiritedly throughout the bout.

Throughout the entirety of his slavery, he despised every second of it. He yearned for freedom, every bout was promised to be his last only for it to be taken from him at the last moment. It took the outbreak of the Rot for him to seize his chance. The societal upset and disorder caused by it allowed him to break from his cell and, after freeing his gladiator comrades, slew their master viciously. They parted ways then as they sought different routes away from the city. Te followed the flow of people, taking a number of odd jobs in protecting caravans and wandering groups to ensure his passage, though employment rarely lasted long through faults usually of his own. Largely, he lived in what wilderness was uncorrupted by the Rot. In this relative peace, he honed himself and fought to resist the magical urging to fight. Though difficult, he has reined it in considerably from his earlier years.

With the foundation of the Confederacy, Te considered investigating to find out if any of his family survived the war and the Rot. His search was frustrated by the danger presented by the Rot, something he blamed the mages on for their part in causing it. With failure of his short-lived search, he returned to a life he knew, the fighting pits. Though their legality was questionable, there was always a crowd who came to see him fight, ensuring a steady income but one that he hated. When the announcement of the Pathfinders and the portal to the New World, he leaped at the chance to free himself from his bonds. His strength and fighting prowess was judged valuable enough to overlooked his personality flaws.

Optional Info
Likes: Freedom, open spaces, the wild, warm meals
Dislikes: Slavery, fighting, enclosed areas
Personality: Te is an explosive personality, though he talks little. His sentences are curt and abrupt, very little care put into the flowery words used by others. His mind has been altered for aggression and anger to come easier than other emotions, and he has to place physical effort into reining himself in from acting on the urge, on occasions of great urging it's not uncommon for beads of sweat to form on his brow. His anger is balanced by self-hate, he hates fighting and that fact that it appears to be the only skill and career he has in life. He seeks out wide-open places and peace as it grants him some peace of mind and stops the incessant throbbing of his mind screaming at him to fight.

He generally avoids large groups of people because of this issue, though he often feels left out when topics turn intellectual due to his rather stunted education. He dislikes talking about his past, instead telling people he fought with the Vigil to explain his fighting prowess rather than revealing his gladiatorial and slave past, reasoning that the likelihood of anyone recognising him to relatively low consider
Family:
Motivation for Joining:

WIP


Although it is a WIP. The required part is finished and is okay for me. So accepted and you can finish it at any time.

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Tue Apr 13, 2021 2:19 am

Tag :p

User avatar
Tsarstvo Alyaski
Diplomat
 
Posts: 896
Founded: Dec 30, 2020
Ex-Nation

Postby Tsarstvo Alyaski » Tue Apr 13, 2021 2:46 am

Well hey, you already know that I shall 'TAG' this...
I'm a sucker for Medieval Fantasy, and doing it with a group of friends would be all the better...

Only thing is, I simply do not know how much time I will have for this, so I'll have to reserve judgement.
I shall work on constructing a character soon enough.

User avatar
Audunia
Spokesperson
 
Posts: 195
Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Tue Apr 13, 2021 3:48 am

Theyra wrote:
Audunia wrote:Name: Te Karagathia
Race: Human
Gender: Male
Age: 35
Appearance: Te
Magical Ability: [b]Y]/N
Magic Specialization: Possess the ability to conjure fire, but refuses to use it out of disgust for magic
Skills: Te is incredibly proficient in many manners of fighting, his years of experience giving him an almost preternatural sense for when attacks are coming and speed. Incredibly self-sufficient and a keen sense of character.
Equipment: Sword, round shield, armour in the image (minus the cape), survival rations, dagger and a satchel
Weakness: Te is incredibly hostile to mages, he despises magic in most forms and refuses to be treated with it. Additionally, he can't read, possesses no concept of the written word whatsoever, to him it's a bundle of random lines. He lashes out frequently and his emotional side is hidden beneath his aggression and anger.
Background: Te's life has been incredibly difficult. He was born to a poor, but large, family in the destitute kingdom of Akavia, a desert filled nation that was harsh and unwelcoming to newcomers. His younger years were spent scrounging for food and taking whatever he could from passer-by's to help keep the family afloat. By the time he was ten, Akavia was invaded by the mage-led kingdom of NAME, his father going off to fight the war. It was the last time they ever saw each other, his fate entirely unknown to Te. Unfortunately, Akavia was swiftly beaten and his home city sacked, his family fled during the fight and joined one of the many refugee trains heading to parts unknown.

Deep in the desert, Te's train was attacked. During the chaos, he was separated from his family and captured by the roving band of raiders. Sensing in him a fighting spirit, he was sold into gladiatorial slavery. His teenaged years were spent in intensive training, his muscles and mind honed for combat in the arena, punished harshly for his failures, mage guards would brand him or cause him pain and leave him with no marks or damage. Though even this was not enough..

At 19, he fought his first duel. It was in a dusty, forgettable arena that caravan trains passed infrequently. The fight itself was easy, he had spent many years in training and faced a weak foe. Though he hated it, he killed his enemy when the crowd demanded it, but his masters judged him too unwilling to fight. To compensate for this, he underwent a procedure, overseen by blacklisted mages, that enhanced his aggression to the point where almost any perceived slight could set him off into a violent rage. In the following years, he became increasingly popular in the fighting pits, touring to the larger kingdoms with the grander arenas and wowing the crowds there with his strength and brutality. His most famous duel was the duel against Aramo Bull-Hide, which lasted for two hours and left the sand thick with each others blood as they battled spiritedly throughout the bout.

Throughout the entirety of his slavery, he despised every second of it. He yearned for freedom, every bout was promised to be his last only for it to be taken from him at the last moment. It took the outbreak of the Rot for him to seize his chance. The societal upset and disorder caused by it allowed him to break from his cell and, after freeing his gladiator comrades, slew their master viciously. They parted ways then as they sought different routes away from the city. Te followed the flow of people, taking a number of odd jobs in protecting caravans and wandering groups to ensure his passage, though employment rarely lasted long through faults usually of his own. Largely, he lived in what wilderness was uncorrupted by the Rot. In this relative peace, he honed himself and fought to resist the magical urging to fight. Though difficult, he has reined it in considerably from his earlier years.

With the foundation of the Confederacy, Te considered investigating to find out if any of his family survived the war and the Rot. His search was frustrated by the danger presented by the Rot, something he blamed the mages on for their part in causing it. With failure of his short-lived search, he returned to a life he knew, the fighting pits. Though their legality was questionable, there was always a crowd who came to see him fight, ensuring a steady income but one that he hated. When the announcement of the Pathfinders and the portal to the New World, he leaped at the chance to free himself from his bonds. His strength and fighting prowess was judged valuable enough to overlooked his personality flaws.

Optional Info
Likes: Freedom, open spaces, the wild, warm meals
Dislikes: Slavery, fighting, enclosed areas
Personality: Te is an explosive personality, though he talks little. His sentences are curt and abrupt, very little care put into the flowery words used by others. His mind has been altered for aggression and anger to come easier than other emotions, and he has to place physical effort into reining himself in from acting on the urge, on occasions of great urging it's not uncommon for beads of sweat to form on his brow. His anger is balanced by self-hate, he hates fighting and that fact that it appears to be the only skill and career he has in life. He seeks out wide-open places and peace as it grants him some peace of mind and stops the incessant throbbing of his mind screaming at him to fight.

He generally avoids large groups of people because of this issue, though he often feels left out when topics turn intellectual due to his rather stunted education. He dislikes talking about his past, instead telling people he fought with the Vigil to explain his fighting prowess rather than revealing his gladiatorial and slave past, reasoning that the likelihood of anyone recognising him to relatively low consider
Family:
Motivation for Joining:

WIP


Although it is a WIP. The required part is finished and is okay for me. So accepted and you can finish it at any time.


Thank you kindly, it's all finished now. Looking forwards to it

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Tue Apr 13, 2021 11:28 am

So we've got two humans and an elf. Wouldn't mind seeing the other races represented as well.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Tsarstvo Alyaski
Diplomat
 
Posts: 896
Founded: Dec 30, 2020
Ex-Nation

Postby Tsarstvo Alyaski » Tue Apr 13, 2021 11:43 am

HeHe, Apologies, but I wish to take an Elven character...
I'll make sure that she's (Somewhat) unique though.

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Tue Apr 13, 2021 1:09 pm

Tsarstvo Alyaski wrote:HeHe, Apologies, but I wish to take an Elven character...
I'll make sure that she's (Somewhat) unique though.

Curious as to what you pop out
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Tsarstvo Alyaski
Diplomat
 
Posts: 896
Founded: Dec 30, 2020
Ex-Nation

Postby Tsarstvo Alyaski » Tue Apr 13, 2021 1:41 pm

Character Application: Faeliun Elenaril


Name: Faeliun Elenaril ( Can be referred to by her previous title: 'Flower Mistress' )
Race: Elf
Gender: Female (Pansexual orientation)
Age: Twenty-Six
Appearance:


Image

A painting of Faeliun Elenaril, painted by the women herself... In the portrait, ms Elenaril wears dull, dark hooded robes, meant to resemble a girl in mourning over the loss of her tribe to the Great Plague known as the 'Rot'


[ Build: ] Skinny
[ Height: ] 157 cm
Magical Ability: Proficient
Magic Specialization: Faeliun Elenaril specializes in Magic which does not harm, but rather help... From typical Healing to limited Transmutation and much more... As for other magics, Elenaril has rarely practiced it, and personally sees offensive magic as... Well, offensive! She sees magic that damages and harms as immoral, and perhaps even evil, and thus does not practice it.
Skills: Faeliun Elenaril's most impressive skill is her art in alchemy... Perhaps one of the most skilled brewer of Potions and Poisons, she can create tonics that even the most wildest of imaginations could think of, given enough time and resources.
In addition, she has amazing wilderness survival skills, knowing most trades of which one would need in order to survive, and even prosper away from civilisation... From cooking to creating shelter and treating wounds with either magic, alchemy or physical treatment.

(Magical adeptness is mentioned above)
Equipment:

Image

The 'Flower Maiden' Alchemical Knife, Faeliun Elenaril's personal dagger... Kept at all times, it proves useful in her alchemical craft, and can act as a sharp dagger in a pinch.
Image

Faeliun Elenaril's personal Magical Amplifier, a small one handed Staff passed along from the previous Wise Woman of Faeliun's tribe upon her death... It helps in magic casting, using magical power stored within the Staff in order to amplify Faeliun's own magical capabilities.

Weakness: Faeliun Elenaril, whilst powerful in many crafts such as her specialisation in Magic and her study of Alchemy also suffers from many drawbacks... She has less than optimal training in hand - to - hand combat, and her lack of muscle or weight does not allow her to overpower any potential hostiles through physical confrontation. In a tough situation, she'd survive better by running or hiding rather than fighting, using her poisons, potions and magic to aid in her escape...

In addition, whilst Faeliun is a rather pleasant character to speak to, and get along with, she is withdrawn and reserved after the extermination of her tribe from the hands of the awful 'Rot', still mourning by her time of travel from Aviea from Ehiri... So, though she may be a great talking companion to anyone she likes, she'd be hard to approach and form a bond with.
In addition, she knows next to none diplomatic skills, or leadership skills...
Background:
Faeliun Elenaril was born to Mother Elslerva Elenaril and Father Glonnlorn Elenaril... The family was a well - respected lineage of the 'Nerindove' tribal community, a small group of Elves within the Dalish Tribal Elves category, though that is very much a loose category.
Each Elven tribe was very much different from eachother, including the 'Nerindove', living separate lives in many a different location throughout Aviea with little unity between one another... The category of the 'Dalish Tribal Elves' is rather an exonym, placed upon them by the 'civilised' Elven communities which had rejected the old ways to create unified, powerful kingdoms and nations whilst the Elves of the old ways decided to refuse to forsake their mothers and fathers, and live tribal lives to be closer to nature.

The Elenaril family was always one destined for greatness within the 'Nerindove' tribe... Many a family member and their ancestors had taken up some of the most powerful roles of the community, such as Chieftess or Chieftain, Wise Woman/man and the such... To further exemplify Faeliun's chances of greatness, the 'Nerindove' tribe distinguished themselves as a Matriarchal society. The belief was that Women are responsible for bringing life to the world, and the tribe in particular, and as such deserve more respect on average than the males...

Onto Faeliun Elenaril... Even at a young age, around six years and further, she showed her power in magic and her resourcefulness, taking anything and everything that wasn't tied down or firmly rooted, and experimenting with Potion-Making. And her adept skills only continued to grow throughout age. For instance, her Healing and Effect magic was rumored to be as powerful, if not more so than the average adult at the young age of ten years, and at that same age was taken in as a willing apprentice of the current 'Nerindove' Wise Women of the time as she was noticed for her potential in the Alchemical craft.
Indeed, the wise women, who went by the name of Elerael 'Heart of Hearts' Eilstina and Faeliun Elenaril became incredibly close with eachother whilst the former was still alive, Faeliun not only learning from Elerael about her potential in Alchemy and life skills, but being given tender love and care by the wise women, to the point of which Elerael Eilstina was considered a second mother by Faeliun...

Time passed, and so did Faeliun Elenaril's teenage years... And at Twenty Three years of age, still under Elerael Eilstina's apprentiship and care, the events that Voron Vamenor and the Vigil had put into place had begun, and then quite quickly ended, with no knowledge of it all by the disconnected 'Nerindove' tribe... And then soon, the 'Rot' began to infect Aviea's lands. And at the time, the 'Nerindove's ' location was on the forefront of the awful plague.
In a twist of awful fate, it was perhaps Elerael Eilstina whom had been infected with the 'Rot' first... Her apprentice, Faeliun Elenaril watched in horror as the disease ravaged her mentor, her second mother, and try as hard as she could, there was no stopping the predictable.
After suffering from the 'Rot', and after Faeliun had come to the sickening conclusion that there was no cure that she could craft, a fateful day for her came...

In an act of bitter mercy, Faeliun Elenaril had entered Elerael's tent under the cover of darkness, and grabbed the Alchemical Knife on the table beside the dying wise women, the one she still keeps today... Using a spell to create a magical shield around her, to prevent the awful 'Rot' from spreading to her too, she slit her mentor's throat in an act of mercy, finally ending Elerael's suffering from the plague then and there.
This created an awful impact on her... From then on out, her still alive parents noticed that Faeliun had stopped wearing her coulorful robes and constantly wore dark grey ones instead. Little did they know at the time, but this signified the woman's mourning... In addition, her liveliness dissipated in what to seemed to be overnight, and she became reserved, lonely, unapproachable and quiet.

Even as the 'Nerindove' tribe realised the complete danger of the 'Rot', and began migrating further and further away from the origin point, members dropped like flies... In this case, Faeliun's loneliness proved to be her saving grace, as because she had stayed away from Human Contact, the 'Rot' never had the chance to spread to her.
As more members died, so would Faeliun's mood drop even further... At one point, she attempted to even commit suicide, but failed. She attempted on her life when her true parents were killed off from the 'Rot', and after so long of suffering, Faeliun became the last surviving member of the 'Nerindove' tribe.

After failing on her own life, Faeliun wandered in a depressive haze... It took months, but she found herself eventually in the territories of the last bastions of life...
By this time, the members of life had already opened up a portal to a new world, and the pathfinder teams were created in order to explore this brave new world. And, when Faeliun had realised what had happened, hearing rumors and paying surprisingly close attention to the situation, hope finally came back to her in what felt like years.

She attempted to sign up with the Pathfinders, to make a difference, to repent for her failures for her own tribe in helping civilisation rebuild with her skills... And eventually, she was accepted, more out of pity for her saddening story than any appreciation for her skills. And now, her story shall continue within Ehiri. How cannot be told... Perhaps her life will be taken away, life succeeding in ending her when she couldn't... Perhaps she will find a way to repent, and return to her Pre 'Rot' self in a bitter - sweet arc, or perhaps she will be forgotten to history, living the rest of her life in misery and loneliness.. Time will tell.


Likes: Solitude, Alchemy, Magic, Nature, Helpfulness, Company (Ironically), Honesty, Mercy, Spiritualism
Dislikes: Enclosed Spaces, Large Civilisation, Selfishness, Damaging Magics, False Truths, Criminal Behavior, Anti - Environmentalism, Volitile Personalities
Personality: Faeliun Elenaril is a reserved, quiet character... Whilst she is not wholly against company, as a matter of fact she enjoys the company of others to some extent, she would herself not offer much company to others. In a process of mourning her loss of her tribe, she can prove to be depressing, and potentially pessimistic, though she does have bouts of optimism, especially due to being given the chance to make a difference as a 'Pathfinder'.
She has been a firm believer that, when it comes to relationships past the prospect of friendship, that gender and sex should never matter, rather the content of one's heart... A unique property is that Pansexualism was as popular, perhaps more so than Heterosexualism in the 'Nerindove' tribe. As for her personally, she has believed that it is not anyone's choice as to their sex, so in a realistic sense, it should not matter when making a connection with another.

If one would be able to get Faeliun Elenaril to open up, perhaps one would manage to pry open a different personality, one that would resurface from the ages before the 'Rot'... A friendly, playful and loving personality is what hides under ms Elenaril's depression and reclusiveness.
Family: Mother Elslerva Elenaril (Deceased) Father Glonnlorn Elenaril (Deceased)
Motivation for Joining: To make a difference in the world, and to repent for her uselessness in saving her tribe.
Last edited by Tsarstvo Alyaski on Tue Apr 13, 2021 1:48 pm, edited 3 times in total.

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Tue Apr 13, 2021 4:03 pm

Tsarstvo Alyaski wrote:
Character Application: Faeliun Elenaril


Name: Faeliun Elenaril ( Can be referred to by her previous title: 'Flower Mistress' )
Race: Elf
Gender: Female (Pansexual orientation)
Age: Twenty-Six
Appearance:


(Image)

A painting of Faeliun Elenaril, painted by the women herself... In the portrait, ms Elenaril wears dull, dark hooded robes, meant to resemble a girl in mourning over the loss of her tribe to the Great Plague known as the 'Rot'


[ Build: ] Skinny
[ Height: ] 157 cm
Magical Ability: Proficient
Magic Specialization: Faeliun Elenaril specializes in Magic which does not harm, but rather help... From typical Healing to limited Transmutation and much more... As for other magics, Elenaril has rarely practiced it, and personally sees offensive magic as... Well, offensive! She sees magic that damages and harms as immoral, and perhaps even evil, and thus does not practice it.
Skills: Faeliun Elenaril's most impressive skill is her art in alchemy... Perhaps one of the most skilled brewer of Potions and Poisons, she can create tonics that even the most wildest of imaginations could think of, given enough time and resources.
In addition, she has amazing wilderness survival skills, knowing most trades of which one would need in order to survive, and even prosper away from civilisation... From cooking to creating shelter and treating wounds with either magic, alchemy or physical treatment.

(Magical adeptness is mentioned above)
Equipment:

(Image)

The 'Flower Maiden' Alchemical Knife, Faeliun Elenaril's personal dagger... Kept at all times, it proves useful in her alchemical craft, and can act as a sharp dagger in a pinch.
(Image)

Faeliun Elenaril's personal Magical Amplifier, a small one handed Staff passed along from the previous Wise Woman of Faeliun's tribe upon her death... It helps in magic casting, using magical power stored within the Staff in order to amplify Faeliun's own magical capabilities.

Weakness: Faeliun Elenaril, whilst powerful in many crafts such as her specialisation in Magic and her study of Alchemy also suffers from many drawbacks... She has less than optimal training in hand - to - hand combat, and her lack of muscle or weight does not allow her to overpower any potential hostiles through physical confrontation. In a tough situation, she'd survive better by running or hiding rather than fighting, using her poisons, potions and magic to aid in her escape...

In addition, whilst Faeliun is a rather pleasant character to speak to, and get along with, she is withdrawn and reserved after the extermination of her tribe from the hands of the awful 'Rot', still mourning by her time of travel from Aviea from Ehiri... So, though she may be a great talking companion to anyone she likes, she'd be hard to approach and form a bond with.
In addition, she knows next to none diplomatic skills, or leadership skills...
Background:
Faeliun Elenaril was born to Mother Elslerva Elenaril and Father Glonnlorn Elenaril... The family was a well - respected lineage of the 'Nerindove' tribal community, a small group of Elves within the Dalish Tribal Elves category, though that is very much a loose category.
Each Elven tribe was very much different from eachother, including the 'Nerindove', living separate lives in many a different location throughout Aviea with little unity between one another... The category of the 'Dalish Tribal Elves' is rather an exonym, placed upon them by the 'civilised' Elven communities which had rejected the old ways to create unified, powerful kingdoms and nations whilst the Elves of the old ways decided to refuse to forsake their mothers and fathers, and live tribal lives to be closer to nature.

The Elenaril family was always one destined for greatness within the 'Nerindove' tribe... Many a family member and their ancestors had taken up some of the most powerful roles of the community, such as Chieftess or Chieftain, Wise Woman/man and the such... To further exemplify Faeliun's chances of greatness, the 'Nerindove' tribe distinguished themselves as a Matriarchal society. The belief was that Women are responsible for bringing life to the world, and the tribe in particular, and as such deserve more respect on average than the males...

Onto Faeliun Elenaril... Even at a young age, around six years and further, she showed her power in magic and her resourcefulness, taking anything and everything that wasn't tied down or firmly rooted, and experimenting with Potion-Making. And her adept skills only continued to grow throughout age. For instance, her Healing and Effect magic was rumored to be as powerful, if not more so than the average adult at the young age of ten years, and at that same age was taken in as a willing apprentice of the current 'Nerindove' Wise Women of the time as she was noticed for her potential in the Alchemical craft.
Indeed, the wise women, who went by the name of Elerael 'Heart of Hearts' Eilstina and Faeliun Elenaril became incredibly close with eachother whilst the former was still alive, Faeliun not only learning from Elerael about her potential in Alchemy and life skills, but being given tender love and care by the wise women, to the point of which Elerael Eilstina was considered a second mother by Faeliun...

Time passed, and so did Faeliun Elenaril's teenage years... And at Twenty Three years of age, still under Elerael Eilstina's apprentiship and care, the events that Voron Vamenor and the Vigil had put into place had begun, and then quite quickly ended, with no knowledge of it all by the disconnected 'Nerindove' tribe... And then soon, the 'Rot' began to infect Aviea's lands. And at the time, the 'Nerindove's ' location was on the forefront of the awful plague.
In a twist of awful fate, it was perhaps Elerael Eilstina whom had been infected with the 'Rot' first... Her apprentice, Faeliun Elenaril watched in horror as the disease ravaged her mentor, her second mother, and try as hard as she could, there was no stopping the predictable.
After suffering from the 'Rot', and after Faeliun had come to the sickening conclusion that there was no cure that she could craft, a fateful day for her came...

In an act of bitter mercy, Faeliun Elenaril had entered Elerael's tent under the cover of darkness, and grabbed the Alchemical Knife on the table beside the dying wise women, the one she still keeps today... Using a spell to create a magical shield around her, to prevent the awful 'Rot' from spreading to her too, she slit her mentor's throat in an act of mercy, finally ending Elerael's suffering from the plague then and there.
This created an awful impact on her... From then on out, her still alive parents noticed that Faeliun had stopped wearing her coulorful robes and constantly wore dark grey ones instead. Little did they know at the time, but this signified the woman's mourning... In addition, her liveliness dissipated in what to seemed to be overnight, and she became reserved, lonely, unapproachable and quiet.

Even as the 'Nerindove' tribe realised the complete danger of the 'Rot', and began migrating further and further away from the origin point, members dropped like flies... In this case, Faeliun's loneliness proved to be her saving grace, as because she had stayed away from Human Contact, the 'Rot' never had the chance to spread to her.
As more members died, so would Faeliun's mood drop even further... At one point, she attempted to even commit suicide, but failed. She attempted on her life when her true parents were killed off from the 'Rot', and after so long of suffering, Faeliun became the last surviving member of the 'Nerindove' tribe.

After failing on her own life, Faeliun wandered in a depressive haze... It took months, but she found herself eventually in the territories of the last bastions of life...
By this time, the members of life had already opened up a portal to a new world, and the pathfinder teams were created in order to explore this brave new world. And, when Faeliun had realised what had happened, hearing rumors and paying surprisingly close attention to the situation, hope finally came back to her in what felt like years.

She attempted to sign up with the Pathfinders, to make a difference, to repent for her failures for her own tribe in helping civilisation rebuild with her skills... And eventually, she was accepted, more out of pity for her saddening story than any appreciation for her skills. And now, her story shall continue within Ehiri. How cannot be told... Perhaps her life will be taken away, life succeeding in ending her when she couldn't... Perhaps she will find a way to repent, and return to her Pre 'Rot' self in a bitter - sweet arc, or perhaps she will be forgotten to history, living the rest of her life in misery and loneliness.. Time will tell.


Likes: Solitude, Alchemy, Magic, Nature, Helpfulness, Company (Ironically), Honesty, Mercy, Spiritualism
Dislikes: Enclosed Spaces, Large Civilisation, Selfishness, Damaging Magics, False Truths, Criminal Behavior, Anti - Environmentalism, Volitile Personalities
Personality: Faeliun Elenaril is a reserved, quiet character... Whilst she is not wholly against company, as a matter of fact she enjoys the company of others to some extent, she would herself not offer much company to others. In a process of mourning her loss of her tribe, she can prove to be depressing, and potentially pessimistic, though she does have bouts of optimism, especially due to being given the chance to make a difference as a 'Pathfinder'.
She has been a firm believer that, when it comes to relationships past the prospect of friendship, that gender and sex should never matter, rather the content of one's heart... A unique property is that Pansexualism was as popular, perhaps more so than Heterosexualism in the 'Nerindove' tribe. As for her personally, she has believed that it is not anyone's choice as to their sex, so in a realistic sense, it should not matter when making a connection with another.

If one would be able to get Faeliun Elenaril to open up, perhaps one would manage to pry open a different personality, one that would resurface from the ages before the 'Rot'... A friendly, playful and loving personality is what hides under ms Elenaril's depression and reclusiveness.
Family: Mother Elslerva Elenaril (Deceased) Father Glonnlorn Elenaril (Deceased)
Motivation for Joining: To make a difference in the world, and to repent for her uselessness in saving her tribe.


Most of it is fine, just limit your char's magic specs to two and you are good to go.

User avatar
Tsarstvo Alyaski
Diplomat
 
Posts: 896
Founded: Dec 30, 2020
Ex-Nation

Postby Tsarstvo Alyaski » Tue Apr 13, 2021 4:08 pm

Theyra wrote:Most of it is fine, just limit your char's magic specs to two and you are good to go.


Not a problem there, I shall limit Faeliun's magical proficiency to only two schools, as I only planned for that...
Basically, if we are going in terms of what the Elder Scrolls universe has, the Schools of Restoration, and Alteration are the only two which my character basically knows...

Any others, and she is really weak in, or has no knowledge of it at all.

Good enough? (Not saying you're using an Elder Scrolls implementation of course, just for reference.)
Last edited by Tsarstvo Alyaski on Tue Apr 13, 2021 4:08 pm, edited 1 time in total.

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Tue Apr 13, 2021 4:12 pm

Tsarstvo Alyaski wrote:
Theyra wrote:Most of it is fine, just limit your char's magic specs to two and you are good to go.


Not a problem there, I shall limit Faeliun's magical proficiency to only two schools, as I only planned for that...
Basically, if we are going in terms of what the Elder Scrolls universe has, the Schools of Restoration, and Alteration are the only two which my character basically knows...

Any others, and she is really weak in, or has no knowledge of it at all.

Good enough? (Not saying you're using an Elder Scrolls implementation of course, just for reference.)


That is good enough, accepted and since he got four people. I will be working on discord and since we have only gotten humans and elves so far. I think I will be changing the head of the Pathfinders to a Dragonborn and expect his app soon.

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Cybernetic Socialist Republics

Advertisement

Remove ads