- Name: Gale
- Age: 27
- Gender: Male
- Race: Human
- Origin: Sedura, but his heart called him to Usryke
- Appearance: Pale-skinned and dark-haired, Gale carries his thin body like a storm is truly swirling inside him, with himself at its eye. Regardless of his somewhat unnerving appearance, Gale wears a near constant smile as long as he's surrounded by free air. His eyes are striking, almost unnaturally light and attractive shade of blue, which he's figured comes from that same giant that entered his family long ago. Decked in blues and greys in cloth, Gale wears plenty of loose clothes that flap in the wind and allow him to feel buffets of air.
- Magic: Storm Sorcery - Gale possesses a supernatural connection to the Elemental Realm of Air. A dozen generations ago, a sky giant entered his family tree, and Gale's power reflects the alteration to his bloodline that has followed his family ever since. Additionally, the very act of channeling magic allows Gale to make quick flights through the air when normal people would dash or dive, moving about 10 feet, as well as assault enemies in the same distance from him with thunder or lightning. Gale can also cause rain to stop or start falling on him within a short radius (around 20 feet) and redirect the direction of wind blowing within a much larger radius in his personal area (around 100 feet). Because of his connection, neither loud noises nor electricity affect Gale as badly as it does normal people, allowing him to be excited or even calm in stormy waters.
- Spells: Gale's power manifests itself most concretely in spells, which he can cast a few times a day before needing to "recharge."
- Cantrips: Light, Mending, Minor Illusion, Prestidigitation, Shocking Grasp
- 1st-level: Expeditious Retreat, Feather Fall, Shield
- 2nd-level: Mirror Image, Shatter
- 3rd-level: Fly, Lightning Bolt
- Spells: Gale's power manifests itself most concretely in spells, which he can cast a few times a day before needing to "recharge."
- Skills: Living in Usryke long enough has given him a basic knowledge of sailing, which is coupled with his natural intuition of the weather to make him a useful asset out at sea, where weather determines the fate of all sailors. He's also quite a skilled dancer, agile and light on his feet, which has helped him in many a pinch and surprised plenty of attackers with how hard such a lean man can kick. Also, something Gale has always been able to do is fluently communicate with giants and other elemental beings in their native tongues, even if he doesn't fully understand why he hears what he hears and says what he says.
- Equipment and Possessions: The most significant possessions for Gale are his wand, which he uses to focus his spells; his notebook, which he uses to record the events of his life as they come and go; and his knife, which his family gave him before he left home.
- Personality:
- Bio:
- Phobias: Claustrophobia and the underground/underwater. Gale hates being cut off from the sky and flowing wind, so underground and underwater environments give him an intense, downright instinctive anxiety.
WIP
Edited by Insano on Jul 13th 2018 at 10:03:25 AM
Allurand and surrounding world loading, 28%...- Name: Hilde Gudrunsdóttir
- Age: Somewhere between 20 and 25
- Gender: Female
- Race: Human
- Origin: The woods, far to the north.
- Appearance: Wild child
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- Magic: Divine, sort of.
- Skills: Hilde, while not terribly civilized has a knack for finding her way around forests, tracking and hunting animals (and people) and can survive in fairly harsh conditions with little more than the clothes on her back. Additionally, while not a trained fighter, Hilde can hold her own in a fight, but tends to do poorly against trained opponents. Hilde is also quite capable of starting fires, something which she's quite proud of.
- Equipment and Posessions:
- Twin Seaxes
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- An old, worn leather jerkin with scraps of brigandine and chainmail attached.
- A brass torc tipped with boar heads, worn around Hilde's neck. A memento of her mother.
- A few bits of flint for lighting fires.
- Various odds and ends from her life in the woods kept in a sturdy leather bag. (The pouch contains the claws of a bear, a fox skull, a smaller pouch containing the bones of a human hand all engraved with runes for crude divination and a few pretty rocks).
- A few days worth of rations, mostly berries and smoked meats.
- Twin Seaxes
- Personality: Due to her... Unconventional rearing, Hilde isn't the most eloquent of people and definitely not one for etiquette. While she can speak and hold a conversation, due to Hilde's relatively isolated upbringing she doesn't pick up on social cues quite as well as most others do (she can get a feel for hostility and aggression just fine though), which can definitely lead to misunderstandings, and while she has a vague idea of how most societies work from when she was a child (a vague awareness of nobility and warfare), Hilde still doesn't quite grok a lot of what makes the world tick. Other than that, Hilde will bond with most people well enough if they prove themselves friendly and will stay fiercely loyal to those whom she considers friend.
- Bio: Hilde's early childhood was mostly uneventful, her mother raised her while her father, a warrior for the local lord, would go off and fight in his Jarl's name. It was during one of the few times that Hilde's father was home from his soldiering, recovering from a nasty wound sustained during a skirmish with some unruly local raiders, that things took a turn for the worse in the family's small forest home. Late in the night, a rabid dire bear tore through the front door of the family's home and began laying waste to everything around it before eventually attacking Hilde's mother, killing her as she attempted to protect her daughter from the beast. Flying into a rage, Hilde's father attempted to slay the bear, grabbing his seax from his belt, he hacked and slashed at the beast before being swatted away like a fly and promptly joining his wife on the other side. This horrifying event would have left most children Hilde's age in either a sobbing mess or running as fast as their little legs would carry them. Hilde, however, did not cry, nor did she flee. Instead, despite being a very small child, Hilde grabbed her father's knife from his hand and promptly plunged it into the bear's leg. It was at this point that the God Vin-Dur, heir of Mercury and God of reckless self-endangerment took notice of Hilde's act and decided that for one so small, he would reward what he deemed to be great courage (Vin-Dur is many things, self aware is not one of them) and promptly appeared at little Hilde's side. Upon laying eyes upon the bear and the havoc it had caused, Vin-Dur drew his own seax and cleaved the beast's head in half with one stroke, killing it instantly. With whatever bloodlust or berserk fury she had leaving her system, Hilde finally took the situation in properly and quickly fled her home, clutching her mother's brass torc tightly in her hands. Due to her actions of great recklessness and in his eyes, great courage, Vin-Dur took pity on Hilde and as she fled, he sent a small pack of his sacred animal, the wild boar, after Hilde to watch over her and protect her as she grew up. Hilde would then proceed to spend the next fifteen or twenty years of her life amongst this new family, living in the woods for the most part, but occasionally she would briefly find her self in civilized places, if only to steal clothing and tools for her survival. During her raising amongst the pack of boars, Vin-Dur came to realize that at some point she would have to return to civilization, even if she was reluctant to do so. In an attempt to help acclimatize her to civilized life, Vin-Dur established a direct mental link with Hilde, speaking directly into her mind, at first to simply teach her how to speak before eventually giving her advice on hunting on her own and how to protect herself. It was with this training that Hilde started to make an attempt at joining society again, but not entirely understanding the concepts of commerce and trade, Hilde mostly stuck to her old ways (staying out of sight and stealing things), but at the same time set up something of a shrine to Vin-Dur that would occasionally see visitors. Though she had spoken with Vin-Dur regularly, few actually believed Hilde and simply thought of her claims as the ravings of a madwoman, and unfortunately for her, at this point Vin-Dur had cut off contact, believing that he'd taught her everything he needed to know. Deciding to abandon her shrine and seek out someone else that might have had similar encounters with her god, Hilde set out into several local villages before soon finding her unable to do much without any money. Resorting to squatting and drifting from town to town, Hilde's quest seemed to be in Vain as she was yet to find anyone else who had met her god like she had. It was during this time that Hilde found herself stowed away on a ship, headed for Mournfast, and unbeknownst to her, her life was going to take a change for the interesting...
- Phobias: Deep water. Due to being raised in the woods, Hilde's experiences with water mostly boiled down to rivers and ponds, so seeing water without a bottom is akin to looking into the void for her.
Edited by Eachiunn on Jul 13th 2018 at 1:02:02 PM
Alright, let's try this. Yeah, spells not really Dn D but here we go.
- Name: "Amy" (Amare Clavem)
- Age: 27
- Gender: Female
- Race: Human
- Origin: Allurand - Sedura (Not that she remembers.)
- Appearance:This is her, but far less confident
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- Magic: Amare Clavem is a fully fledged Paladin of the Azure Sky, and is thus able to use divine magic. "Amy" doesn't know jack.
- Cure Wounds - Basic Paladin healing spell. Mends all minor wounds and partially heals even major ones. Cannot regenerate lost limbs or other body parts.
- Sanctuary: Makes a small space that repels undead and fiends. At Amare's level of skill, the space is only about ten feet by ten feet.
- Purify: Removes poisons and diseases in food and drink. Handy for adventuring.
- Skills:
- Swordsmanship: Amare isn't as strong a fighter as her prodigious older sister, but she's still way above competent. She focuses on a defensive style of take and receive. ....Amy's cruising by on muscle memory.
- Woodsmanship: Amare is very good at survival in the wilderness, as well as generally not getting lost. Amy thanks the gods that she can somehow remember this.
- Housework: A better maid than actual maids. Amy doesn't know why she remembers this. Kinda useless in her current predicament.
- Equipment and Posessions:
- Shadowsting: Her grandmother's light one handed sword, passed down to her father and then to her. Shadowsting is almost thin enough to be considered a rapier, and is an unbreakable magical sword consecrated to Thanasia, the Lady Below.
- Shield and Plate Armor: Normal equipment, well made but nothing special.
- A travel pack: Lost most of its contents in the shipwreck. A few change of clothes, some bandages, rations, and her holy symbols of Madina and Thanasia.
- Diary: Wet. Blank. Evidently Amare didn't like writing.
- Personality: Amare Clavem is serious, stiff and a bit of a killjoy. A stickler for rules, Amare projects a sort of severe aura. Prim and proper, she prides herself in always being composed. However, this cool facade breaks when she gets passionate. And she does. A lot. Still, she's utterly loyal to the crown of Allurand and to the ladies, impressively dutiful, and a lot more empathetic and kind than she looks. Is a massive prude. Doesn't get sarcasm.
- Amy is scared. Very scared. Understandable, considering she woke up with only her name in a mysterious island. Skittish, shy, and a wee bit paranoid, but still retains Amare's dutiful, kind nature. She knows she should be more careful, but she just has to help. She'd also love it if she could get her memory back as quickly as possible.
- Bio: Princess Amare Clavem is the niece of Queen Liselle I Clavem of the Kingdom of Allurand, daughter of her younger brother, Prince Thomas and Duchess Emelinda Azuron of the Duchy of Artina. She and her older sister, Misericordiae, were shunned by the nobles at court because of a certain incident regarding a rebellion in her mother's duchy. Missy and Amy resolved to prove their distrust wrong with action, and they both enlisted in the Paladin Order of the Azure Sky. From when she was knighted, Amare grew to have a reputation for efficiently clearing whatever mission the Lord Commander gave her, especially if it was negotiation...or slaying undead, she was good at that too. Recently, the Lord Commander gave Amare a mission unknown to her paladin brothers and sisters, and soon she found herself on a certain ship....
- Amy woke up in Mournfast in the hut of a stranger, completely unaware of who she was and with a massive headache. Apparently, she clonked her head rather hard when the ship sank and got a concussion. Amy just wants to go home, but she doesn't even know where home is. All she has is her name. Maybe if she looked around she would find a clue to her memories...
- Phobias: Right now? Pretty much everything.
- Amare's actual phobias are failure, being alone, and those death monsters her sister called spiders.
- Name: Edward Thalassa
- Age: 37
- Gender: Male
- Race: Half-elf
- Origin: Northern True Allurand, a small town on the border to Baryon.
- Appearance: Doesn't include the purple Parrot.
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- Magic: None whatsoever unless you count his magical charisma.
- Skills:
- Agile Swordsman: Being trained all his life while his specialty is backstabbing the unsuspecting his confrontational abilities are still far above the norm and with his scimitar he can give most warriors a run for their money.
- Rogue: Edward taught to blend in with his environments, through either disguises or acts, in the shadows or in the light of day he dispels people's suspicions and sight.
- Harlequinn: Sent to noble's mansions often as an entertained, Thalassa has become better than most professionals at sleight of hand tricks, whether it's a dove in his hat, or hiding his tools from guards.
- Assassination: Ed's true skill lies in where he was trained the most, to kill with a cold trail, the Blue Daggers leave absolutely no real trail to the involvement of their work in killing any noble and so their hitmen are required to be capable of erasing their footprints. Edward's ability to murder silently and without trace is almost uncanny.
- Equipment and Possessions:
- An assortment of daggers including: A Stiletto, a Rondel dagger, a Misericode and a Dirk.
- An elaborate scimitar with the symbol of a feather carved onto the blade.
- The outfit in the picture (Which he usually wears)
- A scary number of masks are held on his person.
- Many tranquilizer darts and a poison collection for his usual work.
- Personality: Edward never takes things too seriously, if he can't change his life, why cry about it? Better to laugh at the absurdity of it and smile. Ed takes most horrors rather well, and having worked in the business of death while he isn't apathetic to other's suffering he certainly doesn't cry for justice. He's more likely to take the easy way out than the better way out if he can, however he is incredibly enduring and you'll never hear him whine about hard work.
- Bio: Born to a poor elven father and a human mother, Edward barely knew his parents before he was made an orphan, at around the age of 4 the town was hit by a large flood in the middle of a winter storm. Wreaking havoc and destroying everyone he knew, Edward searched for his parents in hope of their survival for a couple of days, until he was found by men masquerading as a relief squad meant to send aid to the town, taking him to Sedura with the lie that they survived and were taken there, waiting for their son to return, hopeful he accepted the kindness of strangers.
Much to Ed's dismay, he was led by an assassin-for-hire organization called the Blue Daggers, those that work in the shadow, using extreme methods to avoid the eyes of the ever-watchful Madina in her own city, all their assassins were orphans taken from the street and trained from a young age, and their existence was a closely guarded secret to prevent any sort of information, even their name from leaking out. Not even their customers knew what they were.
With Eddy's family nowhere close they took him in for training to become one of their hitmen, for the next 20 years, he was tortured and put under an inhumanely intense regiment, slowly losing faith that he will ever escape this place and see freedom. Eventually he was a member, but he soon learned that even outside of training he was never going to be truly free, as a close eye was always watching his work, and disappearing was never going to be an option even if he wasn't on a physical leash, the Blue Daggers allowed no escapees.
Eventually he settled with his lot in life, deciding that there was no choice, after all, one suspicious move and his head would be off his body, what could he do? He didn't like his routine, but rather he decided to deal with it by laughing at the absurdness of it all.
A few years down the line, the Blue Daggers were given a ridiculously ludicrous deal, a hefty sum for a risky target, they were sent to assassinate the princess Amare Clavem of Allurand, shunned by the aristocrats one wanted to even get rid of her, and while hesitant, in the end the money was worth more than anything, they've sent Thalassa after her, eventually they even decided to okay him venturing outside their usual area of operation in True Allurand, boarding the same ship as her. He ended up in the same wreckage on Mournfast. Hit by amnesia Edward forgot his mission completely, and his contact with the Daggers has been severed, he's just trying to survive.
- Phobias: Thalassophobia, fear of large bodies of water, triggered mostly by large tides and waves.
- Name: Abrio Harth / Abrioden Sinh Velimourn (he would very much prefer it if you did not call him that one)
- Age: Apparently 12
- Gender: male
- Race: Human?
- Origin: Baryon, though he left his old home a long time ago.
- Appearance: At the present, he is a somewhat short kid, though remarkably in good fighting shape for one of his age. He has quite disheveled and ruddy hair on his head, light green eyes, and a number of faded scars in some places, including a rather drastic looking one on his stomach. That one still aches, even to this day. He wears simple and pragmatic leather armor, fitted for his current age, and made to let him move with ease. He carries his sword / dagger across his back, in a surprisingly ornate though remarkably corroded looking scabbard.
- Magic: He makes use of a number of surprisingly dangerous magic types - he makes use of a powerful though risky black flame magic he can use in bursts or for lining his blade to enhance its cutting power...but his own power tends to hurt him if he gets too close to it. Further, he can only use the stronger spells if he's burning himself with his own magic. "Used to have armor to work against that but it...doesn't fit me any more."
- Abrio utilizes a style of Counterattack based magic, each spell answering a different kind of attack...but needing him to be injured by the attack in question before he can unleash his spell. Another spell type rendered rather impractical due to his current frame and outlook. The stronger spells of this school, like Meteor Impact, require a lot of risk in close quarters.
- Due to his prior form, he does have greater than normal strength, speed and endurance - though his abilities are impacted by The Mind Is a Plaything of the Body.
- Skills: He is a skilled though somewhat reckless swordsman - his age has played havoc on his perceptions. He's a good tactician, though more reckless now, and a good hunter.
- Equipment and Possessions: His short sword / dagger Valdafar, now removed of most of its power - its just a very keen, well made short sword at present. He usually carries rudimentary medical supplies due to his preferred fighting style, and an odd compass.
- Personality: He certainly puts on the front of an innocent, well meaning kid, but it doesn't take very much or very long for a more experienced and older outlook to show through. Even still, he's remarkably well adjusted and averse to being angsty - he's energetic, nice most of the time, and quite caring if rather mischievous. However, should his temper be hit by one of three berserk buttons (1. hurting someone who reminds him of his lost lenore 2. breaking your oath or promise 3. needless cruelty) he's surprisingly quick to brutality and destructive force. He does occasionally grumble about the realities of expectations of a child vs. an adult, reminiscing if not about his past life his former abilities as an adult. He is acutely aware of the things being turned into a 12 year old has done to his mind, and tries to resist the more embarrassing parts.
- Bio: A long time ago, he wasn't the kid he was today - rather, he was a powerful Lord working for a greater deity. This deity worked to indulge in the wars and desired to empower himself through them as a War God. Abrioden was his chosen warrior - slaying countless people across countless battlefields...until he met someone he was supposed to kill. And against all expectations of a cold-hearted warrior, he fell head over heels in love. She called him out on his past, and he swore it off immediately, for her. His patron did not take this well - he and his allies cursed Abrioden into the form of a human, sealed him such that he would never see his beloved again (as well as cursing her "seven-fold", and let him awaken in the modern day - stricken of memory of the name of the god he served. Abrio blamed himself for all that happened, swore off his old name, and started traveling, looking to try and find some sort of hint toward what happened during his slumber. This world as it is now is a strange and frightening one...
- Phobias: Enclosed spaces will never fail to reduce him to tears, owing to his slumber and the circumstances related to it. He's also a bit afraid of other servants of the deity he once served.
Edited by NickTheSwing on Jul 21st 2018 at 1:51:06 AM
But he's still a magic user with enhanced strength and speed according to your sheet. He's basically a boss character compared to everyone else we have. And that doesn't even begin to touch on how much having a former god in the cast would negatively impact the plot just by the very nature of the character So, I'm gonna stick with my ruling.
-dramatic music ensues-- Name: Elias Haldrick
- Age: 37
- Gender: Male
- Race: Human
- Origin: Elysius
- Appearance: By all appearances, he is almost the archetypal knight in shining armor - a handsome older man with platinum blond hair, light blue eyes, almost permanent stubble on his face, and clad in white and blue armor and a shoulder cape. He's muscular, tall at 6 foot 3 inches tall, and he carries himself with a confident ease. Under the armor, he mostly wears pragmatic black and blue clothes, long sleeved and fitted with furs to ease up the cold. On his bare skin, he has a rather surprising Druidic Tattoo.
- Magic: Elias has a rather eclectic array of spells - he's technically from an order of Holy Paladins devoted to protecting Elysius, as a result having spells from such a field devoted to healing, expunging evil, and damaging "sinners". However, he was brought up as a member of a peculiar sect of Druids, having a number of their spells in his employ, though the selection is remarkably limited to the likes of controlling plants, animals, and the occasional summoning of a familiar for a variety of tasks.
- Skills: Skilled swordsman, owing to more than a decade of practice and fighting against a variety of foes. Very capable planner and strategist, despite the perception of such knights.
- Equipment and Possessions:
- Paladin Sword and Shield: His usual ensemble he uses in combat.
- Diary: Containing some rather revealing musings.
- Backpack containing numerous odd primitive scientific implements and first aid items.
- Personality: For the most part, Elias presents himself as the paragon of the virtues of a Paladin. An eternally smiling face, espousing the ideals of justice, truth, fairness, and protection of the innocent. Behind closed doors however a very different Elias emerges - he is very politically driven, believes that the only thing keeping justice from being toothless is power, and thus is driven to obtain power by any means he deems necessary. Manipulation seems to come naturally to him, and behind a front of being the lawful man of the people is a surprisingly astute scientific mindset. He's open to looking into many sources of power to make sure that Elysius and stability in the greater Allurand world is maintained.
- Bio:
- Elias Haldrick grew up as Elias Vin Torimun, of a strange sect of Druids that lived on the outskirts of Elysius. They had the same sort of understanding and ideas Elias espouses in secret, and encouraged experimentation. Elias would ultimately leave home at 14 - despite there being some rumors, in the course of his later career it would be obvious there is no animosity between him and his original home.
- Initially, he could not find someone to be squired under with such an "esoteric" name, and so adopted a different name, Elias Haldrick, which resulted in him finding a Paladin quickly after willing to take the young Elias as his squire.
- As a squire, Elias was well liked by his liege and his liege's friends for how resourceful and capable he was - he didn't need to be badgered into cleaning, and actually stepped up more to keep the household in order. Even the servants liked him by and large.
- At 21 he was given the full honors of a Holy Paladin, bequeathed his sword and shield, and brought into a company to begin his activities and full training in the holy arts. According to other Paladins, he was wide eyed but driven. He fought against a variety of foes.
- At 23, he participated in bringing a figure called the "Massacre Knight" to justice. He apparently saw some things in this mission, and it shaped his guiding philosophies. "The Massacre Knight was a fiend with an unclean perspective...but he did not deserve to go to death as he did. Only power could've ensured a better justice be served."
- From 24 to 32 he embarked on his political ideas - rising quickly among the Paladins due to a combination of flattery, manipulations, currying favor and finding out the secrets of others. By 32 he attained a high position among his fellow knights. He positioned himself as an ardent lawbringer who walked among his fellows on the ground instead of secreting himself away.
- With his political star rising, he started an experimental program primarily supported by newer Paladins who liked his promises and the way he presented himself. Over these five years, Elias continued to rise.
- By the modern day he successfully obtained an assignment to venture to Mournfast on suspicion of something going on there. But the stated reason for his visit versus his actual reason could be vastly different.
- Phobias: His one big nightmare is the state the Massacre Knight ended up in before he died.
Name: Marko Mortig
Age: 35
Gender: Male
Race: Half orc
Origin: The City of Beryl, Mournfast
Appearance: Huge for a human and small for an orc, Marko stands somewhere in between. Every inch of his light grey-skinned self ripples with muscle and his matted hair is styled into long dreadlocks. His face is broad and thick-browed, with two jutting lower canine teeth, but his dark eyes glint with intelligence and weariness. On his brawny arms and biceps are also host to a wealth of tattoos, one of which is the familiar swooping hawk of the faithful of Tari.
Marko was last wearing the thick trousers, seaman's boots, and thick armored coat that is the uniform of the Mourning Marines. As is practical, he wasn't wearing the rest of his armor as it was his off hours.
Skills: Marko is a Mourning Marine, mightily athletic and no stranger to up-close violence. As is the norm among the marines, he's a strong swimmer and somewhat versed in sailing lore. He also bears a non-commissioned rank with Beryl's armed forces and is versed in how command works. Lastly, on his off-days, Marko is a bit of a foodie with a taste for making his own spices, a hobby of dilettantes in the gloomy city.
Equipment and Posessions: The harness of his uniform once held his heavy bardiche before the ship sank. However, he still has the Marines' favored sarissa blade on his belt and the heavy gladius issued to his rank.
As for other effects, he carries a heavy soldier's pack, loaded with essentials such as a bundle of 50 ft hempen rope and grappling hook, A bed roll, spare shirt, eating utensils, an iron firestarter, climbing hammer and pitons, along with a few days worth of rations.
Marko also carries an air-tight little jar of spices.
Personality: You don't get to rise to rank in an outfit like the Mourning Marines without a bit of steel in your britches. Marko has a reputation of silent strength which makes him an indispensable sergeant. Like many soldiers, he has a fondness for seemingly-childish and crude humour. He knows exactly when to push and when to let up.
Bio: Mournfast is a land of opportunity, with a place for any with the drive and the stones to succeed. Especially for a little grey child living in the half orc ghetto. And like many impressionable individuals, especially teenagers, Marko believed in the promises of the mariner recruiters. Partly because he didn't have choice when he got knicked for 'civil disobedience.'
In a way, Marko grew to look like the poster child of the Mourning Marines. He's gone and seen many of the nations of the world, met interesting denizens, and even killed them too. He was looking forward to coming home and taking it easy.
Shame the weather didn't hold.
Phobias: Other than being in the grip of the nameless dread of a native Mournfaster, Marko has always had a fear of chains and bindings, of cages and imprisonment.
Edited by KR_Vandal on Jul 28th 2018 at 1:08:19 AM
Marko is aceepted
Elias on the other hand is again too powerful. He's roughly equivalent to a Paladin/druid multi-class who has apparently attained some kind of high command rank 5 years before the start of this game. Again the ideal power level is 5-6 in D&D terms, Elias to my eyes is closer to a late game character.
-dramatic music ensues-
Uh, I think that post kind of hit at the main problem I'd been having - you seem to be using a different definition of "too powerful" than I do, which may come from the fact "level 5 or 6", "multi-class", and such terms...are not familiar to me.
I've never really been into D&D, or really any official tabletop RPG involving dice or some such.
So I don't know how to make a character with your specifications in mind.

“H….Hello?…..Can you hear me? Oh good, there you are, easy now, get the water out of your lungs, mop is in the corner.”
“Where are you? Well my home of course! Oh, you meant more specifically well…..”
“You were all on a boat headed for Mournfast...or was it away from Mournfast? I couldn’t really see from here. Don’t remember why you say? Yeah that’s what the rest said, but they claimed it was very important that you all be on the boat though….although none of them can tell me why. Regardless! You’re here now, on the damned archipelago of Mournfast, land of monsters and madness! Fortune to be made here between the relics and the obsidian, if you know where to look. Alright, alright, no need to get snappy…. the storm washed you up a bit far from your actual goal: the capital city of Beryl….actually rather far, a few islands over from the main landmass. But it’ll be fine, look at the Fishmen! They’re so happy to see you and so welcoming. I think they want you to be honored guest at dinner tonight! No? Well, moving on.”
“So now you have two options, the way that I see things: Find a way to reach the relative safety of the city, or hope that the creature with burning eyes that the other survivors say they saw was their imagination getting away from them.”
This is an RP set in the Allurand world that some of my friends created. For more information on the world at large I’d recommend clicking here
and here
This is going to be a bit different from the tone of other rps that have been set in the world. Specifically this RP is set in the twisted and bizarre archipelago of dark canyons and rancid swamps known as Mournfast. There will be undead and mad science aplenty. Along with some dark secrets, for example: What is that monster chasing you?
So if it isn’t clear by now this is going to be a horror themed RP, but that doesn’t mean I intend for it to be non-stop scares or for you to be unable to fight back (Not that every threat is going to be one you want to fight). I’m going for a Resident Evil sort of tone here (probably re4, I’m not confident in matching the tone of the re2 remake). As such I reserve the right to reject any character I feel is too powerful at the outset (or for any other reason while we're at it). We’re looking at roughly level 5-6 characters in D&D speak. For those familiar with the setting this will take place in 8790, 45 years after the currently running Days of Allurand. For those not familiar, don’t worry about it, have fun and those of us who are will fill in the gaps as needed. My initial plan is probably going to be 8 characters or so accepted but I may expand that depending on how much I like what I see.
So what about the city you’re all headed to?
“Oh...Well Beryl is built in a basin, a city that grew out of a fortress that sheltered nearby and desperate people from the magical fallout of the Second Apocalypse which you know all about that, magic, fire and brimstone, very classic divine wrath. It’s a former outpost of the ancient Allurand empire, some folks say there may be hidden secrets from before the devastation. Of course the fact that it’s continued from before contemporarily recorded history to now means that you can see all sorts of famous architectural styles from the history of the Re-united Kingdom....beautiful city really. Oh! And the city’s Grand Library has almost anything you want to know, assuming you can find it. The Library is several stories above and below ground these days you know.”
“The city is run by the Council of Fathers, a governing body composed of people who either inherited or rose to their position through influence or treachery. But the latter hasn’t happened in 120 days at least.”
“There’s also an iron mine nearby the city, it’s probably safe. Well except for that one incident where the man’s back was...well, best not to dwell on it”
“Beryl itself had five outposts guarding the waterways into the city. There are only three now. One looked like it fell under heavy assault. One just turned up empty one day, food still cooking on the stoves, in fact it has been cooking on the stoves for approximately 50 years now...I love a good, slow-cooked meal.”
“Outside the safety of the civilization and the wardings there are all sorts of threats. Undead both great and small, Wild Magic storms, Tidewalkers with a strange formula and mutated flora and fauna.”
“And none of those are even your biggest problem!”
“So good luck getting through all that. You’re gonna need it. Me? Oh I’m just going to stay here in my hut, it’s really not too bad once you get used to it.”
Edited by guyshane on Jul 13th 2018 at 1:03:32 AM
-dramatic music ensues-