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Young Writers Society


The Lost Kingdom



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Sat Mar 12, 2011 7:48 am
Griffinkeeper says...



It's starts in a week and the genre is a Fantasy Storybook RPG. No plot will be divulged until profiles are added.

Welcome. By the fact that you're reading this, we'll assume that you're interesting in joining this storybook. We will be your Storybook Hosts for the next few weeks (months...years?); Griffinkeeper, Ego, and Lumi (cleverly refered to from here onward as GEL, or The Trifecta, or GELfecta).

The Rules:

1.) No team-killing: If an active character is going to die, make sure it is thoroughly discussed between both parties involved.

2.) On Writing Style: This is a Storybook RPG, so players may write in any style they please. First person, third person omniscient, it's all dependent on your personal preference.

3.) On God-Moding:

-- Other authors may control another author's character as long as it keeps the character IN CHARACTER. For extra help, communicate with the author of the character being god-moded first.

-- Authors have the right to determine what is in or out of character for their character. As such, any action they feel is wrong for the character can be vetoed within a few days of the post.

-- This isn't a turn-based RPG, it is a real-time RPG. That means that you aren't obligated to stop and wait for the author to reply to your character. This way, we don't wait three days for a response.

4.) Inactive Characters: If a character hasn't been posted for in a long time (a month) then it will go into the NPC pile. Another writer may choose to write for that character until the original author returns. If the original author returns, the character once again returns to his or her possession. If the situation calls for it, the character may also be killed off.

5.) Out of character discussion is to be carried out in the Discussion Page for this Storybook.

*6.) We reserve the right to edit any post modify content as needed in order to retain the continuity of characters and plot.

7.) Please ensure that you have regular access to the YWS Chat, or some sort of Instant Messenger, as we will be attempting to have significant amounts of communication between authors. If you have no means of "instant" communication, be sure to have one of your fellow members PM you all information transferred via other means.

8.) Enjoy.

Dreamteam: (consider yourselves invited.)
Dreamer
Jagged
Lumi Alpha Squadron Wolf Trotter
Grif Editor in Chief
Ego aka "The Magnificent Ego", "Slavedriver Extraordinaire."
Firearris
Overeasy
Kitty15
Firestarter

Tone: Generally serious. Light hearted scenes are encouraged, but they're not the focal point of the plot. Think Lord of the Rings, not Monty Python & The Holy Grail.

Setting: This storybook takes place in a fantasy world with the following characteristics:

1.) Time & Technology -- As this is a fantasy setting, we certainly won't have rocket ships or the SPEW Fleet soaring about. Keep in mind that we wish to cap the advancement of technology just shy of the steampunk zone (before the industrial revolution), but also shy of gunpowder. This means that we're keeping to most of the typical fantasy technology standards.

2.) Travelling Capabilities -- Mountains require scaling; seas require crossing. This must play a vital part in the timeline of our story.

3.) Cartography -- A map will be provided ASAP.

4.) Races: Elves (w/subraces), Dwarves (w/subraces), Halflings (Hobbits), Gnomes, Humans, Gryphons. If you want to add another one, contact one of the hosts to see if it's okay. Under no circumstances will sparkly vampires be considered for addition.

5.) Classes: Warriors, Spellcasters (Arcane and Divine), and Rogues. Classes may be defined however you like, and can blur the lines between these archetypes. However, please be sure to balance pros and cons, strengths and weaknesses. Examples include Fighter, Paladin, Mage, Priest, Thief, Swashbuckler.


6.) Monsters: Typical fantasy monsters. Goblins, gnolls, kobolds, orcs, dragons, etc. etc. etc. Pretty much anything from myth and legend as long as it works within the plot.

Note on Above: the fantasy setting will be Semi-traditional. You'll have plenty of wiggle room with character race, class, and history.

7.) Magic: There are two types of magic; divine and arcane. Arcane magic is derived from a natural ability to channel the innate magic of the planet to cast a desired spell. Examples of Arcane Magic Users would be Wizards, Witches, Mages, Druids, and Bards. Divine Magic is granted by the Gods, usually involving blessings, curses, or healing. Examples of Divine Casters are Priests, Paladins, Shaman, and Clerics.

If your character is a spellcaster, please give us some details in your profile. Specific spells are not required, but we definitely need to know what your character is capable of. Please note that if your character can blow up the planet, move mountains, or disintegrate a dragon, they will be placed in the same category as sparkly vampires (quickly and immediately REJECTED).

On Character Submission:
Post profiles so we can give you feedback.

Profile Template:

Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Unique Abilities/Spells:[/b] (must be approved)
[b]Strengths:[/b]
[b]Weaknesses:[/b]
[b]History: (required)[/b]


So concludes the rule page.

Love,
--GEL
Moderator Emeritus (frozen in carbonite.)
  





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Sat Mar 12, 2011 7:53 am
Lumi says...



Name: Kadence "Kade" Gavelle
Age: 26
Race: Human
Class: Alchemist (Storm Specialist)
Gender: Male
Appearance:
Spoiler! :
Image

His legs aren't quite that gigantic, and he carries two silver dirks with him, tucked by his sides for emergencies along with a satchel of basic necessities.

Personality: Kadence, since a young age, devoted his life to his alchemical studies; as such, he learned swiftly how a reclusive life works. Yet, while he is far from a socialite, Kade knows how to flaunt his charm when the moment is right. He is naturally charismatic, though he often fails at rising to the occasion. His shining moments come one-on-one, and not in a large crowd. Some say that he has a tactician's mind, though Kade would never admit it. In fact, most of his focus is spent on learning more about his craft, as he feels that it may be his ticket to accomplishing his ultimate goals. He possesses great leadership qualities, but not over large numbers. He would rather see mercy, not justice, prevail.

Unique Abilities/Spells: Kade's unique skills come in two forms:

Strike Precision: Kade's accuracy with alchemical-based attacks is heightened to a degree greater than his hand-to-hand accuracy. This stems from his being in-tune with nature, and therefore can increase or lessen based on his focus or environment.
Conduction: Kade's central tug of magnetic energy can serve as a faint tracking device for magnetic stones and water. This power is at its strongest in an isolated environmentl, and varies (as most magnetic properties do) in the presence of opposing or alligning forces. The ability has, in the past, served well in desert settings in finding aquifers. Note: Based on conductivity and not magnetism.

Strengths: Kade has a generally high offensive power with decent speed to match. He knows his way through lore as well as any scholar, and has access to ancient texts.
Weaknesses: Kade lacks most defensive bolsters, and must rely on protection from either his offense or his teammates to keep him alive. He has very, very low physical attack power, and must rely on alchemy to make the difference.

History: Kadence was born to a poor family in Rivervale, a small northern village on the brink of extinction. His father foresaw the dwindling livelihood of their poor town, and set out to the nearest city to offer up Kade as a student of the great human scholars. Such a poor breed of child was rejected by the masters of science and religion, but one particular scholar took pity on Kadence and took him in. From that day, the old scholar raised Kadence as his own child, teaching him the ways of the elements. With swift escalation, Kade soon found himself at the center of attention for up-and-coming alchemical mages. As he aged, his innate abilities grew, and was soon set out on a quest with three companions for the Queen of the northern Kingdom, Vira Destalia.

Kadence returned successfully, but chose to leave the Kingdom for his own good in order to study alchemy in its natural habitat. Since then, Kade stuck to his studies, pairing with questing parties and fending on his own at times. In this time, he has learned much more of his craft than he fathomed possible. However, an endeavor seven years ago with a small party of Rogue elves brought him to a point of compromise. A study of Drow magic brought the small party into the bowels of the Astral Forest where a trap awaited. Face-to-face with a sacred spirit, Kade had to decide between preserving his life or his sacred morals.

His decision came in the form of a lightning strike to the sacred Astral Tree.

Kade fled the forest, his allies dead, and swore to confine this secret to himself for as long as he lived. He fears that his life may still be in grave peril. He fled to a human fishing village, Haven, and remained as the local study, spending most of his time secluded in a library. He pined for escape.

Eventually, he fled.

Returning to his scholarly place in Queen Vira's courts in the capital city of Coranel. However, Queen Vira insisted that Kade remain a traveler for the sake of his livelihood. She assigned him as a roaming venturer, a collector of studies from all surrounding lands. For years, he has remained diligent in his travels, and has obtained a permanent traveling companion, Doris, a daughter of the Courts.

Most recently, Kade has been contacted once more by Queen Vira--this time with horrid news. By a prophecy given by a trusted priest, the Kingdom to the west was to be under siege soon. Kade set out with the assistance of three companions--Luci the Mage and Dsar the Rogue (enlisted by the queen herself)--to research the state of the Western Kingdom.
Last edited by Lumi on Sun Mar 20, 2011 10:06 am, edited 7 times in total.
I am a forest fire and an ocean, and I will burn you just as much
as I will drown everything you have inside.
-Shinji Moon


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Sat Mar 12, 2011 8:04 am
Jagged says...



Name: Doris Sanna

Age: 24

Race: Human

Class: Healer

Gender: Female

Appearance:
Spoiler! :
Image


Personality: For all that Doris is very good at presenting a demure, meek and soft-spoken front, as tends to be expected of a young noblewoman, it would be a mistake to think that is the whole of her. She inherited no small amount of curiosity and adventurousness, and thought they were curbed as she left childhood, it takes only the smallest encouragement for them to resurface. Dutiful, compassionate and forgiving (at times overly so), and the sort to divert conflict rather than to face it head-on, but living among nobility has also taught her not to be trusting of first appearances, however charming they might be.

Unique Abilities/Spells:
Healing: Where a significant portion of healers call upon their gods for mending, Doris opens herself to the elements, in the custom of her mother's people, and channels them into the knitting of flesh, nerves and bones. Waters respond to her most easily, and usually allow for faster recovery, but earth and fire have been known to answer as well. Healing as done this way was not designed for battle, and as such is not an instantaneous process; it takes time and energy to completely close a wound, proportionally to the severity of it.

Strengths: Doris can be counted on to keep a cool head in most situations, and to act as the voice of reason when others might be going off half-cocked. Good healer, rider and archer, well read, knows how to navigate most of the great cities, as well as the courts. It comes as a surprise to some that she is an extremely good liar; she just considers it a necessary survival skill in a diplomat.

Weaknesses: Relatively frail, and without skill when it comes to close-range combat. At times overly proud, leading her to keep problems to herself and refusing help when offered. While it's been a few years since she's started travelling, she still isn't entirely comfortable with the wilderness.

History: Born to a retired-general-turned-ambassador and a noblewoman from one of the neighbouring kindgoms, Doris' childhood was relatively freer than if she'd grown up at the court, as it offered more leeway and less constant scrutiny. They rarely stayed longer than three years in the same city, and where the constant changes might have upset some, Doris took them with grace and enthusiasm. She learned healing at her mother's knee; first called it to herself when she was six, in the great water gardens of Harapa, and fixed the scrapes on her shins.

Seven years later found her in Belinsk, when the great fire raged, and put her skills to the test for the first time helping with the fallout. Set in the middle of the the confusion, she found to her bemusement that she'd enjoyed it--not the damage, of course, but the fixing of it, the adrenaline rush that came with fighting against time. They moved again soon after, and she buried that strange new hunger, returned to her quiet life.

But it grew with time, and it didn't escape her parents' notice, both of them well acquainted with their own versions of it, the wanderlust, the need for the thrills... and so it came that they let her go, accompanied by a certain young man: Kade.

Hijinks ensued, as she got closer to him and the taste for adventure only grew deeper, and are still underway.

Remaining Kade’s traveling companion, she set out with Kadence from the very beginning of his journey to the Western Kingdoms.
Last edited by Jagged on Sun Mar 20, 2011 9:58 am, edited 3 times in total.
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Sat Mar 12, 2011 8:08 am
Ego says...



Name: Eamon D'Arnise
Age: 28
Race: Human
Class: Rogue
Gender: Male

Appearance: Tall, lean gentleman with long black hair tied back and a small tuft of often-trimmed hair beneath his low lip. Wears black and white vertical striped parachute pants, knee high leather boots, high-cut silk vest, a black beret, heavy leather bracers and gloves, and multiple belts with dozens of pouches and trinkets hanging from them. A fine, jeweled rapier worn on the hip and throwing knives in sheathes on a separate belt.

Personality: The prankster and the ladies man, all rolled into one. He uses humor as a weapon and a defense mechanism, and rarely makes his actual feelings or opinions known. He is an excellent follower in that he does not let his personal feelings affect his work, but an excellent individual in that he feels strongly about those things that he feels anything for at all. He will joke about anything and everything, though he can be surprisingly poignant and sensitive if one were to look past the humor. His humor is rarely slap-stick, however, tending more toward sarcasm, wit, and deadpan than pie-in-the-face. (Just make sure he pulls a prank or two.)

Unique Abilities/Spells: None beyond normal human cabailities.

Strengths: Mobility, Stealth, sleight of hand, indirect combat, stunning good looks and winning charm.

Weaknesses: Low physical strength, merely competent in direct combat, limited ranged combat (effective < 15'), no magical offense or defense to speak of beyond his considerable dexterity.

History: Not much has been truth has established about d'Arnise. His namesake can't be tracked to any baronry or other nobility, though he often carries himself and comes across as one. He has appeared in various uprisings and rebellions over the years, though he's never really been credited with having a major role in any of them. It's rumored that he single-handedly overpowered a ship full of slavers (a rumor perpetuated by none other than Eamon himself), and that he once snuck through a palace of heavily armed guards just to tell a corrupt city official that he planned on killing him the next day (though that may have been an excuse made up by the official to miss the city council meeting).

He has been known to take contracts from the Grey Ghosts, but only when it serves his moral compass--he will turn down an offer straightaway, regardless of the gold involved, if it strays from his view of the greater good.

He has implied that he is under them employ of some unknown political player, though his ties, if any, have never been revealed. To be fair, he has also implied that he is a god in disugise, as well as being a Celestial prince that had been cursed to walk to land of men.

The few people that know anything about him beyond his name and ability are just as enigmatic as him, and he makes few friends due to the fact that he appears to take nothing seriously, including the lives of those around him.

Hits: Gorgeous women, shiny coins, upscale pubs.
Misses: Ugly women, empty purses, slums.
Last edited by Ego on Mon Mar 14, 2011 3:48 am, edited 3 times in total.
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Sat Mar 12, 2011 8:54 am
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Jennya says...



Name: Cellardor ( a reference to Tolkien) Von Uradel

Age: Has lost track of age (appears to be in her late teens, around 18 )

Race: Half-Elvin

Class: Mage/bard

Gender: Female

Appearance:
Tall and voluptuous with dark flowing hair, she's the epitome of perfection. With gracefully pointed ears and small hands and feet. she's soft and delicate. Her china doll features and big black doe eyes are not partially elfin but are reminiscent of her human fathers. She has no piercings, scars or tattoos and her skin is a delicate white. Her eyes are fully black, no iris and pupil just plain black soulless pools, looking into to them is like looking into death.

She is cold and impassive never showing her emotions, and her face is a mask of indifference. She dresses simply, in brown and green elfin grab. But occasionally dresses up. Most of the time she seems to float not walk and often wears a long brown hooded cloak that hides her feet giving her the appearance of a drowned corpse.

Her only weapons are her throwing knives and her trusty longbow. She always has her harp on her, black ebony with skull adorned scrolls, a gift from her father. She also plays the flute and the lute.

Personality:
Cellardor is not your friendly girl next door. She doesn't talk much or like to do much. Instead, she's like a wraith watching and following from a distance. She's rather socially awkward. She’s extremely observant. Cellardor doesn't quite understand the feeling of others, and at times even her own feelings, due to her secluded childhood and lack of interaction with living human beings. There have been very few--the ones who took time to get through to her--who coaxed her from this solitude. However, she is most often passive and emotionless, and keeps everything bottled up inside until she explodes. Her morbidness also often seems to repulse people.

She is a bard and very skilled. Beginning at a young age she taught her self how to play, spending years perfecting her skills, learning from many masters during her travels.

She hates to be touched--give her a hug and she will stab you in the gut.

Unique Abilities/Spells:
As a elf she is very one with nature and can to some extent control the world around her. Trees and plants are drawn to her but at the same time animals are often repulsed. As a mage her skills are rather inconspicuous, none of that flashy stuff unless she gets angry ( all hell breaks lose). She isn't a great at combat magicians but is rather skilled at cursing, evading and shielding spells.

Her spells effect the way people feel. She can turn people against each other, make them love their enemies and hate their friends ( but only on people with weak personalities). She dabbles in many different forms of magic, both white a black due to her decades of travel she knows a lot about everything, namely black magic.

Her most unique skill is her ability to sing and play music laced with magic. Through her many years of wondering she has perfected a way to sing spells . As a result her magic is uncommonly complex and multi-layered, it makes her a great support character as she can buff and protect her fellows with her song like spells.

Strengths:
Strong magic skills, strong magic defense very quick and agile. Excellent aim, practices archery every day. Great buffer, her magic has a far reach. Extensive knowledge.

Weaknesses:
Low physical defense, mostly evades physical attacks. Bad, if not terrible, with melee weapons apart from her knives as she lacks the physical strength. She is a support character, striking from the background. Her lack of communication skills doesn't help either.

History:

She doesn't really care for her past, but she was born to an Elfin princess and a black mage (her mother had a thing for bad boys). Her mother died in childbirth, as a repercussion her elfin family ostracized both she and her father, blaming both for her mother's untimely death. She was raised by her necromancer father. Spending her childhood in a world of dark magic, she learned at his hands the secrets of all magic black. Her mother’s death had nearly all but destroyed her father. He vowed revenge, hating the elves with all of his heart.

She instead spent most of her child floating around deathly realms her father had opened, watching people live and die, hearing about their past lives and crimes. She heard their woes their cries of pain, pouring it all into her music. Her father soon attempted suicide, but survived only to become darker and more twisted. She decided to leave, wishing her father a goodbye to spend years wandering aimlessly across the realms, learning the music of nature, of pain and loss and of love. Through her music, she learned how to control her own brand of magic--that which lingered between light and dark, just as she. She discovered her talent in defensive and empowering spells.

After years of traveling and mindless wanderings. She found her self in a tiny village near the Western Coast in the Bethesda Valley, desperately poor and sick of eating nothing but field mushrooms and berries, she takes a job at a local galley. Accused of a crime she didn't commit. She is thrown into jail. Helpless she does the only thing she can do, sing, willing a rescuer her way. Her luck soon changed just a week after when a small gang of travelers found her in the prison, having followed the sound of her voice. One of the travelers, a young man who dressed oddly gives her a choice between going about on her own and joining the young man, Kadence, and his companions. Given what she could only believe to be a feeling of debt, Cellardor joined their party and vowed to see their quest out to the end.
Last edited by Jennya on Tue Mar 22, 2011 9:44 am, edited 18 times in total.
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Sat Mar 12, 2011 8:56 am
Firearris says...



Fine.
[Griffinkeeper] 10:45 pm: The guard appears "We have weasels now!"
[Firearris] 10:45 pm: askes the guard for the weasel!
[Griffinkeeper] 10:45 pm: The guard gives Firearris the Weasel.
[Firearris] 10:46 pm: aquires the weasel and renames it "Cat"

Take that, Lumi.
  





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Sat Mar 12, 2011 9:29 am
Button says...



Let's hope I did this correctly.

Name:
Dsariana/Dsar (pronounced "ts-ar-eye-awnah") Antariel

Age:
28

Race:
Sylvan elf

Class:
Rogue

Gender:
Female

Appearance:
Cropped mahogany hair, thin-limbed and tall. She has a hardened face, especially for someone her age, with the typical high elvish cheekbones and an almost gaunt appearance. She has a thin, sloping button nose that almost detracts from the suspicious expression she usually has. Her eyes are large and slanted, usually pulled into a scowl with the rest of her face. Her ears are just barely tipped, and have several piercings.
Dsar also has a collection of tattoos on her back in elvish, each symbolizing a mercenary kill. She has a small scar on her jawbone right underneath her right ear that she's rather self conscious about and often rubs at when she's nervous.
Dsar is composed almost entirely of muscle, but is wiry and lean. Her movements are often quick, as she's very tense, but she has a straight back and posture that suggests pride. She has small, long-fingered hands that are very deft, of which she's very protective as she's so dependent on them. Generally, Dsar wears black leathers, regardless of whether she's on a job or not. Most of it is pretty worn through, but it's easy to move in, and allows for some semblance of protection in a fight. She almost always has her green cloak with her, which has an abundance of pockets sewn inside and many patches outside. She is always armed, with at least two knives: one strapped on her left thigh and another short one on her left forearm. Ideally, she likes to carry about five knives (three of which are for throwing) strapped on her and two swords on her hips.
Kind of like this: http://kerembeyit.deviantart.com/galler ... 6#/d1ydp3b
Only without the bird. And shorter hair.

Personality:
Dsar is instinctively suspicious of others, and terrible at dealing with newcomers. She's painfully blunt, and doesn't usually follow regular social taboos. She can remain passive with most customers and keep her apathy, but personal relationships are extremely difficult with her. She's closed-minded and stubborn, and usually a little paranoid. Oftentimes, she seems to create unrealistic expectations of others, but she always gives as much as she takes. She develops extremely respect-based relationships with people, meaning that she comes off as being condescending and apathetic at first-- however, once she accepts someone, she is loyal to an almost absurd degree.
Dsar is quite volatile in matters of pride. While calm in difficult situations, she is personally sensitive, and generally takes offense easily. She does not take kindly to insults directed towards those she loves, including the gypsies that took her in when she was young, who, in normal society, are frowned upon.
While Dsar may seem mindlessly angry at times, she is actually quite clever. She's an extremely quick learner and picks up new things quickly. However, she is not good at learning from other people when she does not respect them-- she can be extremely difficult in cases where she doesn't like her teacher.
Having grown up among gypsies for a while, Dsar doesn't really always understand the concept of ownership, and doesn't consider thievery something to avoid. She also considers violence a simple part of her, almost a language, something sacred that is her single remaining connection with her elvish background.
Because of the company she keeps, Dsar can be quite crude. She has a wry sense of humor, and once she's comfortable with someone, likes to use it. Until she's at that point though, she tends to be quiet.
Magic confuses her, and she because of that, she generally distrusts it.


Unique Abilities/Spells: (must be approved)
Dsar doesn't really have anything special. She has the ability to see in the dark, heightened senses, and abnormally long stamina, but that is attributed to her being an elf more than anything else.


Strengths:
Extremely observant because of her suspicious nature, and an excellent lookout. Dsar can work through exhaustion well, and has heightened senses because she's an elf, able to see in the dark. She's great at moving without making much noise and at finding shortcuts, often over roofs or in trees. She is also a remarkable fighter and musician. She is an excellent swordsman, unarmed combatant, knife-fighter, and can throw knives with an uncanny accuracy. She can sneak about undetected, and steals goods with ease. Despite this hard aspect of her, Dsar is also a musician at heart; she has a surprisingly gentle voice, and when she gets the opportunity, she loves to play the lute or pipes.
Dsar is also great at bartering when she can't steal, and at living off the land. She knows what wild plants she can eat, and enough basic medicine to take care of herself.


Weaknesses:
Her social skills are somewhat lacking, and oftentimes it becomes a problem for her. She's terrible with animals, and helpless in a fight involving a staff, box, or axe; she would rather disarm herself completely. Dsar also fights in a manner reliant on speed and finesse, and is unable to wear much armor, leaving her very vulnerable.


History: (required)
From an early age, Dsar was trained how to fight by her parents. They both worked as city guards in a society where their positions were revered. This meant that she was able to spend her childhood schooling and learning to fight rather than working. It was assumed that she would become a guard as well later in life. However, when she was about ten, the city was attacked, and her parents were killed. Several of the guards smuggled the children out to a nearby city, but once their duty was done, promptly washed their hands of the matter and left the children on the steps of a church. The priests were only able to take in a couple of children and turned the others away, included Dsariana.
In order to survive, Dsar was forced to bed and steal for about a year and a half. This meant suffering beatings from guards, shopowners, and fellow street urchins, before she was taken in by a troup of gypsies. Dsar took to learning music, and fell into their family almost immediately, a fellow outcast in society. She often performed by throwing knives or aiding in productions. Several of the gypsies taught her how to live off the land and perfected her budding skill with stealing, as well as continuing her education with some books that had been questionably acquired.
After about two years of living with the troup, one of the children was caught stealing from a nobleman, and the group abruptly disbanded as they tried to escape notice and the law, which was often bias against gypsies. Dsar ended up in the capital city, and has since been hiring herself out as a mercenary, neglecting her music and stealing when she's unable to find a job. She has very few friends, and those that she does have are fellow mercenaries, more companions in fighting and drinking than anything else.
Last edited by Button on Sun Mar 20, 2011 6:52 pm, edited 4 times in total.
  





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Sat Mar 12, 2011 11:35 am
Mazzi says...



I is holding onto my place.
Tell the people Mazzi is here! To defend the defenseless! Befriend the friendless! And to defeat...the defeatless!

P.S and to love Lemurs!
  





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Sat Mar 12, 2011 4:19 pm
fictionfanatic says...



Claiming an elf spot!
Live, Love, Laugh
  





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Sat Mar 12, 2011 4:53 pm
Camulaeus says...



Name: Gleam Archtix

Age: 22

Race: Human

Class: Paladin

Gender: Female

Appearance:
Spoiler! :
Image


Personality: Gleam is perhaps the most devout Paladin you will ever meet; a pure disciple of Light. She often thinks about the safety of others over herself when considering options. When she is relaxed she is friendly, but wary and cautious.

Unique Abilities/Spells: Healing, Repel Undead (Invoke the power of the The Light to frighten undead.) and "Lay on Hands" (lesser healing spell) . *Edited and approved*

Strengths: Faith, Superb hand-to-hand combat, and high political connections.

Weaknesses: A little too much faith. Struggles to finish off enemies. Believes in redemption too much.

History: (required): Gleam was born to a Priest and A Divine Spell-caster and was raised in the way of the Faith. From a young age she showed a talent at Repelling Undead. She was accepted into the Church of the Radiant Soul's Elite Guard when she was 15, and trained under her parents to great success. Her parents were killed by Orcs during a pilgrimage to a Holy Site. Gleam had to watch as her parents sacrificed themselves for her; giving themselves to Light to protect their only child. Ever since that day the Light has become Gleam's parent, and under its guidance she becam'e high in the political world. She is wiling to serve Light to the end of her life. Currently she is stationed in the town of Karniss, assigned to protect a man named Malik. Gleam is the personal guard; assigned to protect Malik if her other four Paladin comrades fall. She must deliver Malik to the city of Gor'Nathal to request military assistance for Karniss.
Last edited by Camulaeus on Sun Mar 20, 2011 5:55 am, edited 3 times in total.
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Sat Mar 12, 2011 7:24 pm
OverEasy says...



Name: Luciliana (Luci)
Age: 26
Race: Human
Class: Mage
Gender: Female
Appearance: Long black hair with white streaks, fair skin and green eyes. She wears lavender robes with powerful crystals sewn into the fabric and a violet shawl. She carries a wooden staff with an amethyst stone adorning the top. Her posture and clothing suggest she comes from a very wealthy background.
Personality: Witty and sometimes cruel, she finds most people a bit annoying and holds herself in very high regard. She trained with one of the most powerful Mages of recent times, and is extremely talented—a fact she is well aware of. She tends to be very flippant in her tone, and is guarded around strangers.
Unique Abilities/Spells: (must be approved) Luci is a powerful Evoker, drawing on the destructive elements of nature to deadly effect. She is most talented in dealing with fire, though she has a difficulty controlling it so she uses them only in dire situations. Most likely you will find her flinging lightning bolts from the tips of her fingers or freezing her enemy in place.
Strengths: Very powerful Evoker with an intense affinity for fire based spells.
Weaknesses: Too timid to use her most powerful spells for fear of not being able to control the after affects. Extremely weak, and in hand to hand combat is basically useless.
History: (required) Luci was raised by a pair of merchants under the name Allison. It has been whispered that the man that raised her as her father was in fact not her father at all, and her mother’s many liaisons never suggested otherwise, leaving part of her heritage very unknown. When she was a small child, she learned that she could make things happen; mostly she could conjure fire out of thin air, igniting the air around her. And when she turned 13, she came into her full power. It was almost a physical transformation, and she could feel how strong she was now. Excited, she ran to tell her mother what she had discovered. When she reached her, her hands had lit on fire, and she had a crazy look in her eyes. Her mother shrieked and called her a demon; she wouldn’t stop screaming and Luci lost her temper. When she did, the fire within her became uncontrollable, and she burned everything around her to the ground. In doing so, she killed both of her parents. When the local authorities came, there was a mage of no small renown with them named Kedar. After observing her for several days and listening to her tale, he paid off the guards and snuck Luci away. He promised to feed her, house her and train her on one condition; that someday she would do him a great favor. She was young and she agreed. She now lives with the ominous threat of a debt to be paid forever in the back of her mind. He renamed her, giving her the much more intimidating and beautiful name of Luciliana. She does not willingly give information about her years of training with Kedar, and prefers to keep the bulk of her past private.
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Sat Mar 12, 2011 7:45 pm
LowKey says...



Profile goes here.

Name: Ira
Age: 21
Race: Human
Class: Warrior (Mercenary)
Gender: Female
Appearance: Brown hair, jaw-length. 5'6", muscular build. She's very plain in her appearance. While not unattractive, she spends very little time or effort in dressing herself up, preferring clothes and hair cuts designed to fit her current purpose. That said, she has nothing against emphasizing certain physical features of hers if it serves a purpose. She's not a tomboy that gets fimpy and complains at the idea or wearing a dress, braids and rings. Rather, she is practical, and usually practical calls for a dress code other than the rings and braids one mentioned above.

Personality: Knows how to work with people, as long as they don't mess up in a way that directly effects her. Good at following orders and getting a task/job done. When put in groups where she's the leader, she expects that once she gives someone a task, they'll carry it out immediately. She has a very low tolerence for delays, people not following through, or doing an incomplete/sloppy job. In these cases she feels that they're wasting her time, so why should she bother giving more of it?

Unique Abilities/Spells:

Strengths: Good with knives, can also do hand-to hand combat. Good at judging a situation and waiting for an opening or opportunity before going in. Can work alone or in groups, either in charge or following orders. She's more able to let go in the latter, as it's not apt to be her skin that's fried if it goes badly. As a result, she's less tense when something doesn't go exactly according to plan, and is more able to adjust for it and focus on fixing the problem. However, she puts in a stronger effort and has a generally higher success rate if she's in charge or working solo.

Weaknesses: Gets irritated easily when on a job. Likes for things to go her way and can get frusterated when people don't read her mind and do what obviously (to her) needs to be done. While she can communicate and instruct before going into a job, once in the situation, she more or less shuts down that part of herself and expects others to see what she does, and act on it as she would. In these situations, she's quick to blame others for her mistakes, whether it be poor explanation before the event, or a bad call during. She's quick to deflect any attention away from any potential areas of weakness for her, either by hiding them or drawing attention away from them. She can feel threatened if she feels someone is seeing past her and noting her mistakes.

History: (required) Dad was a travelling merchant, would often take the Ira on the road with him when she was little. Dad specialized in designing and trading blades, his brother specializing in making them. The two worked together, putting aside the best of their work for the trade fair that came around annually. Mom worked what jobs she could to make the ends meet between the ups of her husband’s business... and also to fund the steady stream of opium coming in and never out of the house while he was away.

Ira learned [very] basic self defense on the routes, and was also surrounded by the blades of her father’s trade. He showed her the different types and why one was better suited for one task than was another. Her father also taught her the very base basics of reading and writing, preferring to spend more time on mathematics. Reading, he said, was only good for showing off to schooled rich people. They were less apt to try to cheat you if they thought you were smart. As a result, she's able to read enough to get her by, but it's not one of her strong suits. Writing is something she rarely engages in, and will often take a longer, more complicated route to avoid if possible. When she stayed home, she would often spend her day with the kid next door, mock fighting and showing off to one another.

She got started on her mercenary path when Mom fell ill. Her father had been unwilling to take Ira along this time due to the increase in raid on caravans recently, and so she had stayed behind with her. Mom got worse instead of better and stopped going to work. One day, her dealer came to the house, looking for the payment her was supposed to have gotten four days ago. Having enough money reserved for the rent until Dad got back and not a lot more, Ira announced that they didn't have any money for a payment, but they would when her father got back. Knowing Ira's dad wouldn't be back for another set of months; Mom's dealer rejected the compromise. Also knowing that they must have money stashed away somewhere, or else how were they paying the rent and buying food, Dealer demanded that. One thing led to another and, long story short, Ira and Dealer got into a fight. Ira came out on top. Word got around in small circles that the scrawny wannabe dealer lost a fight to a girl. Eventually, Mom got well enough to return to work. Dealer came to mom's work place, thinking to redeem himself, but Ira bounced him again. Later, one of the witnesses to the workplace fight tracked her down and offered to pay her money to go after someone he claimed kept harassing his wife when they were separated. After some debating and looking into the issue herself by watching the family from a distance, Ira took the job. Parents initially disapproved of it, but Ira tended to take only the jobs she knew she could handle, and the money she brought in could be used to pay the rent and take the edge off even more, particularly when her mother began falling ill more and more often and missing more and more work.

Ira started small and eventually took on bigger jobs as her skills grew. As she grew used to her new career and her mom missed more work, she began to pay less attention to the stories and reasons behind the job offers and more attention to what the job required and offered in return. Soon she was working both sides and gradually working her way up. Eventually small caravans started hiring her, and she began branching out. She took jobs with the caravans more often once her mother died from an overdose and no longer needed her protection. Usually she would go with the caravan part way, to one of their larger destination cities, and set herself up there for a spell, taking jobs and establishing herself for a time before moving on to the next stop with the next caravan. At 21, she's still honing her skills and developing herself as a fighter, but she's had a bit over 6 years experience as a hired blade and has worked hard to build a name for herself in her corner of the world.

As she gained more of a reputation, she drew the attention of the Grey Ghosts. She joined, and has been tagged as a rising star."
Last edited by LowKey on Tue Mar 22, 2011 9:31 pm, edited 6 times in total.
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Sat Mar 12, 2011 8:33 pm
Firestarter says...



Name: Malik Zakar Rabanus. (Malik is formally addressed as "Zakar" in reference to his Guardianship of the Shinkar, the holy book. This generally only happens upon meeting a fellow Shinkarite.)

Age: 45

Race: Human

Class: Polymath/Artificer/Tinkerer/Cleric

Gender: Male

Appearance:

Malik is tall, thing and ungainly. His skin is coffee-coloured, weathered by age and experiences. He has a long black beard that comes down to his waist (part of his religion). Most noticably, the left side of his head is disfigured what looks like a burn. It covers his neck, jaw and ear, but has not yet reached his cheek, eyes, nose or mouth. He usually wears long cloaks with hoods to cover his scars. They are dark blue in colour. He has a large pack stuffed full of vials, sheets, trinkets and tools. A large crossbow hangs from this pack.

Personality: Intelligent, inquisitive, forthright, intuitive, spontaneous, quarrelsome. As a scholar and philosopher, Malik approaches most situations with logic and reason. He usually avoids emotional reactions, unless it is to do with his religion. When someone disagrees with him, he cannot let it slide: he sees himself as always right. This can create arguments, especially with brutish, fighting types. Malik considers himself mostly a pacifist, but understands the need for war. When talking, people have observed that he stops and starts oddly in his speech, without the proper consideration for sentences and pauses. When excited, he babbles words and phrases often indecipherably.


Unique Abilities/Spells:

Item Crafting: Has the ability to construct items with magical properties, given the right time and tools. This is a lengthy process and not something that can be done over night. It is also very experimental with varying results. The created item might be powerful or devastating to the user. This ability works other ways: Felix is also able to tinker with existing magical items, enabling or disabling them as the situation demands. This is a less risky endeavour.

Minor Protective Spells: As a Guardian of the Shinkar, Malik receives some minor protective spells from the One True Lord. These are divine spells. For example: Sanctuary, Shield of Faith, Bless

Strengths: High level intellect, ingenuity, arcane knowledge, religious fervour.

Weaknesses: Combat. Carries an extremely well-constructed crossbow, which he can fire with decent accuracy, but couldn't fight his way out a paper bag with a sword.

History:

He was raised from a child to learn every word off by heart of the Inshinkar holy book. Malik's independent thought was served by an extraordinary intelligence and memory, which allowed him to overtake his teachers at the age of fourteen. Memorising the Shinkar (the holy tome) at just ten, his precocious mind attracted to him the foremost scholars of the day, he tutored him in medicine, religion, law and arcane thought. His religious upbringing prevented him from taking the path towards magical awakening, but on becoming an adult, he had inherited a wealth of knowledge and philosphical thought which allowed him to wander through the empire, advising powerful men and studying the mysteries of the universe.

It was this talent and wandering philosophy that brought him into contact with a secret society called The Brethren. Little is known about this shady organisation, but it has a notorious reputation for experimentation, usually at the expense of human lives. The Brethren supplied Malik with all the tools and knowledge he could ever require, while involving him in creating a number of potions, medicines and magical items to help further their goals. No-one knows why Malik joined the Brethren or why he worked with them, but their time together was cut short by a gruesome explosion that burned half of Malik's body with scars that cannot be healed by any known medicine or magic.

Fleeing the scene and the lands of his birth and religion, Malik has landed in an unknown continent with few friends. Viewed as an outsider, he has nonetheless quickly picked up the language and culture of his newfound home. He currently works as a physician in a small town, providing key medical services.

In many ways, he appears to be a paradox: a guardian of a monotheistic faith on one side, and a scientist and thinker on the other. But it is simply that the benefits of his upbringing in religion allowed him to make full use of ancient texts to further his scientific education.
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Sat Mar 12, 2011 9:54 pm
Griffinkeeper says...



Name: Marlon Grey
Age: 26
Race: Human
Class: Mercenary Leader
Gender: Male
Appearance:
Spoiler! :
Image

Personality: Marlon is a natural leader. He is a mixture of patience, strength, discipline, and faith.
Unique Abilities/Spells: (must be approved) He has taken advantage of his transformation to learn air magic. He is still learning.
Strengths: Leadership, Swords.
Weaknesses: Ranged Combat.
History: (required) Marlon Grey was born to James & Linda Grey of Maris, both of whom were librarians at the Royal Academy of Maris. He spent his childhood reading in the library, from collections of fairy tales to physics texts. His fascination with military history and strategy led him to seek a commission in the army through the Royal Academy. He was nearly kicked out twice after using "questionable tactics" against some of the more wealthy students. He received his commission and was promptly sent to a fort on the edge of the Maris, where he would be out of the way.

While there, barbarian tribes began to launch attacks on neighboring villages. Now Lieutenant Grey led an ambush on the barbarians. In the resulting skirmish, thirty barbarian warriors were slaughtered, without a single loss to Lt. Grey's team. The barbarians withdrew immediately and Lt. Grey became a legend in the Army. At 20, he became the youngest Commander in the Army. During the next three years, he planned and oversaw three campaigns against various hostile forces, all of which were successful.

During his fourth campaign, his unit of 3,000 men walked into an ambush. Losses were extreme, out of three thousand men, only 750 survived. In an investigation following the incident, Commander Grey accused another officer, Commander Black, of informing the Barbarians of their presence. These accusations could not be verified and Commander Grey was recalled to the royal city. At the suggestion of his superiors, he resigned his commission and returned to civilian life.

Marlon was given a healthy portion of the treasure that was recovered from the raids he led. He briefly retired to the town of Haven, which lasted roughly a month. He was then asked to lead a revolution at the City of Gor Nathal, which was living in tyranny. To do so, he formed a mercenary group which came to be known as the Grey Ghosts.

Though small, the team was well trained and was able to overthrow the government. Marlon took control of the city and Gor Nathal became a haven for mercenaries. The Grey Ghosts grew to three battalions of highly trained mercenaries. The concentration of mercenary companies in Gor Nathal, combined with those of the Grey Ghosts, makes Gor Nathal one of the best defended citadels in the fantasy world.
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Sat Mar 12, 2011 11:05 pm
Rydia says...



This makes me so happy!

Name: Silas Quinn
Age: 27
Race: Human
Class: Mercenary
Gender: Male

Appearance: Quinn, as he is usually known, is of average height with broad shoulders and in general a very solid build. He has medium length, wavy, blonde hair held back from his face with a length of blue material. He has a strong chin, a crooked nose, grey-blue eyes and a scar running down one cheek.
Clothing: http://www.gamebanshee.com/oblivion/cla ... s/bard.jpg <<< Quinn dresses as a bard in order to make company feel at ease around him and to put people off their guard. He has found that it's a good way to gather information and often acts like the bumbling, younger son of a wealthy merchant or minor noble. To the educated eye, his sword appears to be for display purposes rather than practical killing. To a more educated eye, his sword is perfectly weighted, honed and defineately not one you want to find yourself on the wrong side of.

Personality: Quinn comes across as lazy, jovial, generous with his money and a touch arrogant or easily offended. A man who's addicted to gambling and seems to lose more often than he wins. A man who has a silver tongue but more wit than sense and he's generally considered harmless or below notice. This of course isn't his real personality. He's an intelligent, perceptive man who likes to earn more money than he can spend. His loyalty goes to the highest bidder, unless the other party piques his interest or his sympathy. He has a certain fondness for the under dog and once stirred, this can bind him to a party for a time. However, once a job is done, it's done. He has no friends as such or emotional attachments and one man's company is as good as the next so long as he's willing to drink, talk and gamble. Quinn doesn't much care for women due to a past experience and he's quite the troubled young man, often getting into trouble with himself when he starts to question the life that he leads and the honour and duty he has left behind.

Unique Abilities/Spells: Quinn is a master swordsman. He fights in a way that often hides this, tripping and bumbling about and accidentally winning victories over his challengers. He uses the room and iobjects in it to his advantage, but has no expertise with other weaponry. His skills as a musician are mediocre at best and it's generally accepted that the taverns hire him because of his juggling skills and witty tales.

Strengths: Good fighting instincts, usually not held back by a moral code, can talk or fight his way out of almost any situation.

Weaknesses: Not good at planning ahead, isn't leadership material, has no real aims in life. Quinn's also quite a troubled man under the surface and carries a lot of baggage with him. Often unreliable.

History: Quinn is the fifth son of a wealthy noble. His eldest brother, destined to inherit the lands, was educated in the ways of the estate. His next brother was trained as a soldier and placed in charge of his father's small army. His third brother joined the church and became a priest while his fourth settled into the life of a scholar. There really was nothing left for Quinn to do. As a child he was lively and adventurous and couldn't stand to be indoors where he felt over-shadowed by his brothers. Instead, he spent a lot of time with the street entertainers where he learned to juggle and decided he would be a bard and travel the world. However, this didn't suit his father's idea of what the son of a noble should be.

Instead, Quinn was sent to a castle at the ripe age of seven where he was made a page boy. He worked for a knight, cleaning and scrubbing, polishing his weapons and dreaming of the life he could have had for seven long years. In this time, he started his basic training with the sword and followed his knight, Sir Galloway, on many occasions. At the age of fourteen, he advanced to the rank of squire and continued his training in both the sword and chivalry. Quinn didn't get on with the other boys at the castle, most of which were the sons of knights and considered that he had bought his way in and didn't belong. His life was made bearable by two things though. The first was Sir Galloway who was a strict but fair master. The second was the beautiful daughter of the lord of the castle who took a coy interest in Quinn. The naive young boy thought it was love and worked harder and harder to earn his knightship with the hope that he would then be worthy to seek her hand in marriage. Their relationship entailed everything except sex which was beyond Quinn's morality. However, at the age of twenty, his relationship with the girl was discovered. She'd got herself pregnant by one of the knights and to avoid her father's wrath, she claimed that Quinn had raped her, considering him an easier target.

Quinn was both heart-broken and disgraced, cast out or the order, never to become a knight. His family disowned him and he sank into the life of a mercenary. The bard disguise was something that came later, after he had got quite the name for himself and had made too many enemies. It was his way of scorning his idealistic youth and fit well with his sense of humour. Quinn is known well enough in the right circles that he's rarely out of work and always on the move.
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