Spoiler: A small taste of what is to comeElend ran
He knew not what it was that chased him. Only that it had already killed two of his friends, ripping them limb from limb before his very eyes with virtually no effort.
He sprinted down the forest path at speed, moving faster than he had ever thought himself capable of. Even the iron armour on his back failed to slow him, though he had long since discarded the spear that had served as his weapon. He ignored the low-hanging branches and the undergrowth that pulled at him, threatening to make him trip or fall. Any little cuts or grazes felt insubstantial now - they were nothing compared to what followed him now.
He dared not look back. He didn't think to try diverting from the path. Fear had driven all rational thought from his mind. Everything else had been abandoned, discarded along the way as he ran for his life.
After what felt like an eternity spent fleeing through the forest, Elend finally burst out of the undergrowth. He had happened across a small clearing, where the remains of his former company stood at the ready. Their captain - a grizzled man by the name of Aiden - quickly turned to face him. The veteran of many campaigns, Aiden was undisputedly the hardest man there. Still, as he spotted Elend, his eyes widened in something akin to amazement. A surprising display of emotion from a man known for showing none.
Laddie! You're alive! Tell me, what happened to Teb and Jayce?"
It was all Elend could do to shake his head. He didn't trust himself to speak. Regardless, his pale visage seemed to tell the entire story in and of itself. That was enough for Aiden, who grunted softly, before turning back to the rest of the men.
"Alright, brothers, listen up. I don't know about the lot of you, but I can't run much further. Whatever the hell this thing is, we clearly aren't losing it, so we might as well stand our ground and fight. If we die here, let us face the end with courage" he bellowed. He dared not let his own fear show - frightened as he was, he could see the others trembling. They needed somebody to look up to, and he was the best thing currently available.
None of the other soldiers objected, though they all looked as if they had seen a ghost. It came as no surprise to Aiden. Coming face to face with death was hardly an easy thing, but they were all good men, and they saw the honesty in what he said. They would not break...or so he hoped.
At his command, the company quickly formed into a mediocre shield wall. They stood with shields linked, spears bristling from every gap, and their eyes fixed on the expanse of forest that stretched out before them. For a moment, all was quiet. Every man stayed silent, keeping watch for the monster that chased them. They said nothing, because there was nothing to be said. Nothing to be done. They could only try to make their peace as they awaited the inevitable.
Then, suddenly, it was there.
It was the first time Aiden had gotten a good look at the thing that had murdered so many of his soldiers, and its visage chilled the blood in his veins.
Standing over two metres tall, the thing was roughly humanoid in shape. It had no face, or any other features at all, really. It was a shadow, an empty space, a void of total nothingness, given substantial form. It looked as if somebody had cut out a section of the night sky and fashioned it into the shape of a person, so that it might walk the earth of its own accord, and ravage the land as it wished.
The thing stood motionless, but the men standing at the ready could feel its eye upon them. It was probing them, examining them. Despite the lack of any eyes, one could feel the contempt oozing from it in waves.
“You are…afraid”
Its voice was something strange and ethereal. It rang out, buzzing in the ears of those who heard it, but ringing within their minds with near-perfect clarity.
“Is it because you have not made the most of your lives? Have I not given you enough time to make your peace, or do you simply fear what comes after? Fear for those who you leave behind?” the thing questioned. Nobody dared to answer it. Even the squad’s grizzled captain seemed unable to speak, petrified the strangeness of the thing, and the knowledge that he had just met the creature that would be his end.
“…it matters not, I suppose. I have been patient. It is not my concern if you have squandered the time I have given you. Prepare yourselves”
With that, the thing moved. It did not so much as walk as surge forward, fearlessly rushing down the spear wall. It scattered the men who opposed it easily, extinguishing the life from them with effortless waves of its arm. Bodies flew, soldiers screamed, and the thing feasted on the life force of those that opposed it.
~~~~~
In the end, only one remained.
Elend sat with his back against a tree, tears and snot running down his face. The thing stood over him, impossibly close. The boy jammed his eyes shut, forcing them closed, and waited for the final blow to come. It did not fall, however.
“Flee, you child. Run back home. Run to your mother, your friends, and your family. Tell the people of the world to prepare. To raise their armies, or make peace with their gods”
“I am Ruin, and I come for you all”
Welcome to Ashira, a world on the brink of destruction...not that any of the residents know it yet.
The world has recently been beset by an unknown force. Naming itself 'Ruin', this self-proclaimed deity has begun the slow and methodical destruction of its surroundings, promising to bring the world to its knees. With the ability to decimate entire cities with minimal effort, such a dream does not seem all that impossible, either. Not only this, but hoards of fanatics naming themselves his heralds have begun to spring up in cities around the world. They seek only to sow discord and cause chaos, even at the cost of their lives, to prepare for their master's coming.
Guards and soldier patrols have started disappearing, and several fringe villages have already been wiped off the face of the map. Regardless, the vast majority of the world's population do not yet realise the depths of their peril. Most people continue about their lives as per normal, dismissing all rumours concerning the force called Ruin entirely. Instead they claim that the destruction must have been caused by bandits or marauders or the likes, and people any who claim otherwise are simply delusional.
One person, however, does seem to understand just how endangered the world currently is. A female scholar currently residing in one of the world's largest cities has put out a call to arms, intending confirm the threat that Ruin poses, and then find a means of defeating it. She has requested the help of any other scholars, medics, mercenaries, soldiers, and even thieves or assassins who are willing to aid her in her cause. Aware that the vast majority of people will not be enticed to work solely for the sake of defending the world from this 'rumour', she is offering 'riches and power untold' to help entice any who might be of use to her.
This is the story of those who come to aid her, and their race against time to destroy Ruin before he brings about the end he has promised.
Spoiler: Rules, warnings, and other boring stuff
- This roleplay is rated M for Potential substance abuse, potential adult themes and situations, violence, and gore
- Naturally, all forum rules apply
- As such, any sex scenes that occur are to fade to black
- Character injury and death is a very real possibility, though I shall try and give most players a say in the matter before their character is killed off or injured
Spoiler: What I'd like to see from the players
I would prefer it if players could write at least two or three paragraphs, and make some visible attempt at using correct spelling and grammar. Everyone makes mistakes, but there's a difference between an accident and simply not caring.
If you need to take an extended break, or are no longer going to take part in the roleplay, that is fine. Just have the courtesy to let us know here so that we don't spend forever waiting for a post that isn't going to come. It's a sad thing that so few people seem to follow this rule nowadays, but I'm always going to be totally understanding if somebody decides that they aren't interested, or real life gets in the way.
Sticking with the theme of communication, feel free to chat it up! Unsure of something? Ask! Have an idea you might want to include, or something you want to expand on, feel free to bring it up here. The more chatting that goes on, the better we'll be able to blend everything together into a seamless whole. I don't know about everyone else, but I generally like to try and become friends with my RP buddies, instead of just seeing them as faceless writing bots that don't exist outside of the amusement their writing brings.
In any case, it should probably go without saying, but try and avoid god-modding. That isn't fun for anyone
Spoiler: A few notes on character creation and world-building
First off, let me start by saying that I am currently not allowing any new characters to begin with magical abilities, for plot-related reasons that are going to become clear during the story. If you were interested in making a dedicated mage, though, fear not! Without giving away too much, let me just say that there will be an opportunity for the players to gain the ability to use magic during the story.
Secondly, feel free to play any race you can think of, or even make up your own! Aside from humans, I have left just about every other race undeveloped from a historical and cultural standpoint. If you decide to play an elf or a dwarf or an orc or some other sort of non-human race, you are more than welcome to change and manipulate the background, culture, social structure, and whatever else you like of that race. Go crazy, and design to your heart's content! Come up with something interesting, and we might even have the party visit a city belonging to that race.
This does mean, however, that people who go for the same race will need to share this aspect of world-building to some extent. Just as a little something extra to keep in mind.
My only real request is that all the characters be kept as vaguely humanoid in shape. Having a tail or scales instead of skin or whatever else is perfectly acceptable, but it'd be a tad strange if everybody decided they wanted to play something more monster than human.
Aside from that, while the main focus of the RP is to be on the people working with the main party to resist Ruin, I am not going to limit anyone to filling that singular role. If anybody decides that they wish to fill in some other part of the story, that's perfectly fine too. If you decide you want to play some king who raises an army to fight against Ruin, or one of the fanatical cultists who serve him, so be it. Just keep in mind that any direct assault made against Ruin himself is doomed to fail.
Spoiler: Character sheet
Name:
Age:
Gender:
Height:
Race:
Area of expertise:
Appearance:
Personality:
Background:
Other:
I think I've covered just about everything, but just in case, feel free to ask any questions you may have before signing up! I'll probably try and get a proper banner at some point, and possibly even make a map, but we'll see how we go. Hooray for actually trying to be organised for once
Spoiler: List of accepted characters
Spoiler: Baldin OrikssonName: Baldin Oriksson
Age: 135 (going by D&D standards this is early middle age)
Gender: male
Height: 4'3"
Race: Dwarf
Area of expertise: Bounty Hunting. Baldin is experienced in general outdoor skills such as hunting and tracking and is proficient in the use of both missile and melee weapons.
Appearance: Baldin is of fairly typical dwarfish height and also visibly quite stocky with wide hips and shoulders. Facially he has dark hair and eyes with a short black beard. His face also has the rugged and weathered look one might expect of one who has spent much of his life outdoors travelling in hard environments. For clothing he wears a vest of light padded leather above grey leggings and knee-high leather boots with a bearskin cloak over the top.
Spoiler: looks kinda like this
Personality: Baldin is a fairly open and forthright individual who rarely sees much need to mince his words. He is used to mixing with other races and generally takes others as they come. He values loyalty and likes working with those he can depend on. In terms of recreation he is fond of a tankard of ale and also appreciates good tavern music.
Background: Baldin was born an area called the Dragontooth Mountains where many dwarf clans mined for iron and copper and occasionally silver. Of course not every dwarf lived in the mines however and baldin came from one of the clans that lived mostly on the surface where they felled timber and herded mountain livestock. Living in such a hardy environment survival skills were naturally an important part of life, not least due to the necessity of the dwarfs to defend themselves from wild creatures that also lived in the mountains.
Growing up was not easy as many of his immediate family had died of disease including both parents while he was still young and he was largely dependant on extended family. Meanwhile his particular clan had also aligned itself to a neighbouring human kingdom where the king used them as rangers to patrol the mountain borders of his kingdom. It was in this way the young Baldin gained additional experience as a warrior.
Eventually after several years living in his clan as a full grown dwarf he decided to travel the world a bit. Many of the lands he came to on his travels were rather lawless and he discovered that with his skills as a tracker and warrior he could make a living plying his trade as a bounty hunter. Over the following years he gradually built up experience and became a veteran in this new line of work in the process successfully hunting down various brigands, barbarians and outlaws.
Other: Carries on his person a crossbow plus a small axe and a concealed knife. On his belt is a small pouch containing his trusty tinderbox and a small amount of poultice for treating wounds.
Spoiler: MinervaName: Minevra
Age: 27
Gender: Female
Height: 5’7”
Race: Human
Area of Expertise: Medicinal Arts/Healing. Minerva has years of experience with working with many different herbs and reagents to make her medicinal library impeccable. She is also well trained with daggers and throwing knives.
Appearance: Minerva has a soft, innocent complexion with a petite figure. She has Long flowing rose-colored hair with emerald green eyes. She has a scar under her right eye and many visible scars running down her arms. For clothing, she wears an emerald cloak with gold accents with white leggings. A white blouse, and a pair of knee high leather sandals.
Personality: Minerva is a very optimistic in nature, always looking for the positive in every situation. She is very friendly and can talk to almost anyone (very charismatic). She is fearless and protective, but can have a heart of ice in certain situations.
Background: Minerva was a very spoiled child as she grew up in the wealthy district of the small town of Hylin. The town was known for its many healers and herb vendors, making this a set destination for anyone who became ill. Her father was one of the most well-known healers throughout the land and one of the best teachers of the craft. He spent countless hours teaching Minerva about: herbs, how to mix then to make antidotes and poisons, and how to treat many various wounds.
Her mother was a master combatant when it came to daggers and throwing knives, hence Minerva’s skills with the weapons. Her mother had no mercy on her daughter when it came to training, as it prepared her for the world outside the walls of Hylin.
When Minerva was about 18 years old, things began to take a toll for the worse. Many people gained knowledge of the town and flocks of people flooded within the gates, and along with that came trouble. Many bandits of evil content stormed the shops, killed the villagers, and murdered her father. After months of raids and murders, the town was left in shambles, only to shelter half the population. With her father dead and her mother missing, Minerva had to rise to the occasion and be the new healer. She developed a heart of stone and much knowledge about the world and its ailments over her many years as a practitioner.
Other: She carries a messenger bag with many different herbs and medical supplied. On her belt, she has two dagger her mother had left her and a thigh strap for her throwing knives.
Spoiler: Alessia ZurbankName: Alessia Zurbank
Age: 27
Gender: Female
Height: 4'9"
Race: Kitsune
Area of expertise: Assassin. She is skilled at the tracking and hunting of her targets. She has a knowledge of herbs in order to make medicine and poison. She is skilled in combat using her katana and her longbow. Has a high ability of stealth and is able to scavenge for items to progress her mission forward.
Appearance:
Spoiler: Pictures
Spoiler: Alessia
Spoiler: Soyoka
Personality: Alessia is slow to trust others and slow to act on an action. She likes to weigh the outcome of several different actions to figure out which one would best suit her in getting to her goal. She only trusts two people full heartedly. Her mentor, and then Soyoka, her spirit sibling. On the outside, she can seem cold and cruel, but once she starts to open up to someone, she is seen as warm and considerate. She finds joy in exploring new places and seeing what the world has to offer.
Background:
Alessia was born to a poor farming family in the small farming town of Aeroff. The kind of town that needed no guards since no trouble ever popped up. However, her birth was strange compared to those of her brothers and sisters in the family. When she was born, she was not born alone. At birth, a nature spirit in the form of a wolf appeared in the birthing chambers. When the child was born, on her stomach was a birthmark bearing the symbol of nature's mark.
From that day forward, Alessia had been marked as an assassin for the Kingdom of Kitsune, Neriak. She was allowed to be raised among her family in the farming village, but only stayed there until she was ten. Being different, the other families in the farming town treated her with fear and suspicion. Once she turned ten her parents decided that although they loved her, it would be better to send her to be raised in the capital with others like her.
From that point forward she was assigned another assassin as her mentor and lived and trained with him until she twenty years old. At that age, she was considered an assassin and she started to do contracts for the kingdom. She spent the next few years honing her trade as an assassin for the kingdom, and slowly rising the ranks to the point where she could take contracts that let her travel to other lands.
Other: Carries a Katana on her hip and as well as her longbow and sheath of arrows on her back. Soyoka, her spirit sibling, is able to fight as well through biting or suffocating its enemies. As a spirit, it's able to have its form in the world switch from a black smoke, to a slightly solid form of tar in the shape of a wolf. It's head and face is able to disappear into its own body and able to emerge from another part of its body. Around Alessia's neck is an amulet with the sigil of her noble house.
~~~~
Here is some basic information on the Kitsune race. I'll be adding onto it and expanding it as I can :P
Kingdom of Neriak:
Spoiler: Bried HistoryThe Kingdom of Neriak was formed together from the different clans of Kitsune back in the ancient ages. Since then they have had many different royal families and have participated in many different major wars. One notable war was that between the humans and the kitsune. The war, which was so major. resulted in humanity having all of their kings temporarily unite under one banner as well as having them call all of their allies in the war against the Kitsune. This was was due to the Kitsune possessing their unique assassins. These assassins were called Nature's Arrows. The assassins, with their partners from the spirit world, were deadly combatants who served as commanders in the Neriak Military.
The war between the two sides though ended in a stalemate as the two forces eventually signed a peace treaty. However, the damage that was caused by the war would never be forgotten as a sense of distrust and suspicious was ingrained into the other races of the Kitsune. Kitsune became known as a race of human-like monsters. A race that made pacts with the spirit world in order to commit dark acts on the other races. This was born due to the races limited understanding of the spirit siblings.
As time would go on, the war would always be told as a story to kids of most of the races. To the races that weren't kitsune, the story would be that of the monsters the Kitsune are. How, if you ever met one, you were not to trust them because they would lead you down a dark path of thievery and murder. That story was born due to the danger that the Nature's Arrows brought. For those of the Kitsune race though, the story is very different. It tells of the heroicness of the Nature's Arrows, and their sacrifice to protect the kingdom.
As more time would go on, the amount of assassins that would be born into the kingdom would lessen as the need for them lessened as well. In the current age, the Kitsune race still holds peace treaties with the other races as well as trade agreements. Diplomatic relations are still unstable, and the others races still view the Kitsune as dangerous creatures, especially those who possess spirit siblings. Most races refuse to serve any Nature's Arrow that may appear at their establishment.
As such, many Kitsune that are seen outside of their own kingdom, are those that have gone rogue and work with some bandit group.
*Religion:
Spoiler: ReligionThe religion of the Kitsune is known as the Three Goddesses. Each goddess posses a different idea. One is the goddess of light, the sun, and life. Another is the goddess of darkness, the moon, and death. Then there is the last goddess, the goddess of balance, shadows, and nature. This third goddess is the primary goddess of the Kitsune. One sister handles giving new life to the race while the other guides the dead to their final resting place. The goddess of balance handles everything else. It was this goddess, called Lel' Ruth, gave the gift of the Nature's Arrows to the Kitsune race. She is the goddess who chooses which child gets marked, as well as giving each marked child their spirit sibling.
There is a prophecy among the religion as well, but the secrets of the prophecy are kept under tight security with the religious texts, guarded by the Nature's Arrows. As such, those who are assassins in the kingdom, are treated as soldiers that carry the words of the goddesses, and the queen who rules the kingdom.
* The religion teaches that those who serve other gods are considered heretics. They admit that the other gods do exist but that despite that they are to worship only their three gods. Those who switch over from heretic gods to the three sisters are welcomed with open arms in Neriak and are simply called no tails, or in their language, Tēru nashi. Due to the fact that they have no tails to represent status they usually work the lower end jobs. However, despite this, they are still given the respect of their age.
*Spirit Siblings:
Spoiler: Spirit SiblingsSpirit Siblings are given to those who are marked to become Nature's Arrows among the Kingdom of Neriak. They are known to stay with their partner until their partner dies and eventually goes to the next life with their partner. Spirit Siblings can be quite different from each other. They can take the form of any animal, and possess the traits of any of the three goddesses. The only trait they share with each other is the bond they have with their partner and the fact that they have two forms. A sort of liquid/solid form, and a form of gas.
* The internal workings of Spirit Siblings is strange to the say the least. The amount of space they take up appears much smaller from an outside view. On the inside, unknown qualities are at work as the spirits are able to hold much more inside of them than the amount of space that is there. It is normal even for spirit siblings to hold the gear and weapons of their partners inside of them. How it all fits inside of them is known only by the gods.
Nature's Arrows:
Spoiler: Nature's ArrowsThose who are born with the mark of the goddess and posses their Spirit Sibling are destined to become assassins for their kingdom and to join the group called Nature's Arrows. They are holy soldiers that answer only to the queen and the high priestess who together, interpret the messages from the goddesses. These assassins are responsible for taking out targets they deem as threats to the kingdom, spying on other kingdoms and organizations, procuring artifacts the kingdom wants, eliminating Kitsune that have gone rogue, and fixing internal threats. Often enough they are trained from a young age to become assassins and spend most of their life working as assassins.
*Culture:
Spoiler: Kitsune Culture
* The culture of the Kitsune is filled with all kinds of different art and style. Their culture is fluid like water and holds beliefs in nature and religion. Their art and music tend to revolve around celebrating nature and everything it gives while the construction part of their aspect seeks to be surrounded by nature.
Likewise, with the Kingdom being that of a monarchy, the status of a kitsune is decided by a multitude of factors. Those with more tails are higher in status than those with lesser amount of tails. Likewise, the length of one's tail and the quality of the fur of the tail also represents different status. Those who have shorter tails and lower quality fur tend to be in the more poor and medium wealth area, while those with the longer tails and higher quality tend to be in the rich wealth area. Then those who are noble are not only represented by the quality of their tails but by an amulet that each have around their neck with the sigil of the noble house they belong to. Each original clan of Kitsune possesses a noble house and as such, fourteen noble houses exist. If the line of royalty is killed off for some reason, then a new line of royalty is picked from one of the fourteen noble houses.
Thirteen of the noble houses represent a clan. The clans are Wind, Earth, Fire, River, Heaven, Thunder, Mountain, Void, Spirit, Time, Forest, Ocean, and Music. Each clan specializes in a different aspect of the kingdom. Those from the wind clan are known for being quick messengers. Those from the Earth Clan are known for being Blacksmiths, From the fire clan are those who specialize in cooking. From the river, clan are those who are masterful swimmers and fishers. From the Heaven, clan comes those who are primarily made of priests. Those from thunder serve in the military as superior ranged combatants. From the mountain, clan are those who are superior in the mining of the earth for materials. Those from the spirit clan represent the medical area of the kingdom. Those in the time clan keep track of the history of the kingdom and the history of the world. Those in the forest clan are known for their ability to hunt and gather in nature, making use of even the simpler of materials to make complex devices. From the ocean clan comes the sailors, and the navy of the kingdom. From the music, clan comes culture, art, and the masters of festivals. The void clan is different than the rest though. They are considered the lowest clan in status but also the largest clan in population and representation. Their clan is made of those who fill the jobs left untouched. They are the clan of primarily middle and low weath kitsune.
The fourteenth noble house is the noble house of the three gods. This house is purely represented by the Nature's Arrows. Only those who belong to the gods belong in this house and out of all the houses, they have the lowest population, but the highest status. Their word is able to turn the tide of opionons in the other houses with ease.
Spoiler: Dhosariva]Name: Dhosarvia; Dho for short (sounds like "doe")
Age: 142 - by D&D standards, this means she has reached emotional maturity, but is still a young adult.
Gender: female
Height: 6'1"
Race: wood elf
Area of expertise: As a former scout and ranger, she can typically detect another presence from afar and if it is determined to be a threat, her archery is proficient enough to pick them off from a hundred yards off. She can also move silently through the forest and leave barely any trace of her passing through.
Appearance:Spoiler: photo for reference
Personality: Integrity and tenacity are the two qualities Dho prides herself in most. Embracing these traits is the only way to live with no regrets or missed chances. With just under a century and a half experience under her belt, she is wise enough to validate the full confidence she has in her abilities. However, she is still young by the standards of most forest elves, so she does not see herself as anything out of the ordinary.
Decades of spending a majority of her time alone or with an assigned team, has made her social skills in informal situations a little rusty, to put it lightly. Dhosarvia has grown accustomed to the solace of her own company, and is not eager to group up with others unless it is the most logical course of action. It isn't that she dislikes others; she just can't quite connect with them the same way anymore.
Background: While patrolling her assigned area of the forest, Dhosarvia came upon a falcon with an arrow through its wing. She brought the injured bird back to the secret village of the forest elves to rehabilitate it and reported her suspicions that a poacher had set up camp. Forest elves rarely hunted, and would never be so careless as to wound a falcon.
The elders were shocked, more so than what seemed appropriate for a simple poacher. Dozens of poachers were chased out of the forest each month, assuming they were allowed to leave with their lives. Dhosarvia asked what their true concern was, and they reluctantly told her that a falcon with an arrow through its wing was an auspicious sign of oncoming hardship. It was no coincidence that this omen came just days before the Shadow of Consumption reached their area of the forest.
The forest elves sent their most skilled warriors to face the oncoming destruction, but to no avail. None returned, and the High Council had no choice but to call for total evacuation. Even the most elderly in the city fled, though not all made it out of the forest in time. After being forced to make contact with other civilizations for the first time in centuries, elves now live as refugees among humans. There is a name for the darkness among humans, too-- Ruin. Dhosarvia is determined to find a way to regain their forest and lead her people home.
Spoiler: MorthosName: Morthos 'The Fatebinder'
Age: 32
Gender: Male
Height: 6' 8"
Race: Human
Area of Expertise: Gravewarden, A Paladin of the Everqueen. Morthos is a trained fighter. His aggressive fighting style and skill with heavy armoured combat makes him a potent and prominent figure on the field of battle. Outside of bloodshed, he is a well traveled man and often offers his words of wisdom about the religions that cover the world.
Deity: The Everqueen, Goddess of Mortality and the Cycle of Life.
Noteworthy Equipment: War-scythe, Platemail Armour , Prayer Book, Brass skull pendant. (His Holy symbol)
Appearance: A Paladin of the Everqueen is often a sight to behold. Coal black armour, stylised in great ridges that form into a grim set of rib cages and bones strike unease into the simple folk. His pauldrons are shaped into a great skull on the left and an open book on his right whilst his helm forms a bone-white, emotionless mask.
His skin is rough and slightly tanned from the exposure to the elements. He stands at an impressive 6'8" and his broad shoulders offer a clear first glance to his militaristic background. His hair is short, unkempt and a dark, almost black, brown. His eyes differ, one a pale green whilst the other a deep, unnatural purple that hints towards a divine connection to his deity.
Spoiler: Rough Idea
Personality: Morthos is reserved, yet fervent. He is cautious, yet reckless. All depends on the task at hand and the will of the Everqueen. His devotion to the Goddess' ways and his undying fealty to her name often see his stance shift from passive to aggressive. Yet he is not one to resort to death as the first port of call.
His loyalty is as strong as his armour and his sense of duty and honour come above all else. Yet should you stray into darkness; it is this call of duty that will pit him against you. None can escape fate. And your fate will be sealed by the Gravewardens.
Flaws: Unyielding faith in the Everqueen is a fickle thing. At times it is a boon yet in others a terrible curse. His oaths demand self sacrifice and his fealty will see it through. Moments of zealotry bring fearlessness at the cost of reason.
Background: A recent arrival to these lands, Morthos has taken his time over the last two years attempting to reconnect with his brother. They have always been close, despite both devoting themselves to separate gods. Yet only a handful of years ago, the paladin's usual weekly letter never arrived. Not a single word has been sent since. His search has lead him far away from his home and further away from the people he sought to aid in their goals. In time, Morthos began to find less leads and fewer clues to the whereabouts of his brother's fate. That was until he saw the frantic request for help against Ruin itself. The Cycle of Life has been threatened. Duty, dedication and fury will answer.
He now travels onward with the belief and hope that his sibling continues to fight in the name of the gods.
Other:
Spoiler: The Cylirrion EmpireFar to the west in a land of sand and mountains as red as blood sits the Cylirrion Empire
Spoiler: The GravewardensFounded centuries ago, the Gravewardens have long been protectors of mortality and the sanctity of death and rebirth. Their zealotry towards The Everqueen often holds no bounds and devotion builds them to become strong bastions of faith amidst the Cylirrion Empire. Many pledge their lives to the temples, yet only a few will be chosen to become one of the three hundred and sixty five Gravewardens of The Everqueen.
To many outside of the Empire, their appearance is that of nightmares. The imagery of death flows through every armour piece, every weapon and every icon and temple. It is seen as bad luck to have a paladin walk into your home or business, as they herald the end of you or a loved one. Yet the truth is far from it. Each Gravewarden has taken oaths to protect those who's time is threatened to be cut short. The cycle of life and death is a precious thing that is sacred to them. Only the wicked will find their end at the hands of one of these holy warriors.
Yet even they can be mislead. A mere decade ago, before the limit was cast upon the number of Gravewardens to be trained, one such paladin was lead astray. The man now known as the "Carrion Lord", began to believe that human lifespans were more sacred than any. His radical behaviour saw many of the Wardens flock to his side until his madness over spilled into action. What followed horrified the Empire and the lands beyond. Races of extended lifespans, elves, dwarves and many other, were butchered by the hundreds. A mass genocide that would shock the world for years to come.
This era of darkness was finally ended when the Carrion Lord was confronted by his fellow Wardens. Although the battle was ferocious, he was finally cast down. Since then, there has only ever been one Warden for each day of the year.
Spoiler: Ruarc Thunderhoof
Name: Ruarc Thunderhoof
Age: 26
Gender: Male
Height: 22 and ¼ hands
Race: Maendarb Centaur
Area of expertise: Skirmish and Shock Warfare
Spoiler: AppearanceRuarc cuts a large and imposing figure even among the Maendarb, mightily shouldered and deep of chest, with a massively chorded neck and heavily muscled limbs throughout his frame. His sullen brow is low and broad with deeply ridged horns sweeping and curling with the slope of his head, while volcanic blue eyes smolder with an inner fire often unseen in tamed lands. The great black mane of his hair his cropped close to his bronzen skin at the back and sides, but the thick braided tail hangs down to his lower human back. Ruarc’s dark, scerred, almost sinister face is accentuated by a broad nose and stony features, the squareness of his jaw roughly bearded. Hailed from the brooding grey hills of his people, Ruarc displays a hirsuteness expected of the hinterland climes, his skin long since browned by years under the sun.
Complimenting Ruarc’s charcoal-black hair, his equine half is of a deep bay color with a black, braided tail and feathering about his sledge-like hooves. Scars are a common sight upon the rolling swells of Ruarc’s physique, as frequently caused by blade of bow as by beast, by the look of things.
Among the Centaur herds, clothing was always a sparse matter, often discarded entirely in the warmer months but for the vestments of station or office. Ruarc himself donds the earthen red plaid of a warrior, swathing his middle and crossing over his left shoulder in a sash, cinched by a broad and armored girdle. Brass arm-rings are bound high up on his biceps, a torc of similar make hanging heavily about his bullish neck. Given his densely muscled and durable frame, Ruarc – like others of his kind – can carry a wide array of provisions and supplies in specially made “saddlebags”, though never let a Centaur hear you refer to them as such.
In times of war, Ruarc will don a coat of plates and matching barding armor for his equine half, with bracers of hardened leather and steel on his trunk-like forearms. A broad baldric crosses his torso with a quiver of javelins strapped to his back, another like it hanging from his barding straps to his right. At his left flank, a great sword with a wide tulip guard and curved blade rests with a hilt of hantler. Ever in hand as his primary battlefield companion is a vicious ash-hafted poleaxe, made by centaurs, for centaurs.
Spoiler: PersonalityHailing from a proud and stubborn people, Ruarc reflects much of these aspects in his day to day life, though he is invariably set apart from the orthodox of his kin. Coming from a lifestyle and culture where one either runs from their problems or crushes them under-hoof, Ruarc often lives in the moment, enjoying the pleasures of each day as best one can. Ever the barbarian, the outsider, Ruarc knows that his herd will never take him back, even should he succeed, and there is far too much history between the two-legs to join their societies. Such heavy clouds of thought are enough to make any man descend into bouts of melancholic brooding, but Ruarc’s furies are wild and great and the winds. He is a survivor, ever a wanderer now that his gambit with the humans is revealed.
Though seen as little more than an uncouth savage by many, Ruarc can be quite eloquent when he speaks, and his rough voice has the allure of a warrior-poet.
Spoiler: BackgroundRuarc’s upbringing among his herd was nothing particularly special. Theirs is a life in which one fights daily for survival. It requires men and women to be strong-bodied, firm-minded, and stout of heart. Like all the other fowls, Ruarc would rise with the sun and go about his chores, rushing through tedium so that he way play at war with his friends and learn the finer crafts of the hunt from the Wisdom.
His life reached a tipping point during the herd’s winter migration, when they were beset by raiders along the northern road. The herd was slowed with all the newborn during the spring and summer seasons, making the trains of wagons and carts vulnerable for pillage. Over-eager and desperate, the eight-year-old Ruarc joined in fighting back against the raiders. His first scars were earned at the edge of steel in that desperate melee, but while unrefined in practice, Ruarc dashed a raider’s brain with a smith’s mallet. Though young for the Blood Hunt, the chief bid Ruarc make his first spear.
By the time he was fifteen, Ruarc was already an accomplished warrior. He was honored and beloved by his people, and ever made matches by the Wisdom of the herd. During the summer of that year, a drought struck their region. Food and water became scarce, and if something was not done, famine would set in. Ruarc was sent with a party of other warriors to raid nearby human villages for their food stores. It was bloody and unsporting work, but it was something they simply had to do. Half a fortnight had spoiled young Ruarc’s taste for adventure, but in that time the local garrisons had begun deployment.
The next village had a compliment of hardened soldiers defending it, armed with spears and bows. Their warband was shattered by the human defenders, and Ruarc was pierced and bloodied more than he would dare recount. The centaurs broke, and they ran in every direction – any direction to escape. Ruarc galloped hard despite his wounds, running until his lungs burned and his hide frothed with sweat. Vision blurry and legs fumbling, he finally succumbed to his wounds and collapsed.
Untold days later, Ruarc awoke in a bed of straw, his wounds tended. Some humans along the road saw him, and as if in defiance of what Ruarc had been raised to believe, they took equal measure of mercy and pity upon him. They were a couple in the end of their middle years, kept company by children, grandchildren, and family by law. They treated Ruarc’s infections and stitched his wounds nicely, giving the centaur a look at the other side of the two-legs he had never considered. Once he was well enough to travel again, Ruarc departed for the herd again. He was greeted as a surviving hero, hailed with wildflowers and boons, and his pride swore him to silence. Should any in the herd learn that elderly two-legs saved his life, Ruarc would lose his horns. Years would pass without incident, but whenever the herd would make their summer migration, Ruarc would scout wide and stop by the farm of his saviors, offering a strong arm and able body to ease their hardships, to pay his way towards settling his life-debt.
Snows came and went, and each year Ruarc would pay his visit and his respects. Each year, the winters got colder, the ices came sooner. In the latest annual cycle, Ruarc came to pay his respects to those he now considered a second family, finding a burnt-out ruin, their bodies stripped bare, drawn and quartered. Surveying the wreckage of the farm, Ruarc found no tracks left by other two-legs. Only the un-shoed and over-sized hooves of his own kind. Crushed by grief and consumed by rage, Ruarc rode to confront his warchief and the Wisdoms. All was laid bare before them, and it was made evident that against their isolationist ways, Ruarc sought peace with the two-legs. Gallivanting with outsiders was forbidden, lending to them the sweat of his brow rather than do the same for his own kind. Branded a race-traitor and exiled from the herd, Ruarc was cast adrift.
Out of desperation for himself, his people, and in service to the life-debt he will never be able to repay, Ruarc sought audience with those who could enact true change. The world was becoming a vile and dangerous place, and something needed to be done.
Spoiler: Fenris TorlanName: Fenris Torlan
Age: 34
Gender: Male
Height: 8 ft. 5 in.
Race: Firbolg
Area of Expertise: Animal Handling. Having lived in a forest for much of his life, Fenris has experience in taming some of the local fauna, ranging from wolves to birds.
Appearance: While fairly short for a Firbolg, Fenris has a bit of a larger build, due to having broad shoulders and a larger stomach. Fenris’ skin has a bit of a grey complexion to it, surprising many. Fenris’ facial features are fairly smooth, which is surprising due to his upbringing in the woods and has brown eyes and ginger hair. Fenris also sports a ginger beard, which is unkempt, despite his many attempts to fix it. Fenris’ right arm is covered in mostly scar tissue. For clothing, Fenris mainly wears simple garbs, comprising of a brown tunic, leather boots and brown hosen.
Personality: Due to his childhood being spent isolated to his village in the forest, Fenris is fairly shy, usually keeping quiet. Of course, he is more than happy to talk if you invite him to. However, if he either becomes passionate about something or realizes the evilness of a situation, Fenris will speak up. Having roamed around after the destruction of his village, Fenris sees all living things as equal, unless they prove otherwise through their actions. Fenris puts a lot of value in close friendship and those who he befriends have his undying loyalty (to a point, at least). For recreation, Fenris enjoys hiking and observing the many beauties of nature.
Background: Born into a Firbolg village in the Plalst Woods, Fenris spent much of his childhood learning all about the many creatures of the forest, as well as the many plants and the majesty of nature. At the age of 26, a group of cultists discovered his village and burned it to the ground, slaughtering all the villagers they could in the process. In his ensuing escape, Fenris had his arm trapped under a burning log, causing intense scarring in the later years. The village elder came to his rescue, sacrificing herself to allow him to escape. For the next 8 years, Fenris has wandered all around, helping those who need it so that they won’t feel the same feelings of loss and despair that Fenris felt all those years ago. Now, hearing of the great evil that is beginning to stir, Fenris wants to contribute to the cause and stop this evil from causing mass chaos and death.
Other: Fenris always carries a long, wooden staff, which he uses in both combat and for walking. He also carries some herbs that he learned can be used for medicine, but usually needs others to fix them for him, as he never learned. Fenris travels with a crow that he affectionately calls Balhorn, after having saved the crow in his wandering. Fenris dreams of both learning about and taming many of the beasts that inhabit the world, as well as helping those who are in need.
Spoiler: Rikki and Dekkar
Name: Rikki
Age: 28
Gender: Male
Height: 3'2
Race: Redkin
Area of expertise
Sapper: A skill often overlooked, but with a history of turning the tides of battle. It is a skill the Redkin specialize in, gifted with a naturally clever and curious nature these furry little geniuses are skilled in using multiple weapons, crafting and creating complex traps and fortifications in record time.
Appearance:Spoiler: Rikki
Rikki is a sturdy member of his usually stout race weighing a solid 30lbs with nearly all of it being tight springy muscle. His fur is well kept and is often a point of ridicule because he spends so much time keeping it clean. His eyes are a steady blue and he is usually dressed as above even when not in combat.
Personality: Rikki is a no nonsense, snout to the ground, eccentric. He rarely wastes time and is often at odds with others when there is work to be done. To him the world is always one inch from Armageddon and now that it really is he's not gonna sit around on his tail and lose ground to despair. He's obsessive-compulsive, but endearing about it and unflinching in his can-do attitude.
Background: The Redkin are a people of spirit and resolve not of nation. Nomadic, and often found in camps outside of major cities offering their skills and traps to would be adventurers and hunter. The devices are well made and can set up the extra clever little beastfolk for a long time of complacency. But while such Redkin to exist the bulk of the race cannot sit still for long. Rikki and his Bustle(as families of Redkin are called) were one of these antsy majority.
By Redkin standards his Bustle was small consisting only of three generations, but each relative worked like three members of the other Bustles. Rikki is the middle child of four and early on showed a propensity for Combat Engineering. He would build traps for his younger siblings and tease them when he caught them. They rarely saw him coming, but he was also one to think himself better than your average Redkin. And for someone only two feet tall an arrogant personality was especially insufferable. But Redkin are very family oriented and the thought of sending a cub away was quite taboo. So they endured his jeers and laughs until he was twelve years old that is the day when a young Redkin must be tested by the Elders and placed within the Trades.
While many knew it was a forgone conclusion Rikki would be a Sapper he still tested high in Smithing and Fletching. His parents were proud of him, and after some wheeling and dealing it was decided Rikki would go into Sapper school, but learn the other two trades. A Redkin with more than one Trade wasn't uncommon, but one who only learned about battle was. This worried his parents because the young Kin was already dangerous on his own. Still they sent him off expecting a true monster to emerge.
As fate would have it though learning these three Trades gave Rikki the much needed discipline and focus he needed. His body was broken and reforged and his sarcastic critical mind turned towards professionalism and wit. He was apprenticed for ten years under three separate masters simultaneously. It was exhausting, but it made him the Tradesmen he is today, sadly his skills were put to the most dangerous of test when the Ruin appeared. Nothing could stop it, no number of traps nor potency of poisons, nor tremendous of fire slowed the force down. And it resulted in the normally fearless Redkin to flee before it. They are among the smallest of Races and often overlooked when the panicking masses flood through the land. More Redkin were crushed in exoduses fleeing the afflicted areas than in the fight against the Ruin. This has resulted in the agile little Beastfolk to begin keeping their own company and refusing to sell their wares to warriors who wish to fight.
Rikki and a few other youths want to bring the cooperation back and fully recognize that this Ruin can only be defeated by the coming together of all nations and he'll die to make it happen.
Other: Since he has mostly been working on his own since he graduated Rikki often carries a small backpack filled with trap making parts, blueprints, and Redkin sized smithing tools. But for his own use he carries a compact bow with some of his best made arrows and a human sized dirk repurposed into a Redkin utility blade. Though he is a jack-of-all-trades when it comes to his weapon ability. And for ease of travel Rikki has tamed a Coyote named Decker to act as his mount.
Spoiler: Samarei TargutkuName: Samarei Targutku
Age: 30
Gender: Female
Height: 5 foot 9 inches
Race: Mixed (Fae/Human)
Area of expertise: Lore & Languages, Unarmed Combat. The mind is greater than any weapon. She has study in the Monastery since she was old enough to talk. Training was not that far behind either.
Appearance:Slender build with long legs and nimble fingers. She is conditioned to walk many days with little rest. A high endurance and flexibility for acrobatics that has come in handy. Fair colored skin that doesn't tan or burn. Soft pink lips and enchanting chocolate hued eyes are complimented with high cheekbones. Her voice holds the wisdom of experience with a smooth tone like honey or the finest silk.
Spoiler: Samarei[url]
Personality: Dedication and truth are high values for her. Anything she does is met with an open mind and appreciation for it's components or what makes it live. She has little patience for bickering and insults. Making it a habit to not talk ill of anyone unless they truly deserve it. Life is precious and should not end if there are other ways.
Background: The fae have great pride in their pure, untainted, blood that has never been muddled with others. However there are cases where two beings meet and life is created out of love or other means. Samarei's father was simply entranced with her mother who is one of those fae so whimsical and light that each step almost sings from her grace. They met in secret one night and conceived a child even though they knew her people highly disapproved of them even seeing each other. When she could no longer hide her swollen belly the Elders demanded that the father pays for his crime. He was hunted, captured and beheaded right in front of her mother and everyone else to be made a lesson. When Samarei was born, there were only five minutes spent with her mother to be kissed and given a name before she had been taken away to a Monastery where they could surely do something with this "tainted spawn." As for her mother, she was immediately wedded to one of her kind so that she could make right with what she did earlier, something that to this day is never spoken of.
There is was raised with the wisdom of many and hearts that were like none other. Playing with other kids that have either lost their parents or were left there as infants like her. She grew up to have a true love for life and respect that made her very unique. When she was old enough to understand. One of the older Monks told of her birth and how she came to live with them. Not to shame Samarei, but to ensure that she grows with a heart that is not darkened by her past.
Committed to teachings and training that were offered to her, she grew up into a fine woman humble and kind. Sent to help others nearby with her fellow Monks, it was a meeting of the Council that set her fate to help the scholar that has been reaching out with the plea for aid. Trusting that she will be able to help tip the balance in the favor of life and defy the ones this "Ruin" that stands for everything they do not believe.
Other: She has only two Oaths that the Monks live by: Never to drink anything alcoholic and always speak the truth. (Unless it will cost an innocent's life or well being.)
She carries a sword made from within the Monastery itself and throwing stars. Simple pack of traveling equiptment and a horse.
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