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Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#1: Jan 1st 2015 at 10:11:15 AM

Welcome to Fahamel.

This country was beautiful, once. The many proud cities that once bustled with life now sit empty, those who had once inhabited them have either fled or are long since dead. The land itself is withered and dying, all the work of one deranged man. That man is an immensely powerful, but insane, Necromancer known as Galdur. Whether Galdur's attack was planned, or simply the byproduct of his insanity is unknown. What is known, however, is that Galdur's army has slaughtered nearly all of Fahamel's population and has added the fallen opposition to his personal army.

As grim as it may seem, not all hope is lost. A small pocket of resistance, led by Crail Darich, the rightful heir to the throne of Fahamel, holds out against Galdur's legions of undead minions in a keep near Fahamel's southern border. Despite valiant efforts, Crail and his allies have come to realize that they simply cannot hold out for much longer without outside aid.

The situation in Fahamel has never been a secret, though most of the countries bordering Fahamel have opted to prepare for Galdur's inevitable invasion rather than aid Crail. That, is where you come in. Whether your aid has been personally requested by Crail himself, or if you've simply chosen to join the resistance for the inevitable gold and glory is irrelevant. All that matters now is whether or not the few of you can stop Galdur before he leaves Fahamel's borders.


Now that we've got that out of the way, I'd like to give you a better idea of what this RP's all about.

Basically, I've been working on my own mini-campaign/setting for D&D on and off for the past year or so and wanted to give it a bit of a test-drive, so to speak. That's basically what this is, a way for me to see how people react to the setting and plot of the campaign. Plus I've always wanted to GM a proper High Fantasy RP.

For the most part, this RP'll be centered around your P Cs going about fighting Galdur's forces, foiling evil plots and generally being heroic (assuming that's what they want to do of course, my main goal for this RP is to ensure everyone has a good time. If some decide they want to join Galdur's side, excellent! That has all sorts of fun character conflict potential).

Feel free to ask any questions about the setting or my plans for the RP.


SIGN UP SHEET

  • Name:
  • Age:
  • Gender:
  • Race: (I'd prefer this stick to the standard fantasy races [Elf, Dwarf, Human, Halfling, etc.], so to speak. If you've got something in mind that you aren't sure fits that description, run it by me and I'll let you know how I feel about it)
  • Appearance: (Picture or description)
  • Occupation: (If relevant)
  • Personality: (Don't worry about getting too elaborate with this, all I need's a basic idea of how you're character's gonna act around others)
  • Weapons/Spells/Staves: (Come up with whatever you want, enchanted weapons are okay, just keep it reasonable. Same goes for spells.)
  • Noteworthy abilities: (Is your character an expert alchemist? Or ridiculously strong? Things like that.)
  • Other equipment: (Magical items are perfectly fine, assuming it's nothing too extraordinary. Stick to stuff like everburning torches and bags of holding.)
  • Backstory: (Don't worry about making this too elaborate, all I'm really looking for is a brief idea of what your character's life's been like and why they're choosing to champion Crail's cause)
  • Other: (Anything you feel is relevant to your character that doesn't fit into any of the above categories)

ACCEPTED CHARACTERS:

edited 8th Jan '15 11:31:10 AM by Eachiunn

daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#2: Jan 1st 2015 at 11:46:01 AM

Interest! Will post a character soon.

If I'm sure of something it's that I'm not sure of anything.
StygianEmperor Full-Conversion Cyborg from the Stygian Empire Since: Feb, 2014 Relationship Status: Above such petty unnecessities
Full-Conversion Cyborg
#3: Jan 1st 2015 at 12:48:10 PM

I'm interested, though it's going to be difficult for me to pick a character.

Flesh is a design flaw.
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#4: Jan 1st 2015 at 1:08:33 PM

Interest. How do you feel about cat people?

Trump delenda est
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#5: Jan 1st 2015 at 1:13:04 PM

[up]Depends, are we talking something like this? or something closer to humans with tails and cat ears?

I'd allow the former, but no the latter.

edited 1st Jan '15 1:18:10 PM by Eachiunn

StygianEmperor Full-Conversion Cyborg from the Stygian Empire Since: Feb, 2014 Relationship Status: Above such petty unnecessities
Full-Conversion Cyborg
#6: Jan 1st 2015 at 2:24:27 PM

Good for you.

Flesh is a design flaw.
StygianEmperor Full-Conversion Cyborg from the Stygian Empire Since: Feb, 2014 Relationship Status: Above such petty unnecessities
Full-Conversion Cyborg
#7: Jan 1st 2015 at 7:02:44 PM

This guy comes from my own fantasy setting, but that shouldn't be too obtrusive.

Edit: Sorry, turns out he's not compatible. I have to back out.


  • Name: Prince Serion
  • Age: ~80 (Most elves would consider him a young adult.)
  • Race: Tor'Korilian (Dark) Elf
  • Occupation: Prince (formerly), Refugee
  • Appearance: Standing somewhere around 5 and-half feet, Serion has the hallmarks of a dark elf: long, black hair; remarkably pale skin; and graceful, angular features. His eyes, however, have taken on a disturbing, pure-white color, and seem ragged, seething with hatred even more so than the average dark elf.
  • Weapons/Spells:
    • Flail: The head on the end of the chain of this weapon looks like a spiked skull, in reverence to Naghest, a god of death and undeath in the Dysian pantheon. It is unusually cold to the touch.
    • Dagger: The wavy blade of this weapon gives it a ritualistic appearance, like the Kris daggers used for bloodletting in the name of Mulineth, Dysian goddess of blood and vengeance. However, the weapon is deceptively sturdy and fashioned more protectively in order to make up for the totally offensive nature of Serion's other weapon when the two are wielded together. In addition, it has been prepared in order to channel his spells in combat.
    • Raise Dead: This spell animates a single corpse who will fearlessly fight for Serion until it has been damaged enough to return to the grave. Serion can (and usually will) use this spell to specifically target the bones of the corpse in question, messily ripping them from the flesh and creating a frailer, but much more agile and dexterous skeletal warrior.
    • Control Undead: Serion can take control of a lesser undead creature from another necromancer temporarily, turning it to his side until the spell fades, leaving behind an inanimate corpse. More potent undead may still be confused as the spell fights over their loyalties.
    • Drain Vitality: By sinking his dagger into a living foe, Serion can steal their health for himself.
    • Bone Fortification: Serion can sacrifice a skeletal minion to create a temporary layer of armor, a shield, or even a wall of bone between him and his enemies.
  • Skills:
    • Spellcrafting: Though Serion's skillset is not nearly as well-rounded as other elves, he is something of a prodigy in the abhorred arts of necromancy. He can easily recognize, and potentially dismantle or reverse spells in the same or related schools.
    • Close combat: While he is certainly no master, Serion can hold his own in close combat where most mages would be quickly cut down. More importantly, perhaps, he can divert his concentration for spellcasting even when pressed by enemy attackers.
  • Other equipment:
    • Plate Armor: A light suit of black plate, ornately wrought decades ago by master Korilian smiths. It is adorned with a silver bone motif, with skull pauldrons, couters, and poleyns, and a ribcage surrounding the cuirass. Accented with cloth of a ghostly blue.
    • Circlet: Serion's most treasured possession, this thin silver crown is sturdy enough to turn a direct hit, though it offers far less protection than a proper helmet. It has great sentimental value, as it represents his claim to the Korilian throne.
    • Spellbook: A pale gray tome, with notes scrawled in the margins from apparently quite numerous different hands, the most recent being Serion's own. In this, he keeps track of the spells he knows, and peruses its more obscure passages often in attempt to glean new insights into necromancy. It is illegible to anyone without considerable - or, at least, very specific - arcane knowledge.
  • Personality: Growing up an elven prince, Serion is extremely entitled and sees most others only as either potential minions or obstacles, particularly non-elves. He will ignore the plights of others if they would distract him from his ultimate quest for vengeance. He is rather unfamiliar with social interaction, and between that and his disturbing appearance, he has great difficulty bringing people to his side through power of words.
  • Backstory: Serion was born to the royal family of Tor'Koril, the kingdom of the so-called "dark" elves on the continent of Dysia. Though his life was an easy one, as he grew older he began to shun his broader studies and turn inward, learning everything he could concerning sorcery - the more forbidden, the better. Of course, little is forbidden to an elven prince, and arcane books were brought in secret to the palace at his behest; ancient tomes unintelligible to all but the most studied mages in the land.

    Serion's power grew, power he hoped to use to one day reunite Tor'Koril with the more prosperous Tor'Aeleth in the west, but his plans were cut short when the Stygian-Pyrian Wars ended. While the dark elves had aided the hard-pressed Stygian Empire against their sanctimonious foes, they had no interest in maintaining the alliance. After the end of the war, Serion's family ordered the assassination of Emperor Xerdalic, thinking him weakened by the century-long conflict.

    The plot was foiled, however, and the Stygian Emperor's wrath was quickly felt as his armies assailed Tor'Koril, taking it within a year in an immensely bloody conflict. Serion's parents, the king and queen, as well as much of his extended family were executed as the prince fled with what few scrolls and books he could carry. He swore vengeance then, that one day the Stygian Empire would fall before his necromantic might, and he would restore sovereignty to the Korilian people by taking his rightful place as king.

    Until then, however, he must bolster his arcane abilities and remain out of Stygia's reach. His flight has taken him across the sea to a distant land, where talk of an immensely powerful necromancer has peaked his interest. Serion will take that power for himself.

edited 4th Jan '15 10:12:38 PM by StygianEmperor

Flesh is a design flaw.
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#8: Jan 1st 2015 at 7:37:58 PM

[up][up][up]The former but more wildcat than lion, specifically this. If you say no that's fine I just already had a character of that type written up and I'm being lazy. If not I'll come up with something else.

edited 1st Jan '15 7:43:01 PM by tricksterson

Trump delenda est
Luthen Char! from Down Under Burgess Since: Jan, 2001 Relationship Status: Playing Cupid
Char!
#9: Jan 1st 2015 at 10:06:25 PM

Interested, definitely interested. Might go with a cleric of some sort. What's the state of affairs divinity-wise in Fahamel? Was there a state endorsed pantheon?

You must agree, my plan is sheer elegance in its simplicity! My Tumblr
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#10: Jan 1st 2015 at 10:07:40 PM

  • Name: Rhialis 'Ria' Strumkeep, of the Grey Oak Rangers, Daughter of Alariel Nialdrin
  • Age: 48
  • Gender: Female
  • Race: Half-Elf
  • Occupation: Ranger of the Grey Oak
  • Appearance: An elfin woman of 5'5 feet of height, with an athletic build of toned, compact muscles in the traditional slender elven physique. Her reddish brown hair reaches halfway down her back, always tied up into a neat braid, while her eyes are almond shaped, with a vivid blue tone to them.
  • Personality: Ria is a forthright and honorable lady, sworn to protect and serve, to be a beacon of light in the darkness. While friendly and sociable enough, she sports a rather refined and formal manner of speech coming from her upbringing. Chivalrous to a certain degree and beholden to oaths to be merciful, brave, humble and more than anything, good, she tries her best to live a just and proud life while making the world a brighter place.
  • Weapons/Spells/Staves:
    • Farling: A longsword received once her apprenticeship to the Grey Oak Rangers was completed and her final rites to become a fully formed Ranger were complete. Farling is a versatile blade with a handle long enough to be grasped with two or one hand. It's cold metal bears runic scribbling on the blade of the sword, with three words written in the ancient script "Nature, Light, Duty". The blade was hallowed and enchanted by the high priest of the order, making it magical weapon. By that pure property, it keeps its edge and resists damage like a normal weapon could never hope to, striking with greater power as well, specially against evil and unnatural foes. Additionally, Ria has a bond with the weapon, being able to 'sense' it's location at all times and make it glow in a soft green hue.
    • Rhisthoras: An elven longbow gifted to Rhialis by her elven mother. It is a beautiful weapon, carved of light nearly white wood that is as light as it is resistant. Holding it in hand and calling out a command word will make the user's sight more keen, able to look far away with greater detail. As an enchanted weapon it is capable of resisting more damage than it's usual wooden construction would imply. She shares a similar bond with this weapon as she does to Farling, able to always know roughly in which direction the bow lies. Additionally, the string of the bow allows for more power to be released than it is pulled by the string... making arrows launched by the bow to fly farther and with more strength than a normal bow. The tips of the arrows are also infused with a dash of its magic, allowing them to strike a bit harder.
    • Silthis: Ria's memento of her noble origins is the dagger Silthis, a finely crafted weapon of bright metal, with a pretty sapphire embedded on the pommel. The grip of it bears the coat of arms of the Strumkeep family and the blade has her name written on it. The least enchanted of her weapons, Silthis bears not any special properties yet beyond the magical weapon bond and resilience. Ria has darkened the metal with a harmless mixture to avoid it's metallic reflection from giving her away.
  • Noteworthy abilities:
    • Fighter's Training: Through her years of dedication at the craft, Ria is an elite at her craft, a deadly force when it comes to wielding her weapons of choice. Either at melee or range, her training, instincts and experience make her the last thing a lesser foe will gaze upon before being cut apart. She has trained her body to near the pinnacle of her might, blending the twin blessings of her heritages... the grace of the elf and the strength of the human.
    • Ranger's Knowledge: Ria's time spent in the forest have given her the knowledge needed to survive and thrive in woodland areas, allowing her to navigate the wildlands, endure the elements, know and deal with all sorts of animals and monsters, climb dexterously and move in silence like a shadow.
    • Herbology Training: As a Ranger, Ria knows the properties of plants and different natural ingredients and their power when properly handled and administered. With the proper ingredients she knows how to make draughts to lessen pain, close wounds, make recovery from illnesses come faster, heal the sick, ward away weariness and sleepiness and other such effects.
    • Noble Memories: Ria's past as the daughter of a noble left its mark in some of the knowledge she keeps from her childhood. She's adequately trained in the manners expected of a lady of court and typical womanly arts of the time, such as dance, singing, playing the harp, poetry, sewing and the like. She also knows how to read and write, moreso in the human tongue which she masters than the elven one which she is rather rough at.
Other equipment:
  • Rhisthoras Quiver: Another part of the enchanted bow is the quiver, which securely holds the arrows deposited within. It can hold up to 60 arrows at once while never weighting more than if it had just less than half that number. For those besides the person attuned to Rhisthoras, pulling on the arrows deposited within will feel as if they are stuck to the bottom, though a good tug will release one arrow.
  • Ranger's Trail Belt: A belt with a belt buckle of dull silver in the shape of an oak. It is surrounded by many pouches of different sizes all around it, all enchanted lightly to allow more to fit inside than one would expect at first. Within it lies all one may need to survive out in the wilderness, with flint and steel, torches, a tankard, waterskin, trail rations, a winter cloak, rope and other such to be stored within with plenty of space to pick stuff up.
  • Gauntlets of Might: A pair of leather gauntlets with metallic pieces protecting the back of the hand and forearm, carved with the image of a mighty giant in them. The magic of these gauntlets increases the strength of the user, specially their hands and arms in whatever labor they do. Additionally, they afford some measure of magical protection on the covered areas. Obtained from a raid into an orc stronghold on which Ria bested the warlord's champion while her superior dispatched the warlord in question.
  • Ranger's Armor: Nonmagical armor made of leather with a chainmail layer in the torso for protection without restriction to the user's movement.
  • Ranger's Cloak: A lightly magical cloak, made for movement in the wild. It is always either lightly warm or cool depending on the needs of the user and it also helps with stealth, muting or changing its colors for a light chameleon effect on it.
  • Backstory: Rhialis is the bastard daughter of a human noble, the Lord Strumkeep in a neighbouring country. In one of his forays into the wilds to protect his lands from the danger of monsters and bandits, Eric Strumkeep came upon and fought at the side of an elven maiden, Alariel Nialdrin. Away from the world he was captivated by her beauty and mystery and she by his noble, brave spirit. They shared some nights of passion, after the which Eric returned to his keep. Much was his surprise when near a year later a young half elven babe was left in his room in the middle of the night. Not much explanation was given in a short letter left for Eric, but it explained the basics. Thus, Eric, his wife and children were left to raise a half elven bastard. In an area without many elvish sightings, the girl was a rarity a bit of a source of pride and a magical gift to the noble even if his wife was not pleased to the fact. Ria was raised then with more privileges than other bastards would... kept close by her father and playing together with her half brothers and sisters, however, always kept apart by her heritage and strange place in the house hierarchy. She ways raised as a esteemed and valuable lady, however her future was uncertain. Eric planned to marry her off to some noble... the one that would give her and him the greatest benefit. However, such a fate wasn't desired by Ria, though at the moment she kept her concerns to herself. However, it all changed when her mother came back on a New Moon night... visiting her and her father. Her mother showed some degree of disappointment in her daughter and how she was raised as nothing more than a pretty lady to be married off... and her words and feelings left a doubt and pain in Ria's heart. Upon that feeling and the desire to take control of her life she planned to make something of herself. As a bastard daughter, she could do little but follow in her father's wishes to be a wife and if she left all behind and became a commoner, she could never reach her mother's aspiration... be like the dazzling silver figure that visited her after all those years. Eventually, however, she found the way. The esteemed Rangers of the Grey Oak Order had protected the kingdom for centuries... a noble institution recognized by the crown and whose members sometimes were knighted by the crown and given lands after a particularly heroic act in the old stories. Following after that hope, Ria somewhat foolishly signed up with them in surprise when the recruiter once walked through their city, stunning them all. However, as a recognized bastard of noble birth, as well as old enough of age, nobody could deny her right to join the institution. Her father was shocked by the development... but after a few months of sulking, he eventually recognized her right and accepted it. He had a dagger made to remind her of home and as her last gift from home. Thus, Ria joined with the Rangers... and it would be a long time until the rough warriors shaped and molded the young half elf into a member of their ranks. At first she adapted poorly to the new life, however, their philosophy, their creeds and the beauty of the natural world to which her elven blood sang convinced her to give herself wholly, body, mind and soul to her new life... and in such dedication she shaped herself into a true warrior... one of the best. Her start was somewhat late, but her elven blood gave her ample time to develop her skills. To this day, she is one of the best Rangers alive... and upon hearing the need in the neighbouring Fahamel, her creeds and vows made it impossible to deny their plight. With leave from her Order, she makes her way as vanguard to the ruined land... to bring her blades and bow into use against the forces of darkness.

If I'm sure of something it's that I'm not sure of anything.
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#11: Jan 2nd 2015 at 4:36:07 AM

@Catfolk: That's fine by me actually.

@Divinity: The State never really enforced any particular pantheons and most cities contained numerous temples to various gods (though the gods in question would tend to be related to the district. Gods of Agriculture near markets, Gods frequently worshipped by travelers would be near the outskirts of the city, things like that.). On the other hand, worship of darker gods was discouraged by the government (Though that didn't really do much to stop said worship).

@Serion: Approved, just be warned that his magics won't go over well with most of the resistance.

@Rhialis: Approved.

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#12: Jan 2nd 2015 at 5:19:31 AM

...Damn it, E-bro. Thank you for baiting me with my favorite kind of RP.

....Do you mind if I import Alexia? grin

Nothing is what it seems. Master of Shipping and Sadism.
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#13: Jan 2nd 2015 at 5:28:13 AM

[up]Honestly that depends on how much it'll clash with the setting. What do you intend to do with said import?

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#14: Jan 2nd 2015 at 5:31:25 AM

Just the basic character, her personality, sword and shield fighting style, maybe the anti-magic abilities?

If she can still be a princess....how would that work?

Nothing is what it seems. Master of Shipping and Sadism.
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#15: Jan 2nd 2015 at 5:35:43 AM

[up]Anti-magic could work, however more powerful magic-users would be able to ignore (like the BBEG for instance). Royalty-wise, you can come up with whatever you want. I've focused this setting on one particular country so players can come up with whatever they want backstory-wise. So feel free to come up with a country for her to be royalty from if you so choose.

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#16: Jan 2nd 2015 at 6:49:47 AM

Hmm, actually...I have another idea. Scratch that anti-magic thing.

  • Name: Lady Alexia Louise Vale
  • Age: 21
  • Gender: Female
  • Race: Human
  • Occupation: Paladin of the Shining One (Alignment: Lawful Good)
  • Personality: Dutiful, kind, compassionate. Alexia is in many ways an ideal paladin. Brave and honorable in combat, gentle out of it. The young lady, though, is not without her faults. She is naive to a fault, idealistic to an unrealistic degree. She is shy around people, and awkward in socializing. She's an infamous prude, prone to embarassment. Lastly, she's as stubborn as a mule, and prone to self-doubts. As a side note, the lady loves art and is a budding artist herself.
  • Weapons:
    • Serena: An enchanted golden blade given to Alexia when she became a paladin. It is a holy weapon, especially potent against the undead and other creatures of darkness. The blade itself never rusts and never dulls, it is supernaturally sharp. It glows and grows hot in the presence of evil.
    • Dawn: Alexia's back-up weapon. A shortsword sheathed on her back, it is well-crafted but has no magical capabilities.
  • Spells:
    • Heal: The ability to heal others from their wounds and ailments. The spell itself works by accelerating the body's natural healing by enfusing it with Alexia's magical energy. She cannot heal amputated limbs and ailments of the mind. Potency increases with Alexia's faith in the divine.
    • Cleanse: Heals others from poison and illness. Potency also increases with Alexia's faith.
    • Sanctuary: Creates a small circle of hallowed ground that repels weak and mid-level monsters and kills weaker undead. Gradually decreases Alexia's vitality. Potency increases with faith.
  • Noteworthy Abilities:
    • Paladin Training: Alexia was considered a prodigy in her studies as a Paladin, and as such, she is skilled in all aspects of the occupation-sans making rousing sppeches, of course. She is a deadly warrior, a passable light magician and a licensed priestess of The Shining One, able to perform all standard rites and rituals.
    • Noble upbringing: Alexia is a noble, and thus knows of tje various intricacies of high class life.
    • Gifted Artist: Alexia's talent. Her specialty is sketching with a pencil, but is good with paint as well.
  • Other Equipment:
    • Pax: Her shield, Serena's twin. The shield is also blessed and is nigh-unbreakable. It burns at the touch of evil, and grows heavier if not wielded by a Paladin.
    • Holy Armor: Blessed as well, it is sturdier than the usual full-plate armor. Lighter, too.
  • Appearance: A young woman standing at five feet, four inches, Alexia has golden hair and bright green eyes. Her frame is petite, but fit. Her hair is always tied in a white ribbon...something her sister gave her. She prefers white clothes, be they dresses, work clothes or her armor.
  • Backstory: Born the younger daughter of one of Fahamel's great noble Houses, Alexia's early childhood was spent in luxury...and also sadness. You see, she was the spare. Her older sister, Alice, was the heiress. And to to the heiress were given all the attention and nurture. Alexia loved her sister greatly and never resented her, but the younger girl was ever lonely and she only found solace in her drawings. Until one day, a Lord Paladin visited her father's house, and the man took notice of the shy girl. They spoke for hours and Alexia was inspored. She longed to join the order, and though her mother resisted the idea, Alice spoke for her sister and convinced her. In the Order, Alexia was found to be a prodigy, and she had finally made friends. She was happy. Until the necromancer attacked. Her parents, sister, and friends perished and Alexia almost lost her faith. But the Shining One is good, and the young noblewoman found a surviving priest who cared for orphans. She stayed with them for a year, protecting them from the undead. The priest restored her devout faith, and Lady Alexia joined the resistance. She promised herself thus: By the Shining One I swear, no child will lose a family while I draw breath!
  • Other: Imported and modified from Welcome To Beacon.

Nothing is what it seems. Master of Shipping and Sadism.
FullMoon feeling blue from Surface Since: Jul, 2012 Relationship Status: Shipping fictional characters
feeling blue
#17: Jan 2nd 2015 at 8:01:13 AM

I'm interested, considering this is a D&D-like setting, would Warforged be allowed?

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#18: Jan 2nd 2015 at 8:06:06 AM

[up]Absolutely.

[up][up]Approved, welcome to Fahamel tongue.

desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#19: Jan 2nd 2015 at 8:25:33 AM

Interest...?
-Re-lurk-ifies-

The voice of thy brother's blood crieth unto me from the ground
StygianEmperor Full-Conversion Cyborg from the Stygian Empire Since: Feb, 2014 Relationship Status: Above such petty unnecessities
Full-Conversion Cyborg
#20: Jan 2nd 2015 at 8:27:05 AM

@ Eachiunn: His magic wouldn't go over well with other dark elves - they were practiced in secret for a reason. So no, he won't expect a warm welcome in foreign lands plagued by its misuse.

edited 2nd Jan '15 10:00:39 AM by StygianEmperor

Flesh is a design flaw.
FullMoon feeling blue from Surface Since: Jul, 2012 Relationship Status: Shipping fictional characters
feeling blue
#21: Jan 2nd 2015 at 11:36:16 AM

All right then.

  • Name: Phantom
  • Age: About 90
  • Race: Warforged
  • Occupation: Mercenary
  • Appearance: His armor is black with silver markings. It's not particularly bulky or heavy, though still enough to keep him very safe while keeping a more slender figure and being quite sturdy. His head looks like an enclosed helmet with a two silver stripes joined in a cross; it's otherwise featureless, other for his visible, glowing red eyes that can be seen from a visor in it, as well as a rune marking on his forehead. He's often seen wearing a blood red cloak and he stands at around 6 feet and 7 inches.
  • Personality: Phantom is very hardworking and often doesn't let himself enjoy many casual moments, as such, he ends up being fairly socially awkward and hard to get along with. He's usually fairly blunt and honest and can come off as cold to others. In the end, however, he's a loyal and kind-hearted, unable to ignore someone who's in distress. While he might not be the most approaching or comfortable guy to talk to, he certainly is willing to make an effort to be more sociable and is quite open for conversation. He also has a tendency to wander off when not doing anything of importance.
  • Weapons: His only weapon is Nyx, a black two-handed sword enchanted with dark magic. Phantom is strong enough to be able to hold it in one hand, but is not quite capable of fighting with it that way.
  • Spells:
    • Blessed Shield - Phantom can create protective barrier around his allies as well as himself, however they aren't very resilient and would probably be capable of resisting at most one strong attack, as such it's mainly used as a desperate measure against attacks that would be lethal otherwise.
    • Light Pulse - Phantom creates an orb of light on his hand and then throws it at the enemy, the orbs explodes on contact, releasing shockwaves that are considerably weaker, but good for disrupting enemies. More powerful against the undead.
    • Seal of Light - Phantom can make little divine markings on the ground that are triggered once someone walks over it, triggering a trap that keeps the opponent stuck in a circle of light. It's possible to break free of it, but not without wasting some time at the very least.
  • Noteworthy Abilities:
    • Living Construct:' Being a Warforged, Phantom has absolutely no need for food, water, sleep or even breathing, making him excel at guard duty. He only require rest for about 4 hours, but even then he's fully aware of his surrounding as he rests, being in a kind of stand-by mode. It also makes him immune to poison, sleep effects, paralysis, disease, fatigue, exhaustion and energy drain, however he's unable to heal naturally.
    • Engineer: He's quite capable of building and using many kinds of tools, though most notably he's easily capable of fixing and repairing himself. As such he's very knowledgeable about engineering.
    • Martial Training: Phantom is quite capable of fighting barehanded if faced with no other choice. Having trained hard to be able to fight even if he was disarmed. He also packs quite the punch, having great physical strength.
  • Other Equipment:
    • He usually carries the usual survive equipment such as ropes and knifes, though he obviously doesn't bring food or water, as well as tools he uses to repair himself. All of it is carried in a Bag of Holding.
    • His cloak is resistant to magic, allowing him to use it as a shield at times, though a sufficiently strong magic is still going to get through it, so it's mainly used to repel weaker attacks and he tends to not use it all when fighting.
  • Backstory: Once an ordinary mercenary and Warforged, Phantom had an encounter with an old paladin named Duncan while looking for shelter during a storm who allowed him to stay over in his house and overnight the two befriended each other. Duncan, despite his age, was still a very formidable swordsman and trained Phantom so he would be more skilled with his sword, as well as teaching him about light magic and the virtues of a paladin. Phantom eventually grew to become a paladin in all but name, as even with the training he got he still didn't have the personality and belief expected of one. As time passed, Phantom eventually outlived Duncan, who left him his red cloak and the sword Nyx that he had acquired in one of his quests, having thought that the Warforged would be capable of making good use of it. With his new skills, he tried to keep his late friend's ideals alive and became a well-known mercenary due to both how efficient he was as well as the fact that he usually completed his jobs and properly disappeared before he could even get his reward, earning him his nickname that he soon adopted as his actual name and resulted in him making changes to his overall appearance in order to better suit his current public image. Eventually he got a job request from Crail, asking for aid in the Fahamel resistance, a job he immediatelly accepted, not only out of a sense of responsability, but also due to wanting to do his old friend's ideals justice and bring glory to his name.

edited 3rd Jan '15 9:54:46 AM by FullMoon

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#23: Jan 2nd 2015 at 7:26:48 PM

On further thought I'll have to bow out. Real life is going to be keeping me way too busy.

Trump delenda est
TheodoreHastings Since: Jan, 2013
#24: Jan 2nd 2015 at 7:55:55 PM

Name: Pan d'Hausier, son of Ser Klaxon d'Hausier

Age: 27

Gender: Male

Race: Human

Appearance: When you're off to fight a war, best to dress for the job.

Occupation: Landed Gentry and Entrepreneur

Personality: Calculating and Ambitious with a capital "A." Tries to play the virtuous and benevolent card when it suits him, with varying results. Not afraid to bet on the (currently) losing side in order to get what he wants faster than playing it safe. Overall a morally and loyally ambiguous person, much more interested in his legacy than in ethics.

Weapons: Pan fights with two blades: a broadsword and an ornate dagger called a Kris. Aside from being masterfully light and maneuverable, there is nothing special about the broadsword. The Kris is a different story. This enchanted dagger leaves no physical marks, but it can sap the energy out of a hit enemy. Depending on where it hits and the severity of the strike, this could range from a brief numbness (akin to the "pins and needles" felt when a limb falls asleep) to collapsing lungs and cardiac arrest. Since it makes no physical marks, this also means Pan's dagger can penetrate armor; of course, this means nothing if he can't get close enough to use it.

Noteworthy Abilities: Pan is a skilled negotiator, though he has yet to use this talent outside of business transactions. He is well educated, but unfortunately lacks the knowledge of foreign nobility to pass for the noble he pretends to be. Ser Klaxon was a master cavalier, and while Pan may not have all his father's skill, he inherited his knack for riding beasts.

Other Equipment: Pan's bag of holding contains a tiny portion of his large fortune, which is arguably his greatest weapon. Aside from that, he has a few interesting inventions he has backed over the past few years. Most of these are just samples of his successful business ventures (a steel plough blade that does not stick to soil, a new type of plant he has imported and farmed to use as dyes, a small portrait of a prodigal pianist he sponsors, etc.) but there are two inventions that can prove useful in a fight.

The first is a highly combustible sand invented by a foreign alchemist long dead. When exposed to fire, the sand crackles and burns hot white before quickly dying out. The other invention is a glass bottle of flammable liquid that burns even more when doused with water. Together, these devices make a powerful incendiary weapon capable of consuming fleets and forests, if left unchecked. Due to the immense power of these alchemical weapons (and their common reactant), Pan does not keep anything more than a piece of flint on his person. In the heat of a fight, someone else will probably have to ignite the water and sand.

Backstory: Pan is young man native to the plains of Patiraj, a province in Fahamel's rural South. Pan was bred for nobility since his birth; the only thing he lacks is the title. As a member of the landed gentry, the Hausiers have an impressive amount of wealth that rivals anyone in the royal court, but since their income originated in trade a few generations ago, the family lacks the pedigree to be taken seriously in Fahamel's affairs. Pan's father Klaxon made it to knighthood thanks to his skill as a cavalier, but failed to impress the previous king enough to grant him a seat in court. This is why Pan's mother Sabot had her son educated in everything noble, shipping him off to foreign lands to receive the best education money could buy.

With his parents and siblings dead thanks to Galdur's conquest, Pan is now the sole heir to the Hausier fortune. He uses his wealth to fund innovations in the distant kingdoms he briefly called home, and after twenty years away from his native land, Pan d'Hausier has returned to Fahamel to cure his nation of this plague.

...And maybe become a noble at the same time.

Other: Pan insists on acting like something he's not, whether that be a noble or a warrior. In both of these cases, he uses his wit to pull off his ruse. It seems that Pan's greatest talent is his ability to seize opportunity.

StygianEmperor Full-Conversion Cyborg from the Stygian Empire Since: Feb, 2014 Relationship Status: Above such petty unnecessities
Full-Conversion Cyborg
#25: Jan 2nd 2015 at 9:37:48 PM

Ugh, you stole my kris.

I'm not certain I can stay, either. I'll see how things go and get back to you before this thing starts.

Flesh is a design flaw.

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