Divinyll
Recovering Muffin Addict
Current Players:
(When describing any arcane elements, you must include it's language, activator, and effects. Tattoos should be annotated in Appearance and tools and weapons under Equipment. In your Background, you must also explain how you got your magic items)
Name: (First and Last)
Gender: (Male and Female)
Age: (18-55)
National Origin:
Guild/Freelancer: (If you are in a guild, tell us about it in Miscellaneous. If you want to be in another player's guild, have that player PM me)
Adventurer Level:
Appearance: (Picture and or description)
Clothing: (Same as Appearance)
Personality: (Just enough so I don't break your character if I have to control it)
Skills:
Strengths:
Weaknesses:
Equipment:
Background:
Miscellaneous:
Name: Reilara Parosa
Gender: Female
Age: 22
National Origin: Cirikia
Guild/Freelancer: Freelancer
Adventurer Level: D
Appearance:
Artwork by: Dao Le Trong (Dao Le Trong)
Clothing: See picture ↑
Personality: Reilara is eccentric and eager to test her knowledge. She is always trying to be the best in her field, though her morals keep her from taking shortcuts or cheating. She dislikes the misuse of magic, but may abuse animals or other people when she starts going crazy with alchemic experimentation. Without someone stopping her, her curiosity may turn her into the very thing she despises.
While she sees adventuring as more of a hobby, she likes to help out when she can. She feels like she is obligated to make it up to the world for her parents actions. Her biggest fear is becoming just like them. She thinks that helping people is the best way of preventing just that.
Skills: Reilara is an excellent herbalist and potion maker. She even practices alchemy in her spare time. She is also a good vocalist, though only sings when performing alchemy.
Strengths: Reilara is best suited to midrange combat, as she needs to be out of splash range from her potions, but close enough to throw them. To make up for her lack of strength, Reilara is endurant and can run for miles. She is a hard thinker, and can solve problems quickly. She has a powerful will and determination to do the right thing.
Weaknesses: Reilara isn't very capable in close or long range combat. Nor is she strong physically. When encountering a problem the she knows she can solve but just hasn't, she becomes restless and struggles to sleep at night. Discouraged easily when beaten, often feeling as if she will never be capable of overcoming what has beaten her.
Equipment:
Reilara is the owner of the Pouch of Unburdening, an ancient magic item. It is a small brown bag, but it has infinite depth. To activate it, Reilara must simply say it’s name. The bag can speak to the user, but only the user can hear the bag. The bag can store anything non-magical or still living. Anything not solid must be in a container. It also must fit through the opening(about 20cm diameter stretch). The storage temperature is the same as where it is located.
Inside her bag is everything she needs to live on the road. From potion supplies to magic components. She also carries severals second normal pouches containing charged arcana and other alchemic materials that the bag wouldn't accept.
Lastly, she carries a small dagger
Background:
Reilara is the oldest child, of three, of Kera and Verras Parosa. Both of her parents were alchemists devoted to revolutionizing the science. They wanted to show the world just what alchemy could do, but their desire to show the world turned them blind to morality. They went through animal experiments, trying to find out if they could give if animals sentience. By nature, they were good parents. They hid their horrific experiments from their children.
It wasn't until Reilara was about seven did they start teaching her alchemy. They started with potion making and herblore so she'd have a “safe place” to start. They tried their best to keep her away from exploring the darker areas of alchemy like they had. They wanted their children to be better people than them.
Reilara starting practicing alchemy more and more, sometimes sneaking into her parents study in order to learn more advanced stuff. She discovered all kinds of things. The house they had was massive because, as she discovered, her parents leveled and entire forest and built it with alchemy. That inspired her to study faster and harder than ever before.
By the time she was sixteen, Reilara was running their local business. They had been running an herb stand at the local market. Her parents as become far too obsessed with their research that money stopped flowing in from their negligence. She became more friendly and open to other people because she had to. Her two younger brothers weren't old enough to run the stall with her.
One day when she was seventeen, she came home from the market to discover no one was home. After searching through the house, she heard her mother scream from the backyard. She ran as fast as she could, scared for her mother’s safety. From inside the storage house, she determined was the source of the scream.
From outside she could hear her mother crying and her father say,”What have we done?” Reilara threw open the door and was absolutely horrified at what she saw. Seeing her daughter, Kera’s crying intensified. Her father took a couple steps toward her. Reilara stared at him and almost jumped backward. This prompted Verras to breakdown as well.
“R- R- Reilara,” he stammered,”I- I…”
Reilara started shaking her head, faster with every shake until she finally called out , “NO!” She took of and ran. She ran and ran. She ran until she had been further away from home than ever. Then she kept running. Eventually she found herself at Cirikia’s Adventurer's Guildhall, in Cirikia City. That was when she made the call to become an adventurer.
Over the next few years, she travelled the world. While she completed several community support quests, she focussed on finding new and special ingredients for potions and alchemy. Upon completing a simple water collect quest for a small community in the Numarian Deserts, she was given a little bag of coins. The instant she touched the bag, it spoke to her. The locals looked worried.
She realized she had passed out. For a split second because she was sitting on the ground instead of standing. It wasn't until after she left did the bag speak again.
Let's try this again, shall we? The bag spoke.
Without fainting this time, Reilara began looking around panicked. “Who’s there?!” She called out.
No one really. But your little bag of coins. You can call me Kiev.
“Huh?” Reilara said grabbing the bag again lifting it to her eyes.
I like you. You aren't like the old woman or anyone else I've encountered in what? Maybe like a thousand years or something.
“Okay? Little bag...Kiev? What exactly are you?” She asked
Well, I'm a bag. A special bag. You can put anything in me, doesn't matter how much either. I can carry just about, the little bag paused for a moment, oh yeah, everything.
“When you say everything…”
Yeah not everything. I don't like magical items inside me. It makes me sick. Also anything living. That's just awkward. And if you wanna put something in me like water, put it in something. If you don't it'll get everywhere.
“Soooo…”
All you gots ta do is say my name and I'll open up for you!
“Are you open now since I just said your name?” Reilara asked, dropping her pack in the sand.
Yeah...just makes it fits through the opening. Anything too big kinda hurts going down.the bag said as Reilara start testing to she if she had gone crazy or not. She started shoving everything she had into the bag and it never got bigger. Whether she was crazy or not she couldn't tell, but she was convinced. Now much lighter than before, the desert heat didn't seem so bad.
Miscellaneous:
Gender: Female
Age: 22
National Origin: Cirikia
Guild/Freelancer: Freelancer
Adventurer Level: D
Appearance:
Artwork by: Dao Le Trong (Dao Le Trong)
Clothing: See picture ↑
Personality: Reilara is eccentric and eager to test her knowledge. She is always trying to be the best in her field, though her morals keep her from taking shortcuts or cheating. She dislikes the misuse of magic, but may abuse animals or other people when she starts going crazy with alchemic experimentation. Without someone stopping her, her curiosity may turn her into the very thing she despises.
While she sees adventuring as more of a hobby, she likes to help out when she can. She feels like she is obligated to make it up to the world for her parents actions. Her biggest fear is becoming just like them. She thinks that helping people is the best way of preventing just that.
Skills: Reilara is an excellent herbalist and potion maker. She even practices alchemy in her spare time. She is also a good vocalist, though only sings when performing alchemy.
Strengths: Reilara is best suited to midrange combat, as she needs to be out of splash range from her potions, but close enough to throw them. To make up for her lack of strength, Reilara is endurant and can run for miles. She is a hard thinker, and can solve problems quickly. She has a powerful will and determination to do the right thing.
Weaknesses: Reilara isn't very capable in close or long range combat. Nor is she strong physically. When encountering a problem the she knows she can solve but just hasn't, she becomes restless and struggles to sleep at night. Discouraged easily when beaten, often feeling as if she will never be capable of overcoming what has beaten her.
Equipment:
Reilara is the owner of the Pouch of Unburdening, an ancient magic item. It is a small brown bag, but it has infinite depth. To activate it, Reilara must simply say it’s name. The bag can speak to the user, but only the user can hear the bag. The bag can store anything non-magical or still living. Anything not solid must be in a container. It also must fit through the opening(about 20cm diameter stretch). The storage temperature is the same as where it is located.
Inside her bag is everything she needs to live on the road. From potion supplies to magic components. She also carries severals second normal pouches containing charged arcana and other alchemic materials that the bag wouldn't accept.
Lastly, she carries a small dagger
Background:
Reilara is the oldest child, of three, of Kera and Verras Parosa. Both of her parents were alchemists devoted to revolutionizing the science. They wanted to show the world just what alchemy could do, but their desire to show the world turned them blind to morality. They went through animal experiments, trying to find out if they could give if animals sentience. By nature, they were good parents. They hid their horrific experiments from their children.
It wasn't until Reilara was about seven did they start teaching her alchemy. They started with potion making and herblore so she'd have a “safe place” to start. They tried their best to keep her away from exploring the darker areas of alchemy like they had. They wanted their children to be better people than them.
Reilara starting practicing alchemy more and more, sometimes sneaking into her parents study in order to learn more advanced stuff. She discovered all kinds of things. The house they had was massive because, as she discovered, her parents leveled and entire forest and built it with alchemy. That inspired her to study faster and harder than ever before.
By the time she was sixteen, Reilara was running their local business. They had been running an herb stand at the local market. Her parents as become far too obsessed with their research that money stopped flowing in from their negligence. She became more friendly and open to other people because she had to. Her two younger brothers weren't old enough to run the stall with her.
One day when she was seventeen, she came home from the market to discover no one was home. After searching through the house, she heard her mother scream from the backyard. She ran as fast as she could, scared for her mother’s safety. From inside the storage house, she determined was the source of the scream.
From outside she could hear her mother crying and her father say,”What have we done?” Reilara threw open the door and was absolutely horrified at what she saw. Seeing her daughter, Kera’s crying intensified. Her father took a couple steps toward her. Reilara stared at him and almost jumped backward. This prompted Verras to breakdown as well.
“R- R- Reilara,” he stammered,”I- I…”
Reilara started shaking her head, faster with every shake until she finally called out , “NO!” She took of and ran. She ran and ran. She ran until she had been further away from home than ever. Then she kept running. Eventually she found herself at Cirikia’s Adventurer's Guildhall, in Cirikia City. That was when she made the call to become an adventurer.
Over the next few years, she travelled the world. While she completed several community support quests, she focussed on finding new and special ingredients for potions and alchemy. Upon completing a simple water collect quest for a small community in the Numarian Deserts, she was given a little bag of coins. The instant she touched the bag, it spoke to her. The locals looked worried.
She realized she had passed out. For a split second because she was sitting on the ground instead of standing. It wasn't until after she left did the bag speak again.
Let's try this again, shall we? The bag spoke.
Without fainting this time, Reilara began looking around panicked. “Who’s there?!” She called out.
No one really. But your little bag of coins. You can call me Kiev.
“Huh?” Reilara said grabbing the bag again lifting it to her eyes.
I like you. You aren't like the old woman or anyone else I've encountered in what? Maybe like a thousand years or something.
“Okay? Little bag...Kiev? What exactly are you?” She asked
Well, I'm a bag. A special bag. You can put anything in me, doesn't matter how much either. I can carry just about, the little bag paused for a moment, oh yeah, everything.
“When you say everything…”
Yeah not everything. I don't like magical items inside me. It makes me sick. Also anything living. That's just awkward. And if you wanna put something in me like water, put it in something. If you don't it'll get everywhere.
“Soooo…”
All you gots ta do is say my name and I'll open up for you!
“Are you open now since I just said your name?” Reilara asked, dropping her pack in the sand.
Yeah...just makes it fits through the opening. Anything too big kinda hurts going down.the bag said as Reilara start testing to she if she had gone crazy or not. She started shoving everything she had into the bag and it never got bigger. Whether she was crazy or not she couldn't tell, but she was convinced. Now much lighter than before, the desert heat didn't seem so bad.
Miscellaneous:
Name: Cazimar Lancaster
Gender: Male
Age: 28
National Origin: Dalenland
Guild/Freelancer: Black Guard
Adventurer Level: A Rank
Appearance:
His body is covered in magical inscriptions to heal himself whem bleeding there. He also has many acrana stones embedded in his skin with. Only the left half of his head is tattooed to give his magic eye it's magic.
Clothing:
He wears tight fitted black clothes under his armor. That's it. Straight forward and simple.
Personality:
Caz loves to fight, drink, and eat. Despite is hard exterior, he is actually quite friendly and understanding. He may be a tad rude and belligerent, but the man harbors little hatred towards anything. He always says,”To hate means to let evil win, and I'll be damned if I'll let that happen”
As a result of his nature, he allows his adversaries a chance to make peace and lay down their arms, even animals. He never makes the first attack, and does not use stealth to eliminate enemies. He is honorable and fearless. Often makes jokes out of bleak situations and stays optimistic. His personality is the reason Lord Setarn chose him as his subordinate. With his constant ray of light, the nobleman would have likely given into the madness like his uncle.
Skills:
He is decent at using greatswords, as Lord Setarn has been teaching him, but is far superior with a greataxe. He also knows a small amount of alchemy and magic language, though he only knows ancient common. He is very quick on his feet and world champion in non lethal unarmed combat.
Strengths:
He is a quick fighter, making up for much of his masters weaknesses. He can traverse difficult terrain quickly, known for jumping from branch to branch in the massive overgrown forests of the Speltaint.
Weaknesses:
He is honorbound and will not finish a surrendering enemy. He takes everything at face value, and is often blindsided. He is also no a good shot with a bow, not since losing his eye.
Equipment:
While he may use his master’s greatsword and bow, he sticks to his great axe most of the time. His axe only one magical inscription it, and that it to transfer the magic energy stored with it to his body. the axe stores a massive amount, due to the entire blade a super hardened Arcana stone. It makes the blade self repairing and sharpening. His armor is standard, but loaded with acrana crystals. It has spikes to prevent monsters from grappling. He also has a small silver dagger
The Edge of Night, a massive black longbow that fires arrows of shadows. It can only be used in darkness, sometimes in fog depending on the density. It works in the Speltaint, as it is always night there.
Finally, he has a spellbook encased in sound suppressing dragon hide. He creates his own spells and writes them in his book. He has access to over two hundred spells of all type, but exclusively in ancient common.
Background:
Cazimar was a rowdy child. He loved to foght and wrestle. He had always dreamed of becoming an adventurer, so that's exaclty what he strove to do. His tribe had been nomadic, but settled permanently in the mountains in order to start modernizing Dalenwood.
He trained and studied magic as a kid, doing everything he could to be a good adventurer. The he left up at 14 to join the Adventurer's Guild. He went to the capital of Dalenland with his uncle's tribe during the annual elections and signed up to be an adventurer then.
He started doing C rank quests immediately. Once he was promoted he went on to B ranks and kept up his C ranks. By the time he was twenty two, he was pushing A rank quests of as if they were C ranks
Then he caught Lord Setarn’s eyes and they've been together since. Together they did A rank quests quicker. Setarn found Caz impossible train the same way as he had been, due to Caz’s own skills being the counter. Caz was too good to be abused into mastering techniques.
He tore his own left eye out as a dare. Drunk Caz is a crazy stupid Caz.
Miscellaneous:
Caz’s magic eye can see raw magic energy and has night vision. He can use a bow effectively only at night making the Edge of Night a perfect weapon for him. It is programmed to his voice only amd has an on and of command. “Anvasi Sho” for on “Anvasi Sto” for off.
Other than that, he has two inscriptions tattooed. A self healing auto triggering spell(his own blood as a component) and a denotation death spell. It is customized to his voice, and requires him to stab his own heart with his silver dagger. It a suicide spell.
The Black Guard dates before the Adventurer's Guild, but was a specialized military unit. They're primary goal to to prevent the creatures of the Speltaint from spreading. They only ever have 21 members, 7 squads of three. A captain(s rank), and a marksman(s to a rank), and a messenger(a or below). Each captain passes along an ancient artifact sword when they died or retire.
Gender: Male
Age: 28
National Origin: Dalenland
Guild/Freelancer: Black Guard
Adventurer Level: A Rank
Appearance:
His body is covered in magical inscriptions to heal himself whem bleeding there. He also has many acrana stones embedded in his skin with. Only the left half of his head is tattooed to give his magic eye it's magic.
Clothing:
He wears tight fitted black clothes under his armor. That's it. Straight forward and simple.
Personality:
Caz loves to fight, drink, and eat. Despite is hard exterior, he is actually quite friendly and understanding. He may be a tad rude and belligerent, but the man harbors little hatred towards anything. He always says,”To hate means to let evil win, and I'll be damned if I'll let that happen”
As a result of his nature, he allows his adversaries a chance to make peace and lay down their arms, even animals. He never makes the first attack, and does not use stealth to eliminate enemies. He is honorable and fearless. Often makes jokes out of bleak situations and stays optimistic. His personality is the reason Lord Setarn chose him as his subordinate. With his constant ray of light, the nobleman would have likely given into the madness like his uncle.
Skills:
He is decent at using greatswords, as Lord Setarn has been teaching him, but is far superior with a greataxe. He also knows a small amount of alchemy and magic language, though he only knows ancient common. He is very quick on his feet and world champion in non lethal unarmed combat.
Strengths:
He is a quick fighter, making up for much of his masters weaknesses. He can traverse difficult terrain quickly, known for jumping from branch to branch in the massive overgrown forests of the Speltaint.
Weaknesses:
He is honorbound and will not finish a surrendering enemy. He takes everything at face value, and is often blindsided. He is also no a good shot with a bow, not since losing his eye.
Equipment:
While he may use his master’s greatsword and bow, he sticks to his great axe most of the time. His axe only one magical inscription it, and that it to transfer the magic energy stored with it to his body. the axe stores a massive amount, due to the entire blade a super hardened Arcana stone. It makes the blade self repairing and sharpening. His armor is standard, but loaded with acrana crystals. It has spikes to prevent monsters from grappling. He also has a small silver dagger
The Edge of Night, a massive black longbow that fires arrows of shadows. It can only be used in darkness, sometimes in fog depending on the density. It works in the Speltaint, as it is always night there.
Finally, he has a spellbook encased in sound suppressing dragon hide. He creates his own spells and writes them in his book. He has access to over two hundred spells of all type, but exclusively in ancient common.
Background:
Cazimar was a rowdy child. He loved to foght and wrestle. He had always dreamed of becoming an adventurer, so that's exaclty what he strove to do. His tribe had been nomadic, but settled permanently in the mountains in order to start modernizing Dalenwood.
He trained and studied magic as a kid, doing everything he could to be a good adventurer. The he left up at 14 to join the Adventurer's Guild. He went to the capital of Dalenland with his uncle's tribe during the annual elections and signed up to be an adventurer then.
He started doing C rank quests immediately. Once he was promoted he went on to B ranks and kept up his C ranks. By the time he was twenty two, he was pushing A rank quests of as if they were C ranks
Then he caught Lord Setarn’s eyes and they've been together since. Together they did A rank quests quicker. Setarn found Caz impossible train the same way as he had been, due to Caz’s own skills being the counter. Caz was too good to be abused into mastering techniques.
He tore his own left eye out as a dare. Drunk Caz is a crazy stupid Caz.
Miscellaneous:
Caz’s magic eye can see raw magic energy and has night vision. He can use a bow effectively only at night making the Edge of Night a perfect weapon for him. It is programmed to his voice only amd has an on and of command. “Anvasi Sho” for on “Anvasi Sto” for off.
Other than that, he has two inscriptions tattooed. A self healing auto triggering spell(his own blood as a component) and a denotation death spell. It is customized to his voice, and requires him to stab his own heart with his silver dagger. It a suicide spell.
The Black Guard dates before the Adventurer's Guild, but was a specialized military unit. They're primary goal to to prevent the creatures of the Speltaint from spreading. They only ever have 21 members, 7 squads of three. A captain(s rank), and a marksman(s to a rank), and a messenger(a or below). Each captain passes along an ancient artifact sword when they died or retire.
Name: Nirva Buldeer
Gender: Female
Age: 26
National Origin: Dalenland
Guild/Freelancer: Freelancer
Adventurer Level: C
Appearance:
Artwork by: Leroy van Vliet (Leroy van Vliet)
Despite standing at 4'9", this little lady's body is well toned and muscled from the labour she'd endured from hiking up and down the mountains of her home origin. Her skin remains a sunny pale colour even after suffering through sunburn; thin tracings of scars riddle the tips of her fingers but the deeper ones are visible on her right cheek and across her chin. Apart from her recognisable short stature, she also has large protruding ears.
Nirva has platinum blonde locks that fall to her shoulders -- often there's a few twigs and many specks of soil littered in her hair. In the shade, her eyes are an earthly pair of brown.
Clothing: (Similar in Appearance, but the gloves are different as explained in "Equipment")
Equipment:
Short Sword - An ordinary blade that sports no ornamental design, though it's kept fairly sharp despite being used often.
Twin daggers - Kept in the belt around her waist. Similar description to the short sword, but these look less worn.
Light satchel
GAUNTLETS OF ESSE PERIIT
Nirva adorns these gauntlets like she had just found them in a run-down chest in an old house somewhere; which isn't true.
[*]Activator: The "Will" of the wearer; they must concentrate on the mass and "influence" the gauntlets ability by something emotionally or mentally, as silly as it sounds. Over time, this activation may become natural and easier to do.
[*]Effect: These gauntlets grant the wearer the ability to crush organic and/or inorganic mass into an ultra dense ball that's the size of her palm and reverse the effect. The mass will maintain its same weight however. The Right Gauntlet has the effect of the "crushing" ability, while the Left Gauntlet reverts it back to its original size.
[*]Miscellaneous: Esse Periit does not seem to be able to speak but is sentient; they can move the wearer's hands on their own, as if a parent trying to drag a child to a particular direction. Because of this, the personal nature of Esse Periit is unknown but through Nirva's short period of observation they're a fickle magical item and a great listener.
Personality: In retrospect, Nirva can be observed to be boisterous and ill-tempered at best. One may also mention how easily she joins in into a commotion; always eager to be a part of something that'll keep her blood pumping and mind from wandering to the "consequences". Alas, her unconscious inability to think ahead often makes her unreliable on keeping her health (and others) in check.
Skills:
Scavenging
Melee Combat - Preferably armed
Acrobatics
Natural Navigator
Animal tracking
Strengths:
Agility - Has an expert sense of balance and quickness. Dodging and landing a multitude of quick and light strikes is her specialty
Close-combat
Resilient
VERY supportive and encouraging
An impressive amount of stamina; she can go on a chase for more than necessary and has a high pain tolerance
(To be added)
Weaknesses:
Short fuse
Unable to hold her liquor, but she pretends to be tactfully unaware of that
Poor throwing aim
(To be added)
Background:
Nirva is the eldest in her family, alongside her twin brother who was born at the same time. Both of them shared the same stunted height, a feature that they inherited from their father, but Noron stood taller than her as the proper elder sibling figure amongst 3 other siblings. Noron, Nirva, Beltrix, Nonnagon, and Klad made up the current generation of Buldeers.
Throughout her youth the Buldeer children spent more time with each other than with their parents, and so Noron and Nirva were really the "parental" figures. Noron taught them them the basic necessities of cleaning after themselves, cooking and academic knowledge while Nirva was more of the basic "survival" side of things; hunting, scavenging and tracking.
Being a part of a nomadic tribe, Nirva had her fair share of drifting from place to place but she'd never had strayed away from any of the regions of Dalenland. Partly because of familial responsibility and the fact that she didn't want to end up like her folks, whom left them to fend for themselves to carry out whatever duty was bestowed onto them.
But time changed her way of thinking and just one "fateful" day she left in the late afternoon with only her satchel, a sword and not a word. Her mind back then seemed to have forgotten about the abandonment done by her parents, but of the curiosity of just "why" they had to leave -- perhaps she understood then.
She had spent the first year of her unfamiliar and unrestrained freedom wandering in hopes of seeing new land. During that period she had run into a trio of adventurers near some moss-ridden ruins in a dense woodland where she was searching for edible vegetation. More eager to find out just what lay in the ruins than the adventurers, Nirva managed to join the band with the exception of not being able to share their quest's reward. The ruins had led them into the deep undergrowth of the forest where they found out that it this eerie and desolate area were catacombs.
The torch that the Warrior had held bounced off multitude of dug-in shelves, deep and long enough into the hard compact soil to fit remains of the deceased. No trouble came for them when they reached their destination where a chamber was blocked by an ancient oak door inscribed with a language that Nirva could not comprehend but the Archer had.
It turned out to be a fetch quest and the trio of adventurers had to loot the client's long-dead grandparent for something valuable. All in all, the exploration was equivalent to a haunted house; but Nirva did some looting of her own -- not from a dead person, so she figured she wouldn't have gotten cursed like the other adventurers. On the dusty hard earth was a pair of gauntlets; its inner-fabric frayed and almost moth-eaten. The golden intricate design of it had also aged terribly -- however the the plated parts of it seemed functional and fortunately light-weight enough for Nirva. The adventurers had allowed her to keep the loot, as they had better equipment than she had. When she'd exited the ruins, she noticed that the gauntlets' material was better than ever and she thought she just imagined its awful condition.
These trio of adventurers introduced her to another low-key adventuring guild in Senomia where she first began her own quest-hunting. She had spent a year and half with the same band of members until their guild was shut down for financial fraud and they all scattered; though Nirva is still on the look-out for them.
Miscellaneous:
Gender: Female
Age: 26
National Origin: Dalenland
Guild/Freelancer: Freelancer
Adventurer Level: C
Appearance:
Artwork by: Leroy van Vliet (Leroy van Vliet)
Despite standing at 4'9", this little lady's body is well toned and muscled from the labour she'd endured from hiking up and down the mountains of her home origin. Her skin remains a sunny pale colour even after suffering through sunburn; thin tracings of scars riddle the tips of her fingers but the deeper ones are visible on her right cheek and across her chin. Apart from her recognisable short stature, she also has large protruding ears.
Nirva has platinum blonde locks that fall to her shoulders -- often there's a few twigs and many specks of soil littered in her hair. In the shade, her eyes are an earthly pair of brown.
Clothing: (Similar in Appearance, but the gloves are different as explained in "Equipment")
Equipment:
Short Sword - An ordinary blade that sports no ornamental design, though it's kept fairly sharp despite being used often.
Twin daggers - Kept in the belt around her waist. Similar description to the short sword, but these look less worn.
Light satchel
GAUNTLETS OF ESSE PERIIT
Nirva adorns these gauntlets like she had just found them in a run-down chest in an old house somewhere; which isn't true.
[*]Activator: The "Will" of the wearer; they must concentrate on the mass and "influence" the gauntlets ability by something emotionally or mentally, as silly as it sounds. Over time, this activation may become natural and easier to do.
[*]Effect: These gauntlets grant the wearer the ability to crush organic and/or inorganic mass into an ultra dense ball that's the size of her palm and reverse the effect. The mass will maintain its same weight however. The Right Gauntlet has the effect of the "crushing" ability, while the Left Gauntlet reverts it back to its original size.
[*]Miscellaneous: Esse Periit does not seem to be able to speak but is sentient; they can move the wearer's hands on their own, as if a parent trying to drag a child to a particular direction. Because of this, the personal nature of Esse Periit is unknown but through Nirva's short period of observation they're a fickle magical item and a great listener.
Personality: In retrospect, Nirva can be observed to be boisterous and ill-tempered at best. One may also mention how easily she joins in into a commotion; always eager to be a part of something that'll keep her blood pumping and mind from wandering to the "consequences". Alas, her unconscious inability to think ahead often makes her unreliable on keeping her health (and others) in check.
Skills:
Scavenging
Melee Combat - Preferably armed
Acrobatics
Natural Navigator
Animal tracking
Strengths:
Agility - Has an expert sense of balance and quickness. Dodging and landing a multitude of quick and light strikes is her specialty
Close-combat
Resilient
VERY supportive and encouraging
An impressive amount of stamina; she can go on a chase for more than necessary and has a high pain tolerance
(To be added)
Weaknesses:
Short fuse
Unable to hold her liquor, but she pretends to be tactfully unaware of that
Poor throwing aim
(To be added)
Background:
Nirva is the eldest in her family, alongside her twin brother who was born at the same time. Both of them shared the same stunted height, a feature that they inherited from their father, but Noron stood taller than her as the proper elder sibling figure amongst 3 other siblings. Noron, Nirva, Beltrix, Nonnagon, and Klad made up the current generation of Buldeers.
Throughout her youth the Buldeer children spent more time with each other than with their parents, and so Noron and Nirva were really the "parental" figures. Noron taught them them the basic necessities of cleaning after themselves, cooking and academic knowledge while Nirva was more of the basic "survival" side of things; hunting, scavenging and tracking.
Being a part of a nomadic tribe, Nirva had her fair share of drifting from place to place but she'd never had strayed away from any of the regions of Dalenland. Partly because of familial responsibility and the fact that she didn't want to end up like her folks, whom left them to fend for themselves to carry out whatever duty was bestowed onto them.
But time changed her way of thinking and just one "fateful" day she left in the late afternoon with only her satchel, a sword and not a word. Her mind back then seemed to have forgotten about the abandonment done by her parents, but of the curiosity of just "why" they had to leave -- perhaps she understood then.
She had spent the first year of her unfamiliar and unrestrained freedom wandering in hopes of seeing new land. During that period she had run into a trio of adventurers near some moss-ridden ruins in a dense woodland where she was searching for edible vegetation. More eager to find out just what lay in the ruins than the adventurers, Nirva managed to join the band with the exception of not being able to share their quest's reward. The ruins had led them into the deep undergrowth of the forest where they found out that it this eerie and desolate area were catacombs.
The torch that the Warrior had held bounced off multitude of dug-in shelves, deep and long enough into the hard compact soil to fit remains of the deceased. No trouble came for them when they reached their destination where a chamber was blocked by an ancient oak door inscribed with a language that Nirva could not comprehend but the Archer had.
It turned out to be a fetch quest and the trio of adventurers had to loot the client's long-dead grandparent for something valuable. All in all, the exploration was equivalent to a haunted house; but Nirva did some looting of her own -- not from a dead person, so she figured she wouldn't have gotten cursed like the other adventurers. On the dusty hard earth was a pair of gauntlets; its inner-fabric frayed and almost moth-eaten. The golden intricate design of it had also aged terribly -- however the the plated parts of it seemed functional and fortunately light-weight enough for Nirva. The adventurers had allowed her to keep the loot, as they had better equipment than she had. When she'd exited the ruins, she noticed that the gauntlets' material was better than ever and she thought she just imagined its awful condition.
These trio of adventurers introduced her to another low-key adventuring guild in Senomia where she first began her own quest-hunting. She had spent a year and half with the same band of members until their guild was shut down for financial fraud and they all scattered; though Nirva is still on the look-out for them.
Miscellaneous:
Name: Walpurga Mauer
Gender: Female
Age: 22
National Origin: Senomia
Guild/Freelancer: Belladonna
Adventurer Level: C Rank
Appearance:
Source: dropdeadcoheed
Clothing: Most of her outfits aren’t as fancy as her wealthy days, but they are still carefully chosen to fit her position as a college’s wizard, never old or torn. In combat, she wears light leather armor and traveling cloak.
Personality: Walpurga is very determined in everything she has set her mind on, quite often this side of hers has caused many conflicts. If not for her family’s situation, Walpurga would be a very kind heart noble, but as she is now, Walpurga is still as sociable and humble as a daughter of a 20 generations noble family can be, which is one way to describe a very friendly arrogant woman. She also inherits her family ideal that some are born noble and some aren’t, one is not necessary stay noble or peasant all their life, but there certainly are two different kinds of people living in this world. Even so, she doesn’t dislike commoners, as in her words, they can be pretty pleasant and amusing to be around in a not-particularly-hot day.
Skills: With extend knowledge in arcane architecture, Walpurga’s main specialty in combat is ward conjuring. Her well constructed wards can serve as flexible shields that can protect any weak point of a group from the back. Her wards typically are solid and durable as a wooden or steel shield depends on the spell. They last as long as there is magic power flowing to them, since they are continuously reconstructed by magic energy, they can’t be worn or knocked back over time, but a strong enough attack or multiple ones under a certain amount of time can shatter them.
One bonus that makes her popular in certain circles of adventurers is her ability to destroy defense structures like traps, walls or gates by using a compilation of a spell to determine weak point in structures, a spell to break down inanimate objects and one to reinforce them. Those spell, however, are only effective at close range, requires Walpurga to put herself at risk in the front line if she wants to use them to reinforce her wards.
Strengths: Her well made wards have the protection power equals or even a better than those of a knight in the same rank. She also has an ability to destroy defense structure. She can be very quick wit and calm in difficult situations, but the most notable trait is her iron will, persistent and stubbornness in both life and combat. Rarely can someone see her back down if she has determined to do something.
Weaknesses: While she can cast her wards from a distance, some of her abilities require close contact with targets, which puts her in unfavorable situation since her physical ability is below average and her armor is more of a make-shift than anything reliable. Other than breaking opponent’s armor in close range, Walpurga doesn’t have any offensive option, a companion capable of attacking is needed to utilize her ability. Her unwillingness to back down also can sometimes put her and her teammates in dangerous situations.
Equipment:
-A Bronze Royal Seal.
-A small bag contains her belonging and arcane stones for recharging her staff when doing quest.
-A small bottle of lily perfume.
-The staff Walpurga always carries is her most prized possession. It was originally just a beautifully carved hickory staff she found between a stack of other walking sticks of its kind while exploring with her guild mates, in a place that was no more an ancient tomb than an abandoned elderly house. She has embedded many gemstones along the staff where she can easily access by adjusting her hand’s position. They are arcane stones imbued with inscriptions mostly in Alvash language. Their activator are the scent of lily and Walpurga's fingerprints. To activate them, Walpurga applies lily perfume on her fingers, as long as the scent remain, she can easily activate the spells with her fingers mid-combat.
The imbued spells are:
-Greater Ward: conjures a ward comparable to an average steel shield. It can be worn or knock back overtime and can only be destroyed by a strong enough force or multiple ones under a certain amount of time. Needs constant magic power supply.
-Lesser Ward: similiar to above, but conjures a ward compare to an average wooden shield.
-Reinforcement: Reinforce structure or ward. More effective at close range.
-Break down: breaking a small but specific part of an inanimate object. More effcetive at close range.
-Clairvoyance: generate sonar waves into caster's surrounding then feed back the collected information into the caster mind. Only work at close range.
-Light and heat barrier: protect user from negative effect from sunlight, heat based attack or a just a unpleasantly hot day.
Background: Walpurga Mauer was born in noble family, which had had their noble title for 20 generations in Senomia until her age of seventeen, when her father’s side lost in a political conflict, forcing her family to abandon their wealth and runaway to Adramil. As she told her father, she didn’t hold any grudge against him, and that it’s not like his lack of dignity can tarnish hers in anyway.
Walpurga’s subject of obsession is to become one of the best arcane architects, whose main job is to construct magic structure that defy common physic, be it a floating castle, enormous golems or just sparkling window.
Because of this dream, Walpurga soon after departed for the capital of Adramil to enroll in its royal arcane school - Serena Royal Arcane College, unfortunately she can only spend half her time there as the state of her finance forced her to join the college’s guild to earn money. While not as strong as the other adventurer, she is one of the rare adventurers with noble background, for that reason, a woman in the royal families is quite fond of her and has specifically requested her service multiple times. It also from this woman that Walpurga got her bronze Seal of Royal Service.
Miscellaneous:
Belladonna: A guild associates with the Serena Royal Arcane College, this guild serves as one the main sources of magic items, artifacts for the college. Only students of Serana Arcane College can gain membership of this guild, most of them are poor student who can’t afford the tuition fee on their own or combat-oriented mage who want to hone their skill in real battle. Belladonna offers the benefit of having access to more arcane-related quest, in exchange for an intermediary fee. While sometimes guild members must participate in special quest from the school itself or the royal families, most of the time they can freely choose to do any quest they want. Working with other guild members is not required and outsiders can do quest from the Guild as long as there’s a guild member in their team. Participating in quest against other guild member is strictly forbidden.
Gender: Female
Age: 22
National Origin: Senomia
Guild/Freelancer: Belladonna
Adventurer Level: C Rank
Appearance:
Source: dropdeadcoheed
Clothing: Most of her outfits aren’t as fancy as her wealthy days, but they are still carefully chosen to fit her position as a college’s wizard, never old or torn. In combat, she wears light leather armor and traveling cloak.
Personality: Walpurga is very determined in everything she has set her mind on, quite often this side of hers has caused many conflicts. If not for her family’s situation, Walpurga would be a very kind heart noble, but as she is now, Walpurga is still as sociable and humble as a daughter of a 20 generations noble family can be, which is one way to describe a very friendly arrogant woman. She also inherits her family ideal that some are born noble and some aren’t, one is not necessary stay noble or peasant all their life, but there certainly are two different kinds of people living in this world. Even so, she doesn’t dislike commoners, as in her words, they can be pretty pleasant and amusing to be around in a not-particularly-hot day.
Skills: With extend knowledge in arcane architecture, Walpurga’s main specialty in combat is ward conjuring. Her well constructed wards can serve as flexible shields that can protect any weak point of a group from the back. Her wards typically are solid and durable as a wooden or steel shield depends on the spell. They last as long as there is magic power flowing to them, since they are continuously reconstructed by magic energy, they can’t be worn or knocked back over time, but a strong enough attack or multiple ones under a certain amount of time can shatter them.
One bonus that makes her popular in certain circles of adventurers is her ability to destroy defense structures like traps, walls or gates by using a compilation of a spell to determine weak point in structures, a spell to break down inanimate objects and one to reinforce them. Those spell, however, are only effective at close range, requires Walpurga to put herself at risk in the front line if she wants to use them to reinforce her wards.
Strengths: Her well made wards have the protection power equals or even a better than those of a knight in the same rank. She also has an ability to destroy defense structure. She can be very quick wit and calm in difficult situations, but the most notable trait is her iron will, persistent and stubbornness in both life and combat. Rarely can someone see her back down if she has determined to do something.
Weaknesses: While she can cast her wards from a distance, some of her abilities require close contact with targets, which puts her in unfavorable situation since her physical ability is below average and her armor is more of a make-shift than anything reliable. Other than breaking opponent’s armor in close range, Walpurga doesn’t have any offensive option, a companion capable of attacking is needed to utilize her ability. Her unwillingness to back down also can sometimes put her and her teammates in dangerous situations.
Equipment:
-A Bronze Royal Seal.
-A small bag contains her belonging and arcane stones for recharging her staff when doing quest.
-A small bottle of lily perfume.
-The staff Walpurga always carries is her most prized possession. It was originally just a beautifully carved hickory staff she found between a stack of other walking sticks of its kind while exploring with her guild mates, in a place that was no more an ancient tomb than an abandoned elderly house. She has embedded many gemstones along the staff where she can easily access by adjusting her hand’s position. They are arcane stones imbued with inscriptions mostly in Alvash language. Their activator are the scent of lily and Walpurga's fingerprints. To activate them, Walpurga applies lily perfume on her fingers, as long as the scent remain, she can easily activate the spells with her fingers mid-combat.
The imbued spells are:
-Greater Ward: conjures a ward comparable to an average steel shield. It can be worn or knock back overtime and can only be destroyed by a strong enough force or multiple ones under a certain amount of time. Needs constant magic power supply.
-Lesser Ward: similiar to above, but conjures a ward compare to an average wooden shield.
-Reinforcement: Reinforce structure or ward. More effective at close range.
-Break down: breaking a small but specific part of an inanimate object. More effcetive at close range.
-Clairvoyance: generate sonar waves into caster's surrounding then feed back the collected information into the caster mind. Only work at close range.
-Light and heat barrier: protect user from negative effect from sunlight, heat based attack or a just a unpleasantly hot day.
Background: Walpurga Mauer was born in noble family, which had had their noble title for 20 generations in Senomia until her age of seventeen, when her father’s side lost in a political conflict, forcing her family to abandon their wealth and runaway to Adramil. As she told her father, she didn’t hold any grudge against him, and that it’s not like his lack of dignity can tarnish hers in anyway.
Walpurga’s subject of obsession is to become one of the best arcane architects, whose main job is to construct magic structure that defy common physic, be it a floating castle, enormous golems or just sparkling window.
Because of this dream, Walpurga soon after departed for the capital of Adramil to enroll in its royal arcane school - Serena Royal Arcane College, unfortunately she can only spend half her time there as the state of her finance forced her to join the college’s guild to earn money. While not as strong as the other adventurer, she is one of the rare adventurers with noble background, for that reason, a woman in the royal families is quite fond of her and has specifically requested her service multiple times. It also from this woman that Walpurga got her bronze Seal of Royal Service.
Miscellaneous:
Belladonna: A guild associates with the Serena Royal Arcane College, this guild serves as one the main sources of magic items, artifacts for the college. Only students of Serana Arcane College can gain membership of this guild, most of them are poor student who can’t afford the tuition fee on their own or combat-oriented mage who want to hone their skill in real battle. Belladonna offers the benefit of having access to more arcane-related quest, in exchange for an intermediary fee. While sometimes guild members must participate in special quest from the school itself or the royal families, most of the time they can freely choose to do any quest they want. Working with other guild members is not required and outsiders can do quest from the Guild as long as there’s a guild member in their team. Participating in quest against other guild member is strictly forbidden.
Name: Meeka Lugara
Gender: Female
Age: 38
National Origin: Numarkian Deserts
Guild/Freelancer: Freelancer
Adventurer Level: S
Appearance: Meeka has an intense glare naturally. Her hair is a faded black reaches the top of her waistline. She wears her hair parted down the middle. She has two thin braids on each side where the hair meets the forehead. She has a thin face and radiant brown skin. She has an athletic build that is both toned and smooth. Her body is covered in many scars that she has aquired throughout her life. She appears to be short, but only because she wields a long sword. Up close she is roughly average height. On her inner left thigh rests an emblem branded from her slave days. It appear to have been altered which makes it unrecognizable.
Clothing: Meeka's most notable attire is her sash. A cream brown and dusty green stripes align the width and repeats in length. She wears it around her waist, and it attached to her belt. Each end of the sash has numerous small tassels. The excess of the sash danggles in her front and center. She wear a leather belt decorated with small iron plates. Strips of leather hang from the belt. They reach only half way down her thighs and end in small tassels. Also hanging from the belt are several throwing knives, and long broadsword, and a small pouch. She wears tan and grey boots. They are thin and durable. The shaft of the boots lead halfway up the shins. Dirty white cloth climb up from inside the boots and end just before the knee. The cloth is straped tightly against the skin. Her gloves match. They reach up halfway to the elbow, and then the cloth cover the rest. Her upper legs and arms are bare expect her left arm. There are just a few leather strapes hugging the bicep. He breasts are covered with an intricate leather top. Her belly revealed. On her forhead she wears a head band bearing her family crest. On her back is a large quiver full of arrows and a secondary quiver attached to her belt, but it only ever appears to contain a single arrow.
Personality: Meeka is a good-hearted and well meaning woman who grew up around greed and injustice. She isn't very trusting of others, especially men. She's a wanderer, with no real home or cause. She loves to explore new lands. She is very friendly with animals, and many seem to like her. She often stays out of conversation, and only speaks to people when needed. She tends to do quests with a no bullshit mentality.
Skills: Meeka is proficient in stealth. She is well known in the desert for her ability to kill her enemies from great distances with her long bow. She doesn't use her sword much execpt for defense, which she excels at. Her defense is almost flawless. She is also particularly adept at fighting while mounted, the steed can be nearly anything.
Strengths: Meeka is a clever combatant. She quickly adapts to her opponents fighting style and can use it against them. She is very agile with inhuman stamina which makes her capable of sustaining long periods of battle. She has an exceptionally good eye for far away targets. She also able to see well in low lit areas and at night. She has a natural awarness of the area around her. She has a strong sense of smell and can hear the buzzing of a bee almost twenty meters away.
Weaknesses: Meeka has a fear of men. She went through traumatic experiences as a youth. This causes her to be jumpy and anxious around them. She has a low constitution. Her strong sense of smell can be both a blessing and a curse. She often refuses to take medicines, and is quick to vomit. She doesn't do well in cold environments. She as a fondness for innocent life and will not hunt for food.
Equipment: Meeka is defined by her bow and magic quiver. They were recovered from her first S rank quest which brought her into Speltaint. They were found in underground ruins in the mountains. She happened upon them by accident when she was separated from her party. They were the only reason she completed the quest, and was the only one that survived. The bow and the quiver are linked. The bow is not a physical object, but can be summoned instantly. The quiver appears to show only one arrow, but instead stores arrows infinitely. Though the quiver has infinite storage, it does not have infinite supply. When using the bow, an arrow fired from the linked quiver causes the entire store of the quiver to be unleashed. If the quiver is empty the bow disappeared and cannot be summoned. The user can place an arrow in the quiver and the bow may be summoned again. If the user tries to use a different bow while the quiver is equipped, the quiver will steal the arrows if not from itself and will not let the use it's own arrows. The quiver also collects any arrow that is shot at the user. Those arrows reach the user, but just before they hit, they are taken into the quiver. The user is invincible to arrows while the quiver is equipped. The user cannot use a different bow while this quiver is equipped, but the they can use a different quiver. If the quiver is lost, the bow is lost as well.
She has a secondary quiver which contain many arrows of different types. I.E: Flammable, Armor Piercing, Poison tipped, Explosive (gunpowder), Water arrows(Able to pass through water easily, and Flying arrows(Capable of withstanding wind to hit very far targets.
She use Piercing and Flying arrows mainly, but carries small amounts of the other varieties just in case.
She wields a long broadsword as her secondary weapon. She also uses throwing knives if needed. They are hidden all over her person. She also carries a few bronze royal seals, a couple silver seals, and a single golden seal in her belt pouch.
Background: As a child, Meeka was sold in slavery to a perverted bandit group. For years she was tossed around from man to man to serve them in any way they pleased. When she was about thirteen years old she had enough. She sneaked away in the dead of night, but getting away wasn't enough. She desired revenge. She returned to the bandit camp as few weeks later. She came in at night once again, while the bandits slept. She slit their throats one by one. Eventually she was discovered, and she had to fight her way out. Luckily she had already killed most of them. It's was still a difficult feat for her given her size and strength. She discovered her true talent. She prevailed that night, wounded and proud. She ventured away from the desert and into the country of Senomia. She discovered the adventurers guild, and has been a freelance adventurer since.
Miscellaneous: She doesn't like to talk about her past. She has completed two S rank quests, and has recieved numerous Gold Seals, but only carries one.
Gender: Female
Age: 38
National Origin: Numarkian Deserts
Guild/Freelancer: Freelancer
Adventurer Level: S
Appearance: Meeka has an intense glare naturally. Her hair is a faded black reaches the top of her waistline. She wears her hair parted down the middle. She has two thin braids on each side where the hair meets the forehead. She has a thin face and radiant brown skin. She has an athletic build that is both toned and smooth. Her body is covered in many scars that she has aquired throughout her life. She appears to be short, but only because she wields a long sword. Up close she is roughly average height. On her inner left thigh rests an emblem branded from her slave days. It appear to have been altered which makes it unrecognizable.
Clothing: Meeka's most notable attire is her sash. A cream brown and dusty green stripes align the width and repeats in length. She wears it around her waist, and it attached to her belt. Each end of the sash has numerous small tassels. The excess of the sash danggles in her front and center. She wear a leather belt decorated with small iron plates. Strips of leather hang from the belt. They reach only half way down her thighs and end in small tassels. Also hanging from the belt are several throwing knives, and long broadsword, and a small pouch. She wears tan and grey boots. They are thin and durable. The shaft of the boots lead halfway up the shins. Dirty white cloth climb up from inside the boots and end just before the knee. The cloth is straped tightly against the skin. Her gloves match. They reach up halfway to the elbow, and then the cloth cover the rest. Her upper legs and arms are bare expect her left arm. There are just a few leather strapes hugging the bicep. He breasts are covered with an intricate leather top. Her belly revealed. On her forhead she wears a head band bearing her family crest. On her back is a large quiver full of arrows and a secondary quiver attached to her belt, but it only ever appears to contain a single arrow.
Personality: Meeka is a good-hearted and well meaning woman who grew up around greed and injustice. She isn't very trusting of others, especially men. She's a wanderer, with no real home or cause. She loves to explore new lands. She is very friendly with animals, and many seem to like her. She often stays out of conversation, and only speaks to people when needed. She tends to do quests with a no bullshit mentality.
Skills: Meeka is proficient in stealth. She is well known in the desert for her ability to kill her enemies from great distances with her long bow. She doesn't use her sword much execpt for defense, which she excels at. Her defense is almost flawless. She is also particularly adept at fighting while mounted, the steed can be nearly anything.
Strengths: Meeka is a clever combatant. She quickly adapts to her opponents fighting style and can use it against them. She is very agile with inhuman stamina which makes her capable of sustaining long periods of battle. She has an exceptionally good eye for far away targets. She also able to see well in low lit areas and at night. She has a natural awarness of the area around her. She has a strong sense of smell and can hear the buzzing of a bee almost twenty meters away.
Weaknesses: Meeka has a fear of men. She went through traumatic experiences as a youth. This causes her to be jumpy and anxious around them. She has a low constitution. Her strong sense of smell can be both a blessing and a curse. She often refuses to take medicines, and is quick to vomit. She doesn't do well in cold environments. She as a fondness for innocent life and will not hunt for food.
Equipment: Meeka is defined by her bow and magic quiver. They were recovered from her first S rank quest which brought her into Speltaint. They were found in underground ruins in the mountains. She happened upon them by accident when she was separated from her party. They were the only reason she completed the quest, and was the only one that survived. The bow and the quiver are linked. The bow is not a physical object, but can be summoned instantly. The quiver appears to show only one arrow, but instead stores arrows infinitely. Though the quiver has infinite storage, it does not have infinite supply. When using the bow, an arrow fired from the linked quiver causes the entire store of the quiver to be unleashed. If the quiver is empty the bow disappeared and cannot be summoned. The user can place an arrow in the quiver and the bow may be summoned again. If the user tries to use a different bow while the quiver is equipped, the quiver will steal the arrows if not from itself and will not let the use it's own arrows. The quiver also collects any arrow that is shot at the user. Those arrows reach the user, but just before they hit, they are taken into the quiver. The user is invincible to arrows while the quiver is equipped. The user cannot use a different bow while this quiver is equipped, but the they can use a different quiver. If the quiver is lost, the bow is lost as well.
She has a secondary quiver which contain many arrows of different types. I.E: Flammable, Armor Piercing, Poison tipped, Explosive (gunpowder), Water arrows(Able to pass through water easily, and Flying arrows(Capable of withstanding wind to hit very far targets.
She use Piercing and Flying arrows mainly, but carries small amounts of the other varieties just in case.
She wields a long broadsword as her secondary weapon. She also uses throwing knives if needed. They are hidden all over her person. She also carries a few bronze royal seals, a couple silver seals, and a single golden seal in her belt pouch.
Background: As a child, Meeka was sold in slavery to a perverted bandit group. For years she was tossed around from man to man to serve them in any way they pleased. When she was about thirteen years old she had enough. She sneaked away in the dead of night, but getting away wasn't enough. She desired revenge. She returned to the bandit camp as few weeks later. She came in at night once again, while the bandits slept. She slit their throats one by one. Eventually she was discovered, and she had to fight her way out. Luckily she had already killed most of them. It's was still a difficult feat for her given her size and strength. She discovered her true talent. She prevailed that night, wounded and proud. She ventured away from the desert and into the country of Senomia. She discovered the adventurers guild, and has been a freelance adventurer since.
Miscellaneous: She doesn't like to talk about her past. She has completed two S rank quests, and has recieved numerous Gold Seals, but only carries one.
Name: Joseph Murlock
Gender: Male
Age: 36
National Origin: Numarkian Deserts
Guild/Freelancer: The Oasis
The Oasis is a guild that primarily functions in the Numarkian Deserts. Their mission is to liberate the Numarkian Deserts from evil, and to unite the land under one flag. Joseph is the current guild leader. The previous one died during an S rank quest. It's a fairly large guild of about three hundred, but most of it's members are C rank and below.
Adventurer Level: S rank
Appearance: Joseph is bald headed with a well-kept, full beard goatee. His caramel color skin is rough and shines in sunlight. His posture is knightly and wide. He towers over the common man at a height of six foot nine inches. His body rippling with muscles, which is most noticeable due to the lack of body hair. The back of his right hand is a tattoo of his guilds emblem. It appears as a fountain atop a sand dune with a road leading up to it. The fountain is adorned in light and is surrounded by lush grass and palm trees. His face is hardened, and deeply masculine, but often with a calm expression. His vivid blue eyes are juxtaposed by the rough cheekbones and jaw.
Clothing: Joseph wears a rich silk when in between quests and for formal occasions. It's light and delicate, perfect for hot climates. He has these silk robes custom made with gold and sliver trimming and the Numarkian symbol.
When traveling he is clad completely in refined mythril plate armour. It's made to allow use of his flexibility. Underneath the plate is steel chainmail. He wears plain white clothing underneath his armor to prevent the metal armour from chafing his skin. He chooses not to wear a helmet as it blocks his peripheral vision. A silky red cape hangs from his shoulders. It is trimmed with ornament design of gold.
Personality: For such a man with such rough edges, Joseph is a kindly spirit. He is very well mannered and very sociable. His smile is charismatic and genuine. He speaks only the truth and does his best to defend the innocent. Though he appears like a pompous noble, he does well to stay on the same level as those around him. His humble heart and charitable lifestyle brings hope to the less fortunate and penitence to the greedy and cruel.
Skills: Joseph's melee fighting prowess puts him into legend. He is a brute in battle, unmatched in speed and strength. He uses a large variety of weapons. He is most known for his twin bladed winged lance. He is well organized and a natural leader. Also he is an amazing chef. He also smiths his own weapons and armor.
Strengths: Joseph's versatility in melee weapons allows him to predict all kinds of fighting styles. He is masterful with a lance or sword. Quick reflexes make him able to deflect arrows in flight with his lance or shield. His dexterity challenges even the most agile foes. He is also quite resilient to the effects of alcohol.
Weaknesses: He has a tendency to charge in to save innocent people regardless of the dangers present. His judge of character isn't great. He trusts strangers too quickly, and it's put him in bad scenarios multiple times. His size makes stealth very difficult, and more prone to attacks from a range.
Equipment: Joseph favorite weapon is his iconic twin bladed winged lance. He finds it the most fun. He produced it in his own workshop, but had it imbued later. Four arcane stone are embed into the shaft, and the inscription is linked to each one. The inscription reads "Electric Snake" in ancient common. When the activator utters the words the lance becomes charged with electricity. When the blade meets an enemy of the users choosing it releases it's energy in the for of lightning. Any target, of the users choosing, within a five meter radius of a target also gets hit. This means that "Electric Snake" can infinite pass through target to target so long there is someone within five meters. One cast uses one charged arcana, so this can be casted four times. For tougher opponent the user can add a modifier to the incantation (I.E: x2, x3, x4) to increase the voltage of this weapon. The modifier uses also uses up that amount of charged arcana and in return multiplies the strength of the spell by the same modifier used.
There is one major draw back though. If the user does not wear rubber gloves, using this spell would kill them.
He also wield a scimitar and a large kite shield.
He wears a satchel which hold a notepad and a golden royal seal.
Background: Joseph came from a woman of Cirikia and a man of the Numarkian Deserts. He inherited his personality from his mother and his size from his father. He had a happy childhood, but as he came into his teenage years things changed. Power between his state and the neighboring states shifted and war broke out. Joseph and his father were drafted. He became a soldier on the losing side. He and his father fought side by side effortlessly for the next four years. When peace was finally at hand they returned home only to find that his mother was gone. She'd been taken by the enemy as a prize and a prostitute. Joseph and his father searched for her for a long time, but never found her. When Joseph turned 18 his father brought him to Adramil to join the adventurers guild. His father asked for Joseph to join his guild. Honored by such a request he agreed.
Years of adventuring went by as Joseph aged and matured. His father had become the guild's newest leader and life was good. Joseph never stopped looking for his mother though. It wasn't until he was offered to join his father on an S rank quest that he stopped his search. The quest was a disaster that took his fathers life. Luckily, thanks to the guild and Joseph's leadership they prevailed. While grieving Joseph became an S rank and was elected leader of his guild. Leading the guild made him too busy to continue his search for his mother. Now he exists for one purpose, to liberate the sands.
(Will add more history later)
Miscellaneous: He and Meeka Lugara have known each other since Meeka had escaped from the bandits. Going to add that later.
Gender: Male
Age: 36
National Origin: Numarkian Deserts
Guild/Freelancer: The Oasis
The Oasis is a guild that primarily functions in the Numarkian Deserts. Their mission is to liberate the Numarkian Deserts from evil, and to unite the land under one flag. Joseph is the current guild leader. The previous one died during an S rank quest. It's a fairly large guild of about three hundred, but most of it's members are C rank and below.
Adventurer Level: S rank
Appearance: Joseph is bald headed with a well-kept, full beard goatee. His caramel color skin is rough and shines in sunlight. His posture is knightly and wide. He towers over the common man at a height of six foot nine inches. His body rippling with muscles, which is most noticeable due to the lack of body hair. The back of his right hand is a tattoo of his guilds emblem. It appears as a fountain atop a sand dune with a road leading up to it. The fountain is adorned in light and is surrounded by lush grass and palm trees. His face is hardened, and deeply masculine, but often with a calm expression. His vivid blue eyes are juxtaposed by the rough cheekbones and jaw.
Clothing: Joseph wears a rich silk when in between quests and for formal occasions. It's light and delicate, perfect for hot climates. He has these silk robes custom made with gold and sliver trimming and the Numarkian symbol.
When traveling he is clad completely in refined mythril plate armour. It's made to allow use of his flexibility. Underneath the plate is steel chainmail. He wears plain white clothing underneath his armor to prevent the metal armour from chafing his skin. He chooses not to wear a helmet as it blocks his peripheral vision. A silky red cape hangs from his shoulders. It is trimmed with ornament design of gold.
Personality: For such a man with such rough edges, Joseph is a kindly spirit. He is very well mannered and very sociable. His smile is charismatic and genuine. He speaks only the truth and does his best to defend the innocent. Though he appears like a pompous noble, he does well to stay on the same level as those around him. His humble heart and charitable lifestyle brings hope to the less fortunate and penitence to the greedy and cruel.
Skills: Joseph's melee fighting prowess puts him into legend. He is a brute in battle, unmatched in speed and strength. He uses a large variety of weapons. He is most known for his twin bladed winged lance. He is well organized and a natural leader. Also he is an amazing chef. He also smiths his own weapons and armor.
Strengths: Joseph's versatility in melee weapons allows him to predict all kinds of fighting styles. He is masterful with a lance or sword. Quick reflexes make him able to deflect arrows in flight with his lance or shield. His dexterity challenges even the most agile foes. He is also quite resilient to the effects of alcohol.
Weaknesses: He has a tendency to charge in to save innocent people regardless of the dangers present. His judge of character isn't great. He trusts strangers too quickly, and it's put him in bad scenarios multiple times. His size makes stealth very difficult, and more prone to attacks from a range.
Equipment: Joseph favorite weapon is his iconic twin bladed winged lance. He finds it the most fun. He produced it in his own workshop, but had it imbued later. Four arcane stone are embed into the shaft, and the inscription is linked to each one. The inscription reads "Electric Snake" in ancient common. When the activator utters the words the lance becomes charged with electricity. When the blade meets an enemy of the users choosing it releases it's energy in the for of lightning. Any target, of the users choosing, within a five meter radius of a target also gets hit. This means that "Electric Snake" can infinite pass through target to target so long there is someone within five meters. One cast uses one charged arcana, so this can be casted four times. For tougher opponent the user can add a modifier to the incantation (I.E: x2, x3, x4) to increase the voltage of this weapon. The modifier uses also uses up that amount of charged arcana and in return multiplies the strength of the spell by the same modifier used.
There is one major draw back though. If the user does not wear rubber gloves, using this spell would kill them.
He also wield a scimitar and a large kite shield.
He wears a satchel which hold a notepad and a golden royal seal.
Background: Joseph came from a woman of Cirikia and a man of the Numarkian Deserts. He inherited his personality from his mother and his size from his father. He had a happy childhood, but as he came into his teenage years things changed. Power between his state and the neighboring states shifted and war broke out. Joseph and his father were drafted. He became a soldier on the losing side. He and his father fought side by side effortlessly for the next four years. When peace was finally at hand they returned home only to find that his mother was gone. She'd been taken by the enemy as a prize and a prostitute. Joseph and his father searched for her for a long time, but never found her. When Joseph turned 18 his father brought him to Adramil to join the adventurers guild. His father asked for Joseph to join his guild. Honored by such a request he agreed.
Years of adventuring went by as Joseph aged and matured. His father had become the guild's newest leader and life was good. Joseph never stopped looking for his mother though. It wasn't until he was offered to join his father on an S rank quest that he stopped his search. The quest was a disaster that took his fathers life. Luckily, thanks to the guild and Joseph's leadership they prevailed. While grieving Joseph became an S rank and was elected leader of his guild. Leading the guild made him too busy to continue his search for his mother. Now he exists for one purpose, to liberate the sands.
(Will add more history later)
Miscellaneous: He and Meeka Lugara have known each other since Meeka had escaped from the bandits. Going to add that later.
"and yet, with all this knowledge...i know nothing."
Name: Lazurus Lorex (XII)
Gender: (soul: male) Body: female((im gonna make it so they basically go in and out. One day wanting to go by female. The next day male. So tske thst in note when reading the character)
Age: 19(he thinks)
National Origin: Half Crescent Island
Guild/Freelancer: Freelancer
Adventurer Level D ( A RUSE)
Appearance:
((MY ART))
View attachment 432512
Clothing: a rough white cotton shirt, as well as a binder underneath....for reasons. with what looks like runes covered on the backside, the code XII is on all of his clothing, and branded on his back and arms. The runes seem to act like a liquid but cant be washed off...how peculiar. His Pantaloons are a deep green, a scaled belt keeps them on his wispy hips. He doesn't have shoes yet...dont know why he doesn't..he just doesn't. along his arms are to metal bonds sealed into his flesh. They glow a soft white every now and than,these bonds are also on his feet and on the back of his neck. The bonds also have what look like ancient language upon them. they dont seem to be put on him, they seem to have grown from him. ((Adding details that arent shown in the picture)) His eyes are golden, quite literally. with fleck of silver here and there. vibrant freckles speckle along his snow like skin. Scars adorn almost every inch of his body, small, large. and he has no clue where he got them from. Altogether he has a feminine appearance, at first glance most would assume him a she. He also adorns upon himself a backpack of sorts, made of linen and an ugly boar hide.
Personality:
Judgmental and misunderstands what people try to say to him most of the time, but he try's his best to understand where they're coming from even if he doesn't all together agree with their point. hes blunt and forward with how he feels and with what he sees, hes kind and soft when needing and harsh and brutal when required. Because of not knowing anything about himself he looks outwards in curiosity to everything else. This causes him to get up close and personal with anyone who interests him and peeks his curiosity. solemn is how best i can describe him, as if he judges the entire world and himself.
Skills:
Lazuris...or just azu. Has very little skills at current, but the ones he does have are proficient and well trained.
-Cyrptography
-hand to hand combat, Basic, rudimentary. but precise and strong.
-Deceit, he has a knack for being able to manipulate, lie, ruse simpletons. (no Players)
-evasion, he isn't good at blocking or guarding himself. But his ability to duck and weave between blows is almost unprecedented
-ancient knowledge, he doesnt particularly understand it, but somehow whenever he views anything that is of ancient origin he can understand its reasoning. not how it was made, or how to make it. merely understands its reasoning
Strengths:
-undying resolve
When Lazuras dies, he is temporarily separated from his body. He cannot interact with the world. While outside his body will begin to heal, eventually restarting his heart. Once his heart beats once, he has only a few seconds to return to his body.
When alive, his body automatically builds magical energy. It is very slow, but he can act as a power source for Imbuing. This makes him stronger as well, giving his punch an extra and significant boost. The more he uses this strength, the less energy he has and the weaker he becomes.
At a certain point, the magical energy reaches a cap, but continues building anyway. This causes pain, headaches, and increased aggression levels. Releasing this energy can fix it, though too much build up causes skin lesions and tear his clothing.
If he does not have any stored energy, his body will not recover and he will die for good. You have to kill him a second time within ten minutes of hom returning to life to kill him for good. He can also be revived amd healed quicker by using arcana stones, but other healing methods have no effect.
-Ancient aura: something about him causes people to be uneasy around him, a energy that makes everything in the vicinity feel heavy and overwhelming. there is a secret hidden inside this boy..
-unlocked potential, something is continuously and slowly increasing his strengths, and skills\attributes. maybe something will happen one day from this.
Weaknesses:
-The devils luck, if there was a way to find any bad or crappy situation, go and find Lazarus and you'll surely find such said situation. he falls over almost every minute, a bird attacks him almost every hour, if he has glass or anything delicate in his hand he will surely break it. He means well though.
-asthma, he runs out of stamina quickly, and has asthma attacks here and there.
-shy, extremely shy. like oh shit.
As for power limits, he'll have more force than a cannonball and remained unharmed when unleashing at full power. He can act as an amplifier for spells or increase his strength with additional arcana stones, but it may overload. His body and tear it apart. It may even crack his soul anchors. too much and he may not be capable of healing.
Equipment:
his iron bonds on his wrists and feet and neck seem to amplify his strength, but other than that he currently doesn't have anything he'd consider a weapon. he does have have a pole, but what its made of is unknown to him, and he has yet to use it for offense or defense.
Background:
All that he remembers is the lone drone of clacking and burning metal. The taste of sea water in his mouth as he slowly drifted off into the ocean and then the land of senomia. Where he was picked up and put into slavery( if thats...uh a thing) where he was taken into the abusive care of a slave owner. This depraving and demeaning lifestyle left him thin, scarred and mentally raw.
Slavery with recently made illegal in Senomia. During an A rank quest, that one eyed black knight and Lord Setarn found him while liberating the manor of a Shadow Veil operative who had been operating in secret.
They recruited lazurus as a member of the Black Guard and had just returned to the Captial to turn in the quest. There they got lazurus registered as an adventurer and member of their guild. The one eyed one is named Caz Lancaster. Lazurus is to just wait from them to return from meeting the chairman.
Miscellaneous: he is ancient magic, eventually will be able to use such said magic. Also his body is female. He switchs from using he or she here and there.
Name: Lazurus Lorex (XII)
Gender: (soul: male) Body: female((im gonna make it so they basically go in and out. One day wanting to go by female. The next day male. So tske thst in note when reading the character)
Age: 19(he thinks)
National Origin: Half Crescent Island
Guild/Freelancer: Freelancer
Adventurer Level D ( A RUSE)
Appearance:
((MY ART))
View attachment 432512
Clothing: a rough white cotton shirt, as well as a binder underneath....for reasons. with what looks like runes covered on the backside, the code XII is on all of his clothing, and branded on his back and arms. The runes seem to act like a liquid but cant be washed off...how peculiar. His Pantaloons are a deep green, a scaled belt keeps them on his wispy hips. He doesn't have shoes yet...dont know why he doesn't..he just doesn't. along his arms are to metal bonds sealed into his flesh. They glow a soft white every now and than,these bonds are also on his feet and on the back of his neck. The bonds also have what look like ancient language upon them. they dont seem to be put on him, they seem to have grown from him. ((Adding details that arent shown in the picture)) His eyes are golden, quite literally. with fleck of silver here and there. vibrant freckles speckle along his snow like skin. Scars adorn almost every inch of his body, small, large. and he has no clue where he got them from. Altogether he has a feminine appearance, at first glance most would assume him a she. He also adorns upon himself a backpack of sorts, made of linen and an ugly boar hide.
Personality:
Judgmental and misunderstands what people try to say to him most of the time, but he try's his best to understand where they're coming from even if he doesn't all together agree with their point. hes blunt and forward with how he feels and with what he sees, hes kind and soft when needing and harsh and brutal when required. Because of not knowing anything about himself he looks outwards in curiosity to everything else. This causes him to get up close and personal with anyone who interests him and peeks his curiosity. solemn is how best i can describe him, as if he judges the entire world and himself.
Skills:
Lazuris...or just azu. Has very little skills at current, but the ones he does have are proficient and well trained.
-Cyrptography
-hand to hand combat, Basic, rudimentary. but precise and strong.
-Deceit, he has a knack for being able to manipulate, lie, ruse simpletons. (no Players)
-evasion, he isn't good at blocking or guarding himself. But his ability to duck and weave between blows is almost unprecedented
-ancient knowledge, he doesnt particularly understand it, but somehow whenever he views anything that is of ancient origin he can understand its reasoning. not how it was made, or how to make it. merely understands its reasoning
Strengths:
-undying resolve
When Lazuras dies, he is temporarily separated from his body. He cannot interact with the world. While outside his body will begin to heal, eventually restarting his heart. Once his heart beats once, he has only a few seconds to return to his body.
When alive, his body automatically builds magical energy. It is very slow, but he can act as a power source for Imbuing. This makes him stronger as well, giving his punch an extra and significant boost. The more he uses this strength, the less energy he has and the weaker he becomes.
At a certain point, the magical energy reaches a cap, but continues building anyway. This causes pain, headaches, and increased aggression levels. Releasing this energy can fix it, though too much build up causes skin lesions and tear his clothing.
If he does not have any stored energy, his body will not recover and he will die for good. You have to kill him a second time within ten minutes of hom returning to life to kill him for good. He can also be revived amd healed quicker by using arcana stones, but other healing methods have no effect.
-Ancient aura: something about him causes people to be uneasy around him, a energy that makes everything in the vicinity feel heavy and overwhelming. there is a secret hidden inside this boy..
-unlocked potential, something is continuously and slowly increasing his strengths, and skills\attributes. maybe something will happen one day from this.
Weaknesses:
-The devils luck, if there was a way to find any bad or crappy situation, go and find Lazarus and you'll surely find such said situation. he falls over almost every minute, a bird attacks him almost every hour, if he has glass or anything delicate in his hand he will surely break it. He means well though.
-asthma, he runs out of stamina quickly, and has asthma attacks here and there.
-shy, extremely shy. like oh shit.
As for power limits, he'll have more force than a cannonball and remained unharmed when unleashing at full power. He can act as an amplifier for spells or increase his strength with additional arcana stones, but it may overload. His body and tear it apart. It may even crack his soul anchors. too much and he may not be capable of healing.
Equipment:
his iron bonds on his wrists and feet and neck seem to amplify his strength, but other than that he currently doesn't have anything he'd consider a weapon. he does have have a pole, but what its made of is unknown to him, and he has yet to use it for offense or defense.
Background:
All that he remembers is the lone drone of clacking and burning metal. The taste of sea water in his mouth as he slowly drifted off into the ocean and then the land of senomia. Where he was picked up and put into slavery( if thats...uh a thing) where he was taken into the abusive care of a slave owner. This depraving and demeaning lifestyle left him thin, scarred and mentally raw.
Slavery with recently made illegal in Senomia. During an A rank quest, that one eyed black knight and Lord Setarn found him while liberating the manor of a Shadow Veil operative who had been operating in secret.
They recruited lazurus as a member of the Black Guard and had just returned to the Captial to turn in the quest. There they got lazurus registered as an adventurer and member of their guild. The one eyed one is named Caz Lancaster. Lazurus is to just wait from them to return from meeting the chairman.
Miscellaneous: he is ancient magic, eventually will be able to use such said magic. Also his body is female. He switchs from using he or she here and there.
Name: James Wellington
Gender: Male
Age: 21
National Origin: Cirikia
Guild/Freelancer: Currently is a freelancer, but loves the idea of being a part of a guild
Adventurer Level: D (but acts like he’s capable of much more)
Appearance: I’ll get a picture soon, but for now: James is a fairly tall lad, standing at 6’1 and weighing approximately 160 pounds. He has a lean figure, but definitely has more muscles to build to be the kind of fighter he dreams of. He has brown, shaggy hair that he usually either slicks back, or spikes up depending on his mood. He usually wears simple leather armor under his button up shirts and baggy adventuring pants. He has small scratches all up his legs and sides.
Clothing: (Same as Appearance)
Personality: James is a happy-go-lucky kind of guys. He loves people almost unconditionally, and just wants to have fun. He has a habit of not taking things seriously in serious situations, and always uses humor as a buffer for upsetting events. He is almost always smiling, and just wants everyone to get along. He will also talk your ear off if you’re not careful, and has a habit of making enemies by accident through saying the wrong thing, but James will not stand for this and tries to make everyone his friend. He is also a major flirt, but this goes for everyone, regardless of age or gender. At this point, flirting is kind of the only way he knows how to break the ice.
Skills: James is very determined and is… Getting better at being a sword fighter. He’s had many lessons in his life, and was privileged enough to have his own personal trainer, and though he is much better at being dexterous rather than strong, he’s still determined to become the best sword fighter he can be.
Strengths: James is fast. He’s very agile, which makes him good upfront due his ability to dodge and get around the enemy. He’s also very good at bartering and making friends in odd places.
Weaknesses: James isn’t the brightest bulb in the room, he’s also not the wisest. First to jump into stupid and dangerous situations, he’ll put his life on the line for a thrill. He’s also not the strongest, though that’s not to say he can’t hold his own. He can throw a good punch and knock someone down, but put him up against an experience sword wielder, or even an experience fighter, and he probably won’t be making leeway.
Equipment: His trusted longsword, his two daggers, a simple shield, some rations, a canteen, and plenty of gold. He also carries a necklace made of a gold components, around his forearm that he can use to call back home to his mom and talk to her. She has a matching necklace that she always wears around her neck. To activate it, either have to say “Jammie bear” which is a nickname his mother will never let him forget.
Background: James hails from a very wealthy family. At a very young age, his father died, and though he is unsure of the true, his mother tells him it was from some “savages” who raided his cart when he was returning home one night. For a long time, it was only his mother and him living off his father’s earnings, and though his mom was (in his opinion) the most wonderful human on earth, his life became ten times better when his uncle began to become a part of his life. Eddard Wellington was a fascinating man. Devoted to helping those who could not defend themselves, he inspired James to be the sword wielding adventurer he is today, and sparked a fire within him to find a guild to call his own.
Sadly, Eddard’s life was cut short. Once again, James was not there for his guardians, but he was able to retrieve his Uncles favored sword, and he now carries around like a treasure.
Miscellaneous: Nothing at the moment.
Gender: Male
Age: 21
National Origin: Cirikia
Guild/Freelancer: Currently is a freelancer, but loves the idea of being a part of a guild
Adventurer Level: D (but acts like he’s capable of much more)
Appearance: I’ll get a picture soon, but for now: James is a fairly tall lad, standing at 6’1 and weighing approximately 160 pounds. He has a lean figure, but definitely has more muscles to build to be the kind of fighter he dreams of. He has brown, shaggy hair that he usually either slicks back, or spikes up depending on his mood. He usually wears simple leather armor under his button up shirts and baggy adventuring pants. He has small scratches all up his legs and sides.
Clothing: (Same as Appearance)
Personality: James is a happy-go-lucky kind of guys. He loves people almost unconditionally, and just wants to have fun. He has a habit of not taking things seriously in serious situations, and always uses humor as a buffer for upsetting events. He is almost always smiling, and just wants everyone to get along. He will also talk your ear off if you’re not careful, and has a habit of making enemies by accident through saying the wrong thing, but James will not stand for this and tries to make everyone his friend. He is also a major flirt, but this goes for everyone, regardless of age or gender. At this point, flirting is kind of the only way he knows how to break the ice.
Skills: James is very determined and is… Getting better at being a sword fighter. He’s had many lessons in his life, and was privileged enough to have his own personal trainer, and though he is much better at being dexterous rather than strong, he’s still determined to become the best sword fighter he can be.
Strengths: James is fast. He’s very agile, which makes him good upfront due his ability to dodge and get around the enemy. He’s also very good at bartering and making friends in odd places.
Weaknesses: James isn’t the brightest bulb in the room, he’s also not the wisest. First to jump into stupid and dangerous situations, he’ll put his life on the line for a thrill. He’s also not the strongest, though that’s not to say he can’t hold his own. He can throw a good punch and knock someone down, but put him up against an experience sword wielder, or even an experience fighter, and he probably won’t be making leeway.
Equipment: His trusted longsword, his two daggers, a simple shield, some rations, a canteen, and plenty of gold. He also carries a necklace made of a gold components, around his forearm that he can use to call back home to his mom and talk to her. She has a matching necklace that she always wears around her neck. To activate it, either have to say “Jammie bear” which is a nickname his mother will never let him forget.
Background: James hails from a very wealthy family. At a very young age, his father died, and though he is unsure of the true, his mother tells him it was from some “savages” who raided his cart when he was returning home one night. For a long time, it was only his mother and him living off his father’s earnings, and though his mom was (in his opinion) the most wonderful human on earth, his life became ten times better when his uncle began to become a part of his life. Eddard Wellington was a fascinating man. Devoted to helping those who could not defend themselves, he inspired James to be the sword wielding adventurer he is today, and sparked a fire within him to find a guild to call his own.
Sadly, Eddard’s life was cut short. Once again, James was not there for his guardians, but he was able to retrieve his Uncles favored sword, and he now carries around like a treasure.
Miscellaneous: Nothing at the moment.
(When describing any arcane elements, you must include it's language, activator, and effects. Tattoos should be annotated in Appearance and tools and weapons under Equipment. In your Background, you must also explain how you got your magic items)
Name: (First and Last)
Gender: (Male and Female)
Age: (18-55)
National Origin:
Guild/Freelancer: (If you are in a guild, tell us about it in Miscellaneous. If you want to be in another player's guild, have that player PM me)
Adventurer Level:
Appearance: (Picture and or description)
Clothing: (Same as Appearance)
Personality: (Just enough so I don't break your character if I have to control it)
Skills:
Strengths:
Weaknesses:
Equipment:
Background:
Miscellaneous:
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