Background:
In the land of Nadilan, the races were at peace and lived separately in their own domains. In Ferniar, the Human Kingdom, a new king was succeeding he previous king, his uncle, as he had no heirs of his own. This new king was known as King Garlant, and as soon as he took his place upon the throne, he began to plan on conquest and lead his people in a militaristic tyranny. Organizing his Dragon Riders, he began to oppress and control his people into obeying his rule of merciless greed.
A man named Junon Owens rose up and began a rebellion against King Garlant. He organized the willing of the human race to rise up and oppose their tyrannical leader and presented a force that was capable of standing up to Garlant. However, it was all for naught as Junon was discovered and captured while on a scouting mission near Garlant's castle in the capitol city of Eldorn. He was publicly executed and the rebellion scattered.
King Garlant then proceeded to gather up his forces with an even higher goal in mind: domination over all of Nadilan. He planned to make an alliance with the fiercest of races and monopolized on dragons and their riders as his most powerful weapon. In the meantime, underground, a new secret rebellion was beginning to form. Though small, they were capable of themselves and had hopes to grow and rise up against, and defeat, King Garlant.
Introduction:
Welcome to Nadilan, a world of magic, diversity, and adventure! The following is the basic information about this RP as well as guidelines, rules, and a character sheet template. It's an open world so you can choose whether to be a part of Garlant's Army, the rebellion, or neither! I hope for this to be an active RP with everyone posting at least once every other day. If you go inactive, please PM me ahead of time or your character will be left behind. Literacy is a must and posts should at least be readable (spelling, paragraphs dividing dialogue, etc). Minor npcs, family members, and towns can be made and used at your discretion, but I will be playing all major NPCs which include world leaders, King Garlant's generals/army, and whatever others that might appear.
IC Thread Link:
https://role-player.net/forum/showthr...=1#post1421395
I'm available to answer questions either directly, by PM, or in the OOC forum. Stay tuned for updates!
RP Progress:
Spoiler: Current State of WarGarlant was killed by the final strike of Pyre. The war has ended and the rebellion disbanded. Nadilan enters a new age of peace.
Map:
Spoiler: Map
Races and Classes:
Spoiler: RacesHuman: The most basic of people, but have the most desire for success and wealth. They are intuitive, inventive, and skilled in combat. They reside in the kingdom of Ferniar.
Dwarf: Short and stalky, but powerful and fierce with an adapt skill to mining and forging weapons. Currently the dwarves provide weapons and armor to all kingdoms as their main export. They reside in Ironmore.
Elf: High and proud, the elves are a noble race with peaceful intentions. They prefer to live separate from other races and are akin to nature. They are skilled in healing magic as well as archery and reside in the kingdom of Lillias.
Faerie: These small creatures, usually found with wings or mistaken for bugs at a distance, are fanciful and carefree, spread out in the forests of Shinallia. They have great skill with magicks and tend to be little tricksters.
Darune (Dark Elf): Similar to elves, but commonly found with dark bluish skin. They are more cunning and adventurous than a regular elf and are skilled at stealth and mercenary combat. They live high in the Darunmire Peninsula and prefer to look down on other races.
Orc: The orcs love to hoard goods, fight ferociously, and prefer violence over reason, which leads to battles even among their own kind. The Orcs dwell in the southern Jerthakk Isles, but the kingdom's name changes every time they get a new leader (which can be often).
Animal: The race of the animal variety contains many cross-breeds of half-human creatures including feline, reptilian, dogs, and more. This race has no specific province, but instead lives through Nadilan minding their own business. However, many are skilled thieves and pirates using their innate animal instincts to their advantage.
Dragon*: Dragons are a winged and noble race of tremendous power who dwell in the Dragon's Keep, high in the mountains near Eldon. They come in all kinds of varieties and have unique powers. They are strong on their own, but are sworn to any person who may save their life or survive the three trials. They can form a life-pact with any members of the other races. Dragons also have the ability temporarily give up their powers and shape shift into human form.
*If interested in being a dragon, please read all the information under the "Dragons" section of this post.
Spoiler: ClassesWarrior: Skilled at fighting and defense. This class is powerful, quick thinking in combat and versatile with many weapons.
Medic: This class makes its priority healing and treating the wounds of others. Skilled and always handy with medical supplies, it is an asset to take with any adventurer.
Knight: Trained in the art of swords, this class is chivalrous and helpful, as well as dangerous in their skill of combat.
Thief: Conniving and often hidden in the shadows, thieves make their wage in stealing other's goods and focusing on their own selves. They are quick and dastardly willing to do anything for an easy prize.
Mage: Knowing their connection with the elements, Mages primarily use their power in the many magicks of the world. They are extremely skilled in the ways of magic and manipulating the elements.
Hunter: Skilled with archery and other tools of the hunt, Hunters are great long distance fighters and very quick on their feet. They can track animals with ease and know the land better than most.
Dragon Rider*: A Dragon Rider is a person who has successfully passed the three trials and formed a pact with a dragon. They are partners with their noble creature and share a lifeline with them.
Occupations: If you would rather take on a more humble lifestyle, you can choose an occupation. This can include baker, smith, bard, pirate, or whatever! You can always combine classes with occupations.
Other: Did I miss one you'd rather have? Make up your own class or occupation. Just make sure to describe it!
* Dragon riders must be pre-approved. If you are interested in this class, please read all information under the "Dragons" tab of this post.
Information on Dragons:
Spoiler: DragonsAll characters and events involving dragons will be moderated by co-GM, Vestige Warrior.
Types of Dragons:
Black, Copper and Green:These dragons breathe dangerous acid. Black and Copper dragons breathe a line of acid, whereas Green breathe a cone of acidic gas. These dragons are also equipped with spined tails.
Brass, Gold and Red: These dragons breathe the traditional, and dangerous, fire. A Red or Gold dragon's breath is a cone, whereas a Brass dragon's breath is a line. These dragons are also physically stronger than the other colors. They are the largest of all the dragons.
Silver and White: The smallest of the dragons, these dragons are cold, quick and breathe ice. Both dragons breath out ice in the shape of cones. These dragons have extra-sharp teeth and are cool to the touch.
Bronze and Blue: Close to the size of fire-breathers, these dragons breathe lightning. Both dragons breathe in lines. NOTE: Bronze dragons can also breathe a cone of repulsion. But it's either lightning or repulsion, not both. These dragons are armed with long horns on their heads.
Abilities with Riders:
Riders gain the following abilities when taking a dragon:
Telepathic and Empathic Link: A rider is perpetually connected to their dragon, able to feel their emotions and speak with them across great distances telepathically.
Immunity to Dragon: A rider is immune to his dragon's breath. Not type, just the individual dragon.
Blood for Blood: A Rider is only as healthy as their dragon. If the dragon is ill, so is the Rider. If the dragon dies, so does the Rider*.
*In regards to a dragons death, a rider cannot survive unless specifically given permission to survive. Also, the player will have to identify why they want this to happen, and what they plan on doing for the future. Any plans of death or killing a dragon must be discussed and approved by a GM.
~IMPORTANT INFORMATION~
All Dragon Riders and Dragons must be pre-approved through co-GM, Vestige Warrior. If you are interested in being a dragon rider or a dragon, please PM Vestige Warrior with the following details:
Character Race:
Alignment: (Good, evil, neutral, or a combination?)
Role: Do you plan on being a freelance dragon rider, or work for Garlant's army? Garlant has monopolized on dragon's and their riders, so the latter is more likely, but I'm always up for a good traitor to the king scenario if you'd rather be a good guy.
Why your character should be a dragon rider or dragon:
If you are accepted as a Dragon Rider, Vestige Warrior will choose whether you start out with your dragon, or if you will need to obtain your dragon during the rp. If you are not accepted, you can try to obtain a dragon during the rp, if your character is ready for it (do not god-mod for this!) Obtaining a dragon involves the passing of three trials, of which you will need to collaborate with Vestige Warrior about.
Rules:
Spoiler: Rules- No god-modding
- No excessive amounts or descriptions of sexual acts, violence, and swearing.
- The GM's word is law (this includes co-GMs)
- Player kills (pks) must be under consent of both parties
- Be patient and considerate of others and their posts
- Have fun! I wouldn't want you to play if you didn't
Character Sheets:
Note: We are no longer recruiting.
Spoiler: Character SheetName:
Age: (If going to participate in the war, at least 17+)
Race:
Class/Occupation*:
Alignment: (Good, evil, neutral, or combination?)
Appearance:
Background:
Personality:
Skills:
Other (optional):
* If you would like a higher position in either of the armies other than being a simple solider or knight, please PM me with the following details:
Rebellion or Garlant's army:
Position wanted:
Why your character should have this position:
Spoiler: Accepted CharactersHuman:
Spoiler: Rose EllinorName: Rose Ellinor
Age: 21
Race: Human
Class/Occupation: Tactician, Seamstress, Leader of the Rebel Army
Alignment: Good
Appearance: 5' 5" with long, wavy red hair that reaches down to the waste. Deep brown eyes and fair, clean skin. Wears leather armor with a red, long sleeve under garb with black pants and brown string tied boots to her knees. Rose has a long sword attached to the left side of her belt.
Spoiler: Reference Image
Background: Rose was a simple seamstress before King Garlant took his position as king. When the rebellion began to start, Junon recruited her for her skills to make clothes, armor, and uniforms. Soon, they feel in love and Rose became a skilled tactician. When Junon was executed, Rose went into a deep depression. With Junon's sword at her side, Rose decided to build up the rebellion again in his honor and face against King Garlant.
Personality: Rose is very kind, but is serious when it comes to the war. She is usually calm in dire situations, but can panic if she can't think of any ideas on how to solve problems. She is usually very quiet and somber and prefers to stay alone. Really quiets down when the topic of Junon comes up. She is very strong willed and determined to put the world at peace.
Skills: Sewing, persuasion, leadership.
Other (optional): Even though Rose has a sword, she doesn't know how to use it. She is currently training, but currently avoids combat until she is more proficient with a sword. She also really likes cats.
Spoiler: AldusName: Aldus the white
Age: Unknown
Race: Human
Class/Occupation*: Arch-mage of the ring of 11
Alignment: Good
Appearance: Always wears a white cloaked hood wherever he goes. As a gray leather stripe tied around his face right over the eyes. Uses a long curving sorcerer like walking stick that he likes to keep with him. He stands about 6ft tall even though for his age, which seem like he is in his late 70s. He would be a bit shorter, he does not wear shoes. He also carries with his in a small black leather pouch, an eye piece that seem to be missing from the left side of a helmet. This helmet face piece is made out of pure gold and considered valuable. Which comes with a mysterious power and an unknown human entity trapped within it. The piece is called the left face plate of insanity.
Background: Aldus had always wanted to be a good mage, bringing peace to the land and for everyone that resided in it's boundaries. When he got older, Aldus came across a mysterious old man who saw that he was capable of great things. The old man took Aldus under his wing and taught him the arts of the elements. When he got better, he learned how to use summoning spells.
As soon as Aldus was granted the final rank of Arch-mage status from his mentor when he was in his late 40s. the old man took him to meet the Arh-mage's ring of 11. A group of all powerful good wizards that guarded an ancient artifact known as the armor of Arthantanous. Aldus was to be next in line to carry a piece of the armor, which happened to be the left face piece of the gold armor's helmet.
After the Arch-mages initiated him into the ring of 11. He was given the piece of the helmet.
But what he did not know was the curse that came with it. The moment he touched the piece of the broken helmet. His mentor slow disintegrates before him during the initiation.
The remaining 10 Arch-mages go on to tell him that he has been given the burden to protect the piece of 11 he has been given from whomever seeks to collect it. Making him the new 11th Arch-mage.
Since then, for many the centuries that have gone by. Aldus has walked the lands as an all powerful mage that seeks to bring about peace, but at a cost of his mortality. He wishes to find newest possible soul that can be capable of carrying out his task that he has been doing so for a very long time.
Personality: A kind, soft spoken old man, with only wisdom of words that can be the best advise for anyone that wishes to ask him a question. He helps who ever is in dire need of assistance from the forces of darkness that resided within those that have already lost their way. If threaten, he can only simply laugh and tell his enemies that they are not wishing fight him. They however, most of the time find this out the hard way. At some point, Aldus went blind and now uses his powers to project through his blind eyes, what he likes to call “Magical vision”. By using his bare feet to touch earth, which sends back outlines of things, with the outlines going through objects, animals, and people; seeing their features and their thoughts if they have any.
Skills: Master of the elements of wind, water, ice, earth, fire, lightning, and thunder. He knows all summoning spells, and dark arts spells, along with tele-portation powers that he uses to help him get around fast.
Spoiler: Alastor
"My enemies are not demons, but people like myself. I do not wish them personal harm, nor do I rejoice in victory. How could I rejoice in victory, and delight in the slaughter of men? I enter a battle gravely, with sorrow and great compassion, as if I were attending a funeral..."
Profile Info:
Name: Alastor
Race: Human
Class/Occupation: Duelist
Alignment: Neutral Good (Does what he believes is just, without regard for law.)
Appearance:
Age: 25
Gender: Male
Height: 5'11" (~180 cm)
Weight: 172 lbs. (~78 Kg)
Eye Color: Greenish in Summer, brownish in Winter
Hair Color: Dark brown
Clothing: Wears a tunic like so, though he hardly ever has the hood up.
Other Features: Has a large scar running down the center of his chest, the length of his sternum.
Other Info:
Personality: Reserved, but not from shyness or social anxiety. Pragmatic. Typified as "angry", though he is rarely upset. Cynical, and can be heavily sarcastic. Is not worried about offending people, but will not actively try to do so. Has morals, but is not opposed to "extreme" methods. Follows what he believes is justice, however skewed his view may be.
Skills: Premier swordsman. Has some battlefield medical knowledge, but is no cleric. Prefers to fight one-on-one duels, fair fights.
Equipment: As a Duelist, Alastor fights with two bladed weapons. The first is his one-handed longsword, Pradike. The second is his left-hand parry dagger, Soteria. He wears Praxadike across his back, with the hilt above his right shoulder. Soteria is fized to his right hip.
Misc. info: He can always be found with a pint in hand after a battle, to relax, and to forget. Loves music, and loves to sing, but will hardly ever do so in public.
Spoiler: Johnathan Royce G. Whoreson
~~~~~Johnathan Royce G. Whoreson~~~~~Name: Johnathan Royce G. Whoreson
Age: 28
Race: Human
Gender: Male
Class/Occupation: Mercenary
Appearance:
Height: 5'11”
Weight: 76.36Kg (168lbs)
Hair Color: Naturally brown, dyed darker, though not quite black.
Eye Color: Black
Muscle Build: Swordsman Build – Heavy on the arms, with a splashing of legs and core for good measure.
Weapons: Johnathan takes great pleasure in the irony of carrying a Bastard Sword, which he has so lovingly called Whoresbane.
Skills: Johnathan prides himself on his skill at arms, though he knows he is far from the best, he has yet to meet anyone who fights nearly half as dirty as he does. Nothing is below him, as long as it wins the fight.
Alignment: Chaotic Neutral
Personality: Johnathan is a callous, bitingly sarcastic, abrasive individual who cares nothing for anyone and at times not even himself. He's reckless brash and barefaced, he'll speak his opinion whether you want it heard or not, he simply doesn't give a damn. He's your run on the mill mercenary all he cares about is lining his pockets with gold, and will sell his sword to the highest bitter.
That's what he appears on the outside at least, it's his way of shielding himself from the world, to disconnect from it, to make sure it can no longer cause him pain. Underneath it all, he's someone who is conflicted with his beliefs. On one hand he loves money, fighting, and loves that he can combine the too. Yet he resents all the same, knowing that this life is the best he's ever going to make it. His below base birth will never allow him to rise any higher then he currently is, and sooner or later, every mercenary finds his way to a grave before his time. You can either be rich and dead, or alive and poor, rarely is there any gray area for mercenaries. Johnathan isn't without friends, so he's not desperate in that regard, though he does wish his friends weren't Mercenaries such as himself, as rough around the edges as he himself is.
Yet he can't change who he is, he knows he has little to no hope of rising any higher, and he's coming to accept that as he grows older. He'll count himself lucky if he sees the age of 30 most Mercenaries never see 40. He'll continue to sell his sword, and hope that one day, he can say he was part of a great cause.
Background: Johnathan, as his last name suggests, was born the son of a whore. Though his mother likes to claim that he has the blood of a Nobleman in him, which though plausible, is quite doubtable and nearly impossible to prove. He grew up on the streets of one Ferniar's larger merchant cities, far from the Capitol. At first they tried to make him a whores boy, for more *ahem* special clients, but that soon proved to be a misinformed choice when he gelded the first patron who tried to touch him. He was cast out of the brothel and forced to flee the area lest he be arrested and imprisoned. From there he was on his own like so many others, forced to meet out whatever living he could on the street. He already knew the story of life on the street, it'd been told time and time again, and living in a brothel gave him no fantasies about how it would be. Eat or be eaten, fight or be beaten or killed, steal or be robbed. Dog eat dog, trust no one, even those you might call friends.
In time as he grew older he found he had a skill with weapons, particularly the old classic, the sword. Perhaps he did have a touch of noble blood in him somewhere. For surely only a nobles blood, imbued with centuries of training could impart the sort of raw, natural talent Johnathan showed himself to posses. It didn't matter to Johnathan though, all he knew is he was good with a sword and that it meant money. He knew it'd be easy, given the state of world with King Garlant trying to conquer it.
He is now currently unemployed, his previous employer, making the mistake of trying to skimp out on the agreed upon amount met and untimely end by Whoresbane.
Elf:
Spoiler: CamilleName:[/B] Camille Lockstorn
Age: 20
Race: Elf
Class/Occupation: Mediocre Hunter/fledgling inventor
Alignment: Currently neutral, though subject to change
Appearance: Camille is shorter than your average Elf, standing at about 5ft 1. Her slightly wavy, peach colored hair falls to her shoulders and compliments her eyes, which are a light shade of lilac. She has a lithe frame like most other Elves, which coupled with her height makes her appear to be several years younger than she actually is. Her skin, a light brown, is mostly covered by the garish clothing that she wears, curtsey of her minstrel upbringing.
Here’s a reference of her clothing and appearance, if you’d like:
Spoiler: Camille]
Background: Camille, having been raised into a small clan of wandering minstrels, learned at a young age how to be entirely dependent upon the land and its bounty. Eccentric in their lifestyle, her clan traveled about Lillias as vagabond entertainers, content in the simple act of spreading joy and excitement wherever they went. For that reason, they hardly accepted money for their services and lived an impoverished though wholesome life. She grew up as a part of the clan’s musical troupe and was taught to play the lyre, though it wasn’t something that she particularly enjoyed to do when forced to perform for others.
Not unaware of the dangers of traveling and the brewing tension across the lands, Camille’s mother, once an able bodied archer, took it upon herself to try to teach her daughter the way of archery in order to offer her some form of protection. Disappointed when she was unable to master the weapon to her satisfaction, Camille instead focused on using small blades and daggers in the hopes that she’d be able to use smaller weapons with ease. Despite her best efforts, she was unfortunately horrible at wielding both a bow and a blade, much to her embarrassment. In her free time, while not busy entertaining or training with her mother, she would spend hours reading the various old books she acquired during her travels.
Around the age of seventeen, Camille began to question her true purpose in the world. Growing tired of her clansmen’s flagrant disregard towards Elven tradition and their hectic lifestyle, she estranged herself from her roots, albeit it with a tinge of remorse and sought out her own way of life. Still every bit the vagabond she had been since birth, she spent six months traveling across the treacherous plains and mountains towards Ironmore where she eventually stumbled upon a Dwarven settlement. There, she took up residence for two years, enthralled by the Dwarfs creativity and ability to make wonderful creations. It was then that she knew what she wanted to do with her life: not submitting to the hectic world of a wandering minstrel or creating weapons and armors like the Dwarves she admired, but to use her gained knowledge to become an inventor of useful/practical items to benefit others.
Personality: Naturally free spirited and consistently easy going, perhaps due to the way she was raised, Camille tries to avoid causing waves. She’s rarely one to take matters into her own hands, preferring to simply go along for the ride while watching things unfold, and perhaps taking action if the situation calls for it. She’s a people person but detests being the center of attention and while she enjoys the company of others, she doesn’t go out of her way to seek companionship. She’d much rather do her own thing than conform to someone else’s will and can often be seen alone with her head in the clouds as she thinks about plans for some invention or another, something she can get a bit fanatic over. Camille has a quick wit and sharp tongue, her often times blunt words landing her in sticky situations. Though it takes no effort for her to remain placid, she is known to become overly excited around well crafted inventions/creations ranging from weaponry to architecture, and if she feels she’s been unjustly wronged she is not above holding grudges and openly displaying her anger.
She has a few insecurities, including her height and the fact that she’s not a particularly skilled fighter.
Skills: Other than being somewhat able to use the bow and arrow, she is also a decent musician and even more so (or so she’d like to believe) innovative technician.
Other (optional): While she likes playing the lyre, she hates doing so in front of others. She also sinks like a rock in water.
Spoiler: RavenName: Raven
Age: 18
Race: Elf
Class/Occupation*: Cleric
Alignment: Neutral, more towards good
Appearance: https://browse.deviantart.com/art/Elf-257332989
Background: Raven grew up in a peaceful town located east of the kingdom of Lillias. Protected by the kingdom, everyone lived a calm, enjoyable life. In her town, the elves were more focused on archery and hunting. However, that wasn't the case for Raven who thought healing was more dear to her. As she turned 12, Raven traveled to become learn healing magic from a nearby Elven town, because a healing priest did not exist in her town. After several years of training to become a healer, Raven returned to her home village, but as she did, she couldn't comprehend what had happened to her village. Smokes rose to the skies as buildings burned with raging flames. She rushed towards her town and located her little brother who had a deep gash on his stomach. She kneeled down to use her healing magic that she had recently learned. However, she was not strong enough. She wept as her brother passed away. Raven went around attempting to heal any injured elves, but she had saved none. She wondered why she was so weak when she had trained for nearly 4 winters. As she slowly rose from the ground, she caught a glimpse of an old, fallen elf. With a dying voice, he spoke, "Raven... Run... It's too dangerous... He will come back...". As the old elf took his last breath, he passed away along with the rest of the elves in the town. Understanding the elder's assistance, Raven broke into a run with a thought in her mind. Just who was this "he" that killed everyone on my village... Raven climbed up a hill and turned around to look at her town for the one last time. She then headed west towards the kingdom of Lillias with one motivation: To become a stronger healer and save those she cares and loves for.
Personality: Raven is a sweet and merciful person. She is willing to go through anything to protect the ones she cares and loves. She is very intelligent and can think through tough situations. Ever since the destruction of her town, Raven became dedicated to work hard in becoming a great healer.
Skills: She is skilled in healing and can create wonderful medicines out of simple herbs. Other than her healing powers, Raven can detect incoming spells and other's auras in about a 30 meter radius.
Other (optional): She likes to sing, and it is rumored that Raven has the most beautiful voice in the East of Lillias.
Dwarf:
Faerie:
Spoiler: EmeraName: Emera Lucine
Age: Appears to be 18, but in actuality is 134
Race: Faerie
Class/Occupation: Princess of Shinallia, Healer
Alignment: Good
Appearance:Spoiler: Reference Image
Background: Born Princess Emera Delis Lucine III of Shinallia, Emera has been raised in the center of the Shinallia forests to learn how to lead her people in the future, but since the faerie race is one of freedom and peace and immortality, Emera has had little to do her entire life being the princess placed as back-up leader in case any harm would befall her parents. Since Shinallia is very secluded, and tiny, in comparison to the rest of Nadilan, it hears very little of news or war and barely knows about Garlant's tyrannical rule. Emera lives in peace and is comfortable staying in her hometown atop the largest tree in the forest. Her duties as princess include guarding the crystal fountains, the source of magic and the most common birthplace of faeries.
Personality: Very soft spoken and shy around the "large ones", but will do her best to help anyone of any race. She loves sugar and flying above everything else. Is extremely terrified of dragons.
Skills: Small healing magic. Not very powerful, but will get the job done over time. Most useful for scratches and burns. Also knows how to ride small rodents for her benefit with the faerie skill of "animal speak".
Other: Being a very small seven inches tall, Emera prefers to fly in order to see people's faces and stands on the shoulder's of those she trusts. She avoids walking on the ground above all else for fear of being eaten or stepped on.
Darune (Dark Elf):
Spoiler: ArstrathName: Arstrath Velos
Age: 37
Race: Darune (Dark Elf)
Class/Occupation*: Assasin/ Enforcer
Alignment: Evil (For the time being)
Appearance:Spoiler: Appearance
Background: Arstrath doesn't remember where he came from, or who he was before he turned eighteen. Everything before that point eludes him, yet he possesses an exceptionally rational (yet merciless) mindset about life and how it should be treated. Without an ounce of regret or remorse, Arstrath has brutally cut down anyone who posed any sort of threat to his mission. Desperately, Arstrath seeks to reclaim his memory, as the occasional smell or sight will trigger a short but excruciatingly enticing memory of his past. Arstrath could not achieve his goals alone however. He enlisted with Garlands forces as a hire able mercenary and, later, professional assassin.
Without a doubt, Arstrath only desires one thing--his identity. Although he confides in almost no one, Arstrath realized long ago that he could not work alone. In the early days, he had served with a multitude of partners and adventurers, all of which died in tragic and unbearable deaths that Arstrath couldn't have avoided. Arstrath would often grow close to people, but when he did they would hardly last the year. All of those he had called friends either abandoned him to his fate, or died honorably by his side. Although Arstrath works for Garlan, he has shown mercy to those he considers an honorable opponent, or worth saving.
When the war started, Arstrath murdered many influencial political enemies as well as opposition soldiers. For his cunning and brutality, Garlan saw fit to enroll him in his own personal assassin order.
Personality: Arstrath is cold, unforgiving, and reclusive. He speaks to people only when he has to, but even that proves to be a challenge. The fact that he cannot remember his childhood or his family has taken a great toll on him. When he was younger, he searched with an open mind for his past, but he realized that he was causing more harm than good. Over time he developed a very anti-social outlook on life, relying on himself before others.
Arstrath was good at one thing however: murder. Some instinctual part of him desires death, as if by killing he is paying back the cruelty of the world. Arstrath realizes that Garlan's regime is doomed to fight with its opposition forever--he simply doesn't care. Rationally speaking, its better to be on the paying side than the outlawed side.
Skills: Exceptional Assassin, Decent Archer, Excellent Swordsman. Arstrath is proficient with most weapons, but his natural heritage grants him an increased stealth bonus-- a gift he makes the most of. Arstrath is also good with equipment, and is a bit of a tinkerer himself. Tools like the grappling rope, and the deploy-able torch are his favorites.
Other (optional): N/A
Orc:
Spoiler: Broax
Name: Broax
Age: 25
Race: Orc
Class/Occupation*: Other (Mercenary/Freelance)
Alignment: Good/Evil
Appearance: Brox is a average Orc about 7'3 he wears a Japanese type legging (Something he he was given when he was wandering on
the egde of the kingdoms) he wears no shoes or shirt. With his left eye missing he wears an eye patch and Carries his twin blades, (Katnas) strapped across his back in an X shape his large brown book of jouronal and findings lays on the egde of his bag on his left side. His to front bottom teeth stick out of his mouth. And he has a snake tattoo above his right eye and a dragon tattooed onto his right arm showing his great respect for the brainy race.
Background: Grew up on the islands in a small village. He was diffrent from them though he would try to talk instead of fighting. He was quiet didn't like to loot, or anything like that he liked to write. He didn't fight he read as such his family declared him an outcast he became a loner. He has no one he wanders from place to place he picked up some figting skills a sword and club he took time in Learing to use both. He is known to few outside the Orc lands. He is a diffrent Orc as such he never really found a home now he dosen't want one. He just wants to learn as much as the world has to offer and maybe be accepted by his race for who he is one day. He wants to learn among the dragons and is trying to find a way to them in hopes of Learing even if it means his death these two things are his own goals in life.
Personality: Shy, Quiet, Thinker, Kind, Caring
Skills: Sword, Club, Negtion, Travling, Canping, Cooking
Animal Hybrid:
Spoiler: BearachName: Bearach (Beh-ruhk)
Age: 17
Race: Winter Fox
Class/Occupation: Wild Mage
Alignment: Neutral Good
Appearance: Bearach is of average height with an athletic build. Several tribal tattoos adorn his upper torso, neck, and face. Long white hair flows past his shoulders, while piercing blue eyes scout the horizon for the next challenge. He wears the garb of his people: A pair of nondescript britches, a tired-looking leather vest, an iron circlet, and a totem necklace. The totem depicts a small fox, tail and fur standing straight, hunkered down and ready to pounce. Arguably the most striking features on his body are those of the fox. The tips of his furry ears pierce the waterfall of hair on his head. A long mane runs the length of his back, right along the spine, which transitions into a bushy tail of matching color. Bearach's hands, shins, and feet are covered in fur. The fur is shiny and well-kept, silver, white, and soft. His teeth are clean, and his tail flows freely behind him. The claws on his hands and feet are sharp, but retractable.
Background: Bearach hails from a nomadic tribe of hybrids, who's travels take them all over the continent. He was born to caring parents, who raised him to be strong and independent. His tribe was known for producing powerful wild mages, so when Bearach used his first spell, his parents were more than excited. Wild magic involved no instruction, no lectures, and no studying. Bearach was allowed to practice his magic at his own pace, which often required the intervention of the tribes more seasoned mages.
Upon his 15th birthday, Bearach was given a choice, either leave to forge his own destiny to stay and become a Tribe Mage. Bearach chose the former, and struck out on his own. With the blessing of his parents and a spear he made himself, he took off in search of adventure.
Personality: Bearach is a simple man, who finds pleasure in the simple life. He is level-headed, but optimistic. He is observant, but could use a better attention span. Rules and formalities are different for his tribe, so he often misinterprets a custom or a word. He's not the least bit intimidated by the world's many different cultures, nor is he shy around new people. Bearach is fiercely loyal, to his people, and to justice.
Skills: Gathering, Spear Combat, basic Bow Proficiency, Herbalism
Other (optional): Bearach enjoys drumming on whatever is available when he's bored.
Dragon:
Spoiler: PyreName: Pyre
Age: unknown
Race: Dragon
Class/Occupation: n/a
Alignment: Good
Appearance: Pyre is a bronze dragon, stretching roughly 25 feet from head to tail. This is rather long for a dragon, most spanning 20-23 feet. His scales are shiny and well kept, with the exception of a long burn scar down his back.
Background: Pyre is not a young dragon. He witnessed the rule of the good king of the Human nation, before his greedy nephew came to power. When he new king began hoarding dragons, Pyre was instructed to join the king's army. Having already taken a rider, Pyre politely refused. The king, unhappy with Pyre's decision, decides that if he cannot have the dragon, he will have it destroyed. Pyre and his rider fought bravely, and managed to kill their attackers. However, Pyre's rider, Jerath, is mortally wounded during the fight. An attacking Red's fire breath severely burned the Rider, and scared Pyre's back. Jerath dies, but not before ensuring Pyre's safety.
Personality: Pyre spent a long time after that battle mourning the death of his Rider. They had been friends as well as allies. But as time went on, he found closure and moved forward. Upon hearing of the new rebellion, Pyre has offered his strength to the leader, Rose Ellinor. He still has no rider, but constantly searches the hearts of the rebels, waiting to be claimed once more.
Skills: Tracking, Sword Training, Spell-Sight
Other (optional): Pyre likes to sing, but his songs can only be sung in his true form as a human cannot possibly make the sounds otherwise. As far as dragons go, he's really pretty good.
He also enjoys foods sweetened with honey. He believes just about anything can be made better with honey. Because of this, he tends to spend money on procuring the sweet nectar if possible.
Spoiler: CarthencorName: Carthencor
Age: Undetermined (roughly half a millennia)
Race: Copper Dragon
Alignment: Nuetral
Appearance: https://browse.deviantart.com/art/Cop...ness-114814999
Background: Carthencor is one of the few remaining dragons of the East. In a time before, his tribe ruled the easternmost hills and mountains. To the Elves and Darune alike they were widely known for their impressively had shells and burning, acidic breath. For generations, tales and poems had been crafted around their existence--in particular the Darune idolized many of the great drakes; many of the beasts found their way into old Darune legends and songs.
Even before Garlant assumed control of Dragon Keep, the Eastern Dragons had begun to dwindle: many of the greats dragons either were hunted, or simply hidden away from the world. Carthencor, like his brothers and sisters, used his corrosive breath to hide away amongst the earthern caverns many decades ago. In the time before his descent, the last of the great East-Dragon Elders sought to either fight against the growing mortal population, or fly across the seas to seek anew. Carthencor's own brood was ordered to remain in Nadilan, but few did. He was loyal then, but as a result of following the demands of his misguided elders, his own brood departed without him.
Now, centuries later, a bitter and hardened Carthencor awakes from his long hibernation beneath Lillias. He knows not the world's fare, yet seeks to return to his birthplace. Deep beneath his violent and unpredictable exterior, Carthencor is burdened with a great regret for having abandoned family for pride. If he could change time, he would. Unfortunately, he is doomed to search for a new companionship.
Personality: Carthencor is, at worst, a very obscene and rude beast. He is completely indifferent to the whims of mortals, but holds a strong passion for ancient order and tradition. Like those before him, if he were to encounter a mortal worthy of the dragon's test, he would subjugate himself to the age-old blood debt.
Carthencor is not beyond saving--if he were to conquer his own misgivings about his betrayal, he might gain become the brave and loyal dragon he used to be. Until that time, however, he is doomed to live in a world that he feels he should have left long ago.
Skills: Carthencor's breath is the customary acid stream of his kind. Besides that, he can fly, transform and regenerate in the way that any other dragon can. Besides those physical skills, Carthencor has a wealth of old world knowledge--no part of Nadilan is foreign to him (besides any new cities).
Spoiler: My CharactersName: Rose Ellinor
Age: 21
Race: Human
Class/Occupation: Tactician, Seamstress, Leader of the Rebel Army
Alignment: Good
Appearance: 5' 5" with long, wavy red hair that reaches down to the waste. Deep brown eyes and fair, clean skin. Wears leather armor with a red, long sleeve under garb with black pants and brown string tied boots to her knees. Rose has a long sword attached to the left side of her belt.
Spoiler: Reference Image
Background: Rose was a simple seamstress before King Garlant took his position as king. When the rebellion began to start, Junon recruited her for her skills to make clothes, armor, and uniforms. Soon, they feel in love and Rose became a skilled tactician. When Junon was executed, Rose went into a deep depression. With Junon's sword at her side, Rose decided to build up the rebellion again in his honor and face against King Garlant.
Personality: Rose is very kind, but is serious when it comes to the war. She is usually calm in dire situations, but can panic if she can't think of any ideas on how to solve problems. She is usually very quiet and somber and prefers to stay alone. Really quiets down when the topic of Junon comes up. She is very strong willed and determined to put the world at peace.
Skills: Sewing, persuasion, leadership.
Other (optional): Even though Rose has a sword, she doesn't know how to use it. She is currently training, but currently avoids combat until she is more proficient with a sword. She also really likes cats.
Name: Emera Lucine
Age: Appears to be 18, but in actuality is 134
Race: Faerie
Class/Occupation: Princess of Shinallia, Healer
Alignment: Good
Appearance:Spoiler: Reference Image
Background: Born Princess Emera Delis Lucine III of Shinallia, Emera has been raised in the center of the Shinallia forests to learn how to lead her people in the future, but since the faerie race is one of freedom and peace and immortality, Emera has had little to do her entire life being the princess placed as back-up leader in case any harm would befall her parents. Since Shinallia is very secluded, and tiny, in comparison to the rest of Nadilan, it hears very little of news or war and barely knows about Garlant's tyrannical rule. Emera lives in peace and is comfortable staying in her hometown atop the largest tree in the forest. Her duties as princess include guarding the crystal fountains, the source of magic and the most common birthplace of faeries.
Personality: Very soft spoken and shy around the "large ones", but will do her best to help anyone of any race. She loves sugar and flying above everything else. Is extremely terrified of dragons.
Skills: Small healing magic. Not very powerful, but will get the job done over time. Most useful for scratches and burns. Also knows how to ride small rodents for her benefit with the faerie skill of "animal speak".
Other: Being a very small seven inches tall, Emera prefers to fly in order to see people's faces and stands on the shoulder's of those she trusts. She avoids walking on the ground above all else for fear of being eaten or stepped on.
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