The content is posted in the various stickied Notice boards; there's actually a quest about to start listed in the Greevan board. If it seems interesting, you should join up on the thread it specifies.
If you have any other questions, the Guide answers a lot of them. If not, we're happy to answer them for you.
Stats & Descriptions Name - Diarnan McAuley Nicknames - Diarnan of the Wind Race - Drykari (Dryad/Jakari) Age - 18 Affiliations - Stalker (Thief/Sentinel) Height - 4'11" Weight - 89 lbs
Achievements
1. Outsmarted a Sphinx (quest of the sphinx)
2.
3.
4.
Friends: Aquaintences: Frenemies: Enemies:
Appearance & Apparel - Small and lithe, Diarnan is built for speed and evasion. His skin is of an olive complexion and lightly covered in fur of the same hue save for the bare patches of smooth, pink scars he's accrued over the years. His legs and feet show his jakari heritage, being definitively feline in shape and covered in short brown fur. His head is topped with mop of darker brown fur. His antlers are forshortened and unbranched due to his strong jakari blood, resembling short curling goat horns more than anything. His face is human/dryad in its features save for his amber cat eyes and a subtle feline curve to his mouth. Wears a hide breachcloth and often carries a hide bag over his shoulder, the strap crossing his chest and resting against his opposite hip. Background
Diarnan was born in the Chakosan Forest, his mother a wandering tree spirit, visiting the far off woods, his father, a roguish low jakari, rugged, charming and on the run. Their paths crossed briefly but passionately and just as quickly parted before he ever knew she was taken with child. After a few years in the region, she and Diarnan set about returning home to the Sekoras, however they never found their destination. In the southern forest she was set upon by a strange, vicious creature that Diarnan only remembers as a shadow in his dreams; She was killed and he ran. Diarnan hass continued to run ever since, growing up wild in the southern forest, he relied on his speed and agility to escape the various predators and dangers that lurk there. He learned to scavenge and steal for his survival, to live amongst the less hostile creatures, and to always be quicker than whats lurking behind him. The one constant in his life in the past years has been the presence of a magpie that seems to have taken an interest in him. It was not until joining the Sentinals that Diarnan realized this Magpie, whom had been fondly referred to as "Bird" until now, had actually been his bondmate and as their psychic bond was established Diarnan learned he preffered the name Holland.
Personality
Diarnan has very little care outside of himself and those he holds close. He simply longs for freedom, encouraging it in all forms. He is constantly inticed by what seems fun in the moment, often with little thought of the possible consequences, trusting his speed and agility to keep him safe. Although fast and fun loving, Diarnan is not enthusiastic about combat, his life has instilled a natural flight response in him, only fighting when necessary. Much like his Magpie life parter, Diarnan has a tendency to to admire shiny things and forget to return them.
Skills/Weaknesses Feral Fleetness - Having had to rely on evading the predators and dangers of the forest made made Diarnan extremely quick on his feet, nimble and agile. Life on The Edge - Diarnan's life of isolation and constant danger, combined with the inherent nature of his parents, have ingrained in his soul the desire to escape and travel. He constantly feels the need to be moving and the desire to be somewhere else. (Emergence) Lvl 1. Diarnans body is constantly on edge no matter how calm the world around him may be. He is immune to calming effects and quick to react to danger. Lvl 2. While moving at full speed, Diarnan's aura becomes visible and blurs him, making him harder to make out and target. Lvl 3. Diarnan's edginess extends to preternatural awareness, all his senses merging to alert him to danger around him that most people would be unawares of, keeping him from being blindsided. Lvl 4. Diarnan's flight response is kicked into hyperdrive, allowing him to go from stock still to full speed in an instant. His ability to move at high speeds is also enhanced, allowing him to turn on a dime and keep stable footing no matter what the terrain.
Lvl 5. When frightened or extremely stressed, Diarnan will sometimes suddenly find himself standing elsewhere, usually within a few yards of where he was, though he can rarely effect where. Combat-wise, this usually only happened when violence first breaks out, protecting him from the initial attacks. Lvl 6. Coming to grips with is ability to vanish and reappear, Diarnan can briefly flicker away and back again to the same spot. This allows him to perfectly dodge projectile attacks he can see coming if he can time it properly. This is of little use in close quarters, the risk of flickering back into the attack or attacker is too great. Lvl 7-10. In Development
The Red Deck: Cups - Acrobatics
Lvl 1. Your jumping range increases by 1'. Sentinal Edges
Low Tier
Animal Empathy - You develop a sense of rapport and empathy with wild animals, allowing you to more easily gauge their moods, motivations and intentions. Allows you to more accurately predict potential threats and increases your ability to communicate effectively.
Guild/Society Bonuses
Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
Guiding Bondmate - The first task of any new Sentinel is to find their bondmate, a perished Sentinel reborn in animal form to guide the Sentinel . A sentinel may communicate with its bondmate psychically.
Herbalism Lvl 1 - Basic Herbalism - You are able to manufacture basic Teas and Supplements. These are herbal compounds that one takes regularly (at the very beginning of each quest or bounty) to enhance their functions. Teas effect you mentally. Supplements effect you physically.
General Tracking - ?
Pet Fostering - The Sentinels often find or come into responsibility for endangered, hurt, or young animals, requiring rehabilitation to see them to their prime. A sentinel may adopt and foster a pet to see them through their rehabilitation.
Sentinel Walkabout - The ultimate goal of most Sentinels is to complete a Sentinel Walkabout, during which they should achieve the Ultimate Understanding that Sentinels worship and seek.
Guild/Society Requirements/Limitations
Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
Tithe to the Guildhall - Tithes may be in gold, and they may be in good such as hides, meat, or other useful things, but they generally speaking have some sort of value. Sentinels are required to Tithe once a month, but may not Tithe more often than once a week.
Spells Spirit Lvl 1. Divine - Sense if any spirits are in the area and their general mood. Lvl 2. Incite - Cause a target to grow angrier and potentially violent. Lvl 3. Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter. Lvl. 4: Inner Champion - Fleeting Champion - Diarnan's appearance becomes dimmer and less distinct, colorations blending more with his surroundings and harder to pick out peripherally. His precise movements are harder to make out and his attacks harder to accurately avoid or block. He is able to move to either side or backwards just as quickly and stably as moving forward. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Weapons His horns - Small and Sturdy, these horns are not seasonal and seem to be incredibly durable, making them a wonderful natural weapon. A roughly made sling of animal hide
Non-Weapon Items Wyldwynd - A set of pan pipes. Can mimic the sounds of various animals. A trinket given to Diarnan's mother by his father, the only think he has to remind him of her. Roughly made hide bag Several good slinging stones Smokesticks - 8” long wooden tubes, mostly hollowed up and with a removable cap. Used across Bakara in all manner of encounters! A tool for all purposes! Poison your enemies! Empower you and your allies! Instill some love in lonely women, ehehehe *nudge and wink*. Insert a herbalism ingredient, shake, and remove cap to release a cloud of haze. Inhaling the haze will grant an effect based on the ingredient used. Filthy Ivory - Oh ho, now here’s something you don’t see every day. Made from the tusk of Angelcoated Hogs, a swine species native to alogean valleys. Foul, ferocious beasts. Use it in potioning and enchanting, and remind the mere mortals how far below you they stand. (enough for 5 potions if ground up, Unique) Nightvine Petals - The same petals that brought us here to begin with. Don’t tell me you’re willing to have gone all this way without buying a souvenir of our exclusive resort! A potioning and herbalism ingredient with strong curing and prevention effects. Side effects include nausea, itchy elbows, the occasional need to gaze across the Eastern Sea at sunset, wondering if your true calling is in a distant land, on the other side of the gold and fuchsia painted waters before you, and your time spent here is but a neglectful postponing of your decisive actualization as an individual, and death (results of side effects proved inconclusive). 1 use. Mindflayer Gem - The item the Mindflayer gem is imbued into can become completely riveting to one person at a time, never the same person twice. Those riveted see whatever they want to see in the gem, and can't make themselves not pay attention to it, unless that lack of attention causes them to put themselves in harms way.
Haha bane helped me a lot. And it's a port from my dnd campaign. But that still made me smile so much that I am going to screen shot it and brag about it haha. Glad to be here, and that's why they call me the captain
A little later, remembering manʻs earthly origin,
ʻdust thou art, and to dust thou shalt return,’ they liked to fancy themselves
bubbles of earth. When alone in the fields, with no one to see them, they
would hop, skip and jump, touching the ground as lightly as possible and
crying ʻWe are bubbles of earth! Bubbles of earth! Bubbles of earth!’
—Flora Thompson, Lark Rise pg. 32
Stats & Facts Name: Valióna Marie Serwyn Titles/Aliases/Nicknames: Óna; Lady of Evenfrost; Daughter-heir of Gwynalendra Sex: Female Race: Human/Feynette (¼-Human/¼-Unseelíe/½-Fenette) Age/Height/Weight: Regal (18ish)/5'4"/102 lbs. Appearance: Supernatural and preternaturally fair, almond-shaped and remarkably deep-blue eyes that seem to be eternally sad. Silvery-blonde hair like sheets of water, tenuously floating and parted to either side, streaming elegantly to her shoulders. An earnest and oval-shaped face with bashful high-cheekbones and a small dimpled chin that is quite adorable. Ivory skin tinged with a slightly bluish-hue, it is incredibly cold to touch. Perfect cupid-bow lips. They are dyed red and outlined by a silver shimmer. A figure that might have been born from a Bard's tale, impossibly petite and yet amply curvaceous. A bosom like softly rolling hills, snow-capped and lined by tiny veins of blue. An hourglass frame and hips that flow into slender legs of unseemly length. Nails that are extremely hard like Diamonds, they are all about ½ an inch and never grow. A scent that smells like the first flurry of snowflakes on the air, a frozen waterfall, and a peculiar scent that reminds you of youth. Apparel: A magnificent airy confection of a gown made of silver chiffon with a backless and strapless black bodice top crisscrossing her bosom in folds. It is sequined to a point with astonishingly lustrous Faërwater Pearls as to appear entirely white and opalescent except along the borders where black bands still appear. This is attached to an incredibly sheer and flowing pleated skirt which is cinched tightly by a turquoise sash tied into a huge bow along her lower back. Two teardrop pearl earrings that match her sequined top. Inky black heels of about 4" adorn her feet, they are the current height of Sylvan fashion. Lastly, a wicker parasol with black silk cloth fabric embroidered with scenes of a winter hedgemaze and statues, each stitch is packed with a tinier scene of a microcosom of activity, little faces peering out at you the longer you look more deeply. Background: Val is a Sylvan aristocrat and a Fey noble, she's also a half demon, a subject you will soon find is an embarrassing topic for her should you untactfully broach the subject of her birth. Benevolent and caring, she has a deep empathy for things, but little else can be gleaned about the girl besides her personality and race, of that though it is clear she is someone of immense magical heritage. Affiliations: Mages
Skills/Attributes Portrait Of The Lady As A Young Demoness
Empathic. Ethereal. Magical. Charming. Enchanting. Valióna is a painting of Nature brought to life, a portrait that is Pure and Lovely as silver moonlight striking the frosted pool on a Winter's night. Valióna is an elemental creature, naturally nocturnal, her power and beauty derive from the very fabric of Bakara itself, her nature enhanced by the damaging cold and shadows of the dark and night. Her physical Strength level is Weak. Lunar Eclipse - Óna is imbued with a primal magnetism, an innate charisma so powerful that it affects the very environment around her, imbuing her with a weak Perception effect based on her beauty and desirability that draws the eye like filings to a lodestone. When in darkness natural or artificial, this power manifests itself into an Aura of silvery light around her whose properties are based on her Inner Spirit and personality. The Art of Quintessence
Through rigorous study and practice, and intense melding of the principals of Mind and Spirit Valióna has discovered a unique interconnectedness between the two arts, she can, upon learning a spell of either art, extrapolate knowledge of the other instead of the typical branch of progression. (For example, learning level 1 Mind can build into a level 2 Spirit, but once assigned a path, no longer level 2 Mind and vice versa. This has the side effect of Spirit or Mind being able to level up their respective knowledge bases. As a result of this deep study, and Óna's magical nature, she is only able to learn Mind and Spirit magics.) Gifts Ungiven A strong telepath, Valióna is the daughter of two magically gifted races of memory, emotions, and feeling, making Óna a twice gifted empath and Mind mage. To her, thoughts and memories are tangible things, ready to be plucked or read like a page in a book, they create waves that emanate into the world, reverberating like mental percussions, they echo and they ripple as would a drop in a pond. Some gifted Mind mages may attune themselves to these emanations, touching others' minds with their own and reading these hidden depths.
Lvl 1. You learn to pick the echoes of those nearby apart from the background noise, the echoes of echoes. You can always tell roughly how many people are in an area.
Lvl 2. You learn to recognize echoes related to you, and can pick out who and where they are coming from. However, the nature of those thoughts is still unclear to you.
Weapons Magical Basanos - Óna's black parasol with the winter courtyard, depicting an ancient castle. The tip contains her Mage dagger.
1. Mind - A steel rapier dagger. Parrying a weapon with this dagger instills a subtle suggestion your attacker's mind that their weapon is useless. The more you parry any given weapon, the stronger the compulsion to stop using it and switch to another weapon or just fight unarmed becomes.
Sundries
> A large portrait of immense virtuosity and skill of an aristocratic woman who strikingly looks like Óna or someone very close to her. Kept in a gilt frame in her room at the Academy.
> A silver and sapphire-inlaid vanity kit: containing various things from a small ornate mirror with an enchanted ice surface, hair combs and picks, sapphire encrusted stickpins and broaches; various rouge and powders.
> Tales of Bale the Bard, An old book of indecipherable poems and verse as far as anyone else can tell, but something Óna cherishes and seems able to read just fine.
> A small sphere that is painfully cold and filled with a tiny globe of water
Race: Human Age: 29 Height/Weight: 6'2", 188 lbs Appearance: Tall, thin, and dashingly handsome, with extremely fair, pale skin, piercing blue eyes, delicate features, and the floppiest wavy dark-brown hair this side of the Sekamoth. Most notable of all, though, are his hands; thin, lightly calloused, and extremely dextrous. Apparel: A dark three-piece suit, black or a very dark navy, cut classically and with all the marks of the finest Sylvanite tailors. White shirt, always spotless, and an old-fashioned black cravat. Polished black boots, with toecaps. Navy Ulster coat, cut generously. Broad-brimmed navy hat, slightly floppy. Background: Édouard is a son of the Valentine family, an old and distinguished (though, it must be admitted, somewhat decayed) Sylvanite family. His youth was comfortable and pleasant, his education prestigious and lengthy, his subsequent life debauched and indolent. But there comes a time in a man's life where he must find a path--and this is doubly true for a man of the Valentines, whose wealth can only sustain him for a limited period. So when the time came for Edouard to choose his future, he did what every enterprising Bakaran youth does; stole his ancestral treasures and went off to risk his life in adventures. There is always something else to be found, just over the horizon--and Edouard will certainly find it.
Skills
Parlour Tricks - Édouard, having been subjected to a battery of teachers and tutors over his life, has acquired most of the skills which are required for a man of his theoretical social standing. He can play the piano well, if not magically; so too, he can sing passably; he can paint and draw with the best of them; other skills are reserved for his intimates.
Crack Shot - Having fought more than his fair share of duels for hearts and minds, Édouard is an excellent marksman with pistols.
That Glorious Life
For Édouard, life is a rich pageant of adventures, be it women to be saved, crimes to be punished, or treasure to be found. As he ventures of in search of these, his reputation begins to precede him. Score: 2 Level 1: He has a natural Charisma Effect. Level 2: He can tell tales of his exploits to charm, distract or impress people. When talking about his past adventures, his charisma, intimidation or other social skills are all enhanced and altered to suit his intentions. Level 3: Everything is on the house at any bar or inn. He will occasionally receive small gifts from adoring/thankful/impressed citizenry. Level 4: Quest leaders pay/give a small retaining fee/gift before quests as an inducement. Level 5: Any guilds or societies he is a part of will offer him a free item that bears their mark, making sure everyone knows he is among their number. Level 6: His fame attracts a squire, a secondary character that follows him everywhere he goes, seeking to learn from him in the ways of the hero. He does not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests. Level 7: His experience gained questing gives him a sixth sense when looting, leading him hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner) Level 8: His squire learns from him, gaining a new ability/spell/song/technique after each quest based on his exploits and their character type. Level 9: Shop merchants will give him items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what he gets. Gifts can be traded to PCs but not pawned to other shops. Level 10: His exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take him down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Spells
Fire
Level One: Warm - Slightly stoke the body heat of a target, making a cold person feel warm and a warm person feel discomfort.
Mind
Level One: Charisma - A target you cast this on will find you more charming and impressive than normal.
Force
Level One: Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury.
Weapons Les Deux Amours - Two exquisite long-barreled pistols, silver with bird-designed ivory handles veined with agate. These do not shoot regular ammunition, but rather small blasts of force magic, which impact with the force of a very strong punch. Each can be fired up to three times (once per post), but then require around a day to recharge, or the end of the encounter, whichever comes first. Tyrfing - A great and magnificent sword, silver with a blade gleaming like fire. Along its keen edges are inscribed ancient runes of obscure meaning, which also densely blanket the sword’s bronze hilt and scabbard.
> Unbreakable, modifier 5
> Wounds caused by this blade are far more deadly than they have any right to be, as though they deliberately sapped the strength of the wounded.
> Each time the blade is drawn, it is fated to take a life. If in the course of battle the wielder does not kill with it, the blade will turn upon him, striking him dead. Other Items
Signet - Thick silver ring, set with an engraved emerald. Denotes Édouard's membership in the Valentine clan.
Silver Key - A small silver key, topped with a swan. Opens the front door of le Maison Valentine, his family's (though not strictly his) mansion in Sylvan.
Many Lives, Many Loves - A collection of love letters addressed to Édouard, some of them quite old.
Flask - Pewter flask, engraved with his family's crest. Full to the brim with brandy.
Sundries - Miscellaneous little things, like matches and cutlery.
Pets
Veillantif - A strong, swift, and proud black horse, which Édouard has owned and ridden for a number of years.
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Stats & Facts Race - Human (Sylvanite) Age - 18 Height - 5'5" Weight - 144 lbs Appearance/Apparel - Short of figure, Treff is looked down upon by most. His light blue eyes rarely return eye contact, instead usually averting his gaze in some direction or hiding them behind a mild mop of awkwardly cut, dusty blonde hair. His broad but bland face seems eternally locked in a timid arrangement, bearing that charismatic smile of a lost toddler. His long sleeved, tan tunic is worn beneath a collared vest of black velvet, usually kept tightly buttoned, and pinned with a silver, sun shaped broach. Falling over these are his two pendants, one a golden metal in the shape of outstretched, cupped hands, the other a firefly in a glass capsule (for the curious, yes, it is deceased). His trousers are just enough of a different shade of tan from his tunic to subconsciously nag at any detail oriented folk. His pair of brown leather boots are in impeccable condition, and why shouldn't they be? Treff spends most of his time looking down at them, after all. Background - Born and raised in Sylvan, Treff was never a comfortable man. The city's Cimmerian nature kept him at a constant, jittery edge (how many Sylvanite's can boast a fear of the dark?), and the unnatural manner of inhabitants and passersby would often send a shiver down his spine. His time was mostly spent in the recess of his family's hold, shying away from visiting strangers, and keeping clear of any windows (in Sylvan, there's always somebody watching). On his eighteenth birthday, his displeased father cast him out of the house in shame, warning him not to come back until he grew a pair. When he could return with pride in being a Sylvan man, then and only then would he be let back in to the Montrefon abode. Affiliations - Allies - Enemies - Accomplishments
Spells and Abilities Abilities Mystical Unnervings - It can be difficult for a man to develop a penchant for magic when frightened by even the simplest natural phenomena. Treff never took well to the mystical: the first time someone gave him a Blossomed apple, young Treffy lost his lunch on the spot. He's just one of those people that take comfort in the mundane and in physical; no need for any tricks fancy shenanigans. (Spellforging)
Inventory Weapons A bronze triangle - Treff swears that some symbolic power of the triangle wards off evil spirits and inflicts pain on the beasts of night. The theory has yet to be tested, as deep down, Treff is perfectly aware that the triangle is a mundane scrap of metal. Iron Smallsword - An unremarkable blade, tapering over its 24 inches to a sharp point, though lacking a cutting edge. Great for stabbing, useless for anything else. A final parting gift from Tref's father, it was allotted to him because its dull edges would make it near impossible for Treff to hurt himself in the midst of a duel.
Magical Items Light of Truth - A silver broach in the shape of the sun, fitted with a large diamond in the center. The diamond can be made to glow in a beam at the strength of a candle, with a light that shines through shrouds and other low-level magical shadows. Communion's Key - Golden pendant in the shape of two cupped, outstretched hands. The sight of the necklace causes others to become more agreeable and levelheaded, more for its wearer and less for his or her companions Tag Crystal - Transparent crystal with a faint golden glow. When imbued into an item it allows that item to be used as a writing implement on surfaces, with the durability of that writing varying depending on user's intent and the type of surface. Marks made glow softly with the same golden light.
Non-magical Items
A small glass capsule holding a firefly, fixed to a chain around his neck.
An ancient silver coin. Tref found it as a child while digging in his family's garden.
Road supplies.
Appearance - Average/thin build. Pale skin with darkening rings under his eyes.
Apparel - Malar wears dark leather armor, well worn and fit to his body. To prevent his pale flesh from betraying his position against the darkness, he also wears a rough long sleeve black shirt loosely fitted around the elbows as to not restrict his movement. Black leather gloves often adorn his hands (for many reasons), and dark leather boots adorn his feet. A belt with a knife and many compartments is strapped across his chest. In daylight he wears a dark cloak with the hood pulled low over his face. His skin and eyes are sensitive to the light, and until Malar had learned to manipulate the darkness, his cloak was the only thing that kept him from endless days indoors; waiting for the wretched sun to set.
Personality - Plagued by nightmares from the day he was found on the docks of Elexia, Malar has hardened into a nightmare of a man himself. After years of falling in with the wrong crowd again and again, he found that the farther he fell into darkness the less the cursed nightmares would plague him. Those around him are tools to be used, means to an end. Few understand him, and none understand his drive. He is not one for talking idly, not one to leave loose ends, and never one to forget a debt.
Background - Cursed at the age of 12, Malar was found washed up on the docks of Elexia. He would not wake from a frightful coma in which he would often scream and thrash about. After being taken to the clerics, it took weeks for them to revive and rehabilitate the young Atarin. In the those weeks their probing into his past came with two realizations. Malar had severe amnesia (if the boy was to be believed), and if they probed deeper the cursed nightmares would return. Fearing that the clerics would pry until they drove him to madness, Malar escaped and returned to his homeland, where he was viciously chased out for the past he could not remember.
With no home and no family, Malar found his way on the streets, and was eventually recruited into the Thieves Guild. After years of thieving (and eventually murdering) Malar found that the farther he fell into the world of darkness, the less the nightmares would plague his sleep.
Now, he seeks to find out the secrets of his past by joining The Church of the Unblinking Eye. A means to an end in his mind. The church will be his tool, just as the Thieves Guild had always been.
Below is the short story i have been working up as i tried to figure out Malar’s personality and past. Feel free to read it, and tell me what you think. It’s long, but hopefully worth the read...
At the age of 12 Malar was found washed up on the docks of Elexia. The young Atarin was seemingly unharmed, but would not wake from a fitful coma. The dockworker that had found the boy cared for him in his own home. All the while he tossed and turned on his cot; crying out in the night and sometimes swiping at the air with terrified shrieks. After days of this, the dockworker could handle no more. Fearing that the boy may be cursed or that he would die before waking, he took Malar to the Church of the Unfailing Light in hopes that they could revive him.
The Atarin boy spent nearly 2 weeks in the care of the Clerics before they were able to wake him from his nightmare. Something or someone had indeed cursed young Malar. A powerful curse that seemed all too familiar to some of the healers who cared for him. He had been meant to die in the water, flailing around in the horrific nightmare and eventually drowning in the waves of the ocean. Malar’s enemies were not without a fair sense of irony... But who were they?
Malar recovered slowly over weeks in the care of the clerics. All the while they would question him. Attempting to learn what they could of the boys past, and the source of the powerful curse. The trouble came when Malar could remember no more. He knew his name, his age, and how to read and write. He could even recall specific historical events and vague workings of his Atarin homeland... but that was all.
“Amnesia,” Malar could hear the clerics speaking in hushed tones outside his door one night, “seems a convenient escape for a boy who clearly holds many secrets.” There was a pause, “Dangerous secrets if you ask me.”
“And what do you recommend we do?” A second voice, lighter and kinder. “The boy has been through hell and back. Amnesia is a viable response to such trauma.”
“The boy may be lying.” A third voice, older and wiser than the two before. “But we must proceed with caution. This boy’s past may be shrouded in a haze of pain and fear, to attempt to pry an answer out of him may cause more damage than it is worth.”
“Truth. Truth is what we seek and this boy is keeping it from us.” The first voice again, hard and angry. “Will we let this boy play forgetful and walk out our doors with what could lead us in the direction we have been seeking for years?”
“I never said we let him leave.” The kind voice interjected, “He is in no condition to wander off on his own. Perhaps time and care will help us sift through the mess that fills his mind.”
“I agree,” The elder spoke again “We will discover the boys past in time. The truths he holds locked away cannot stay hidden forever.”
The silence that followed left Malar feeling unsteady and frightened. He did not want to remember. Every time they asked him to try, the nightmares came back with a vicious ferocity, tearing him from sleep at night, and waking him in blood stained sheets. Nothing could be worth the pain that remembering brought him. Malar could not stay in the church and let the Clerics toy with his mind. He needed to escape, now.
That night he waited for the cleric guarding his door to check in on him, as he always did every hour or so. With his back pressed flat against the wall next to the door, he waited till the man realized he was not in bed. As he entered the room Malar struck at his knees from the shadows. There was no crack of bone as he had hoped for, but the man was surprised and off balance. Without hesitation Malar was out in the hall, sprinting through the church in the direction of the exit.
Malar could hear the guard calling out for his brothers to stop “The boy,” and ran faster. After slipping through the grasp of a stunned man on his way into the church, Malar was out and almost free. The cool night air invigorating his mind and body, the young Atarin headed straight for the nearest shoreline. The direction seemed to come through instinct, and soon he was rewarded with the scent of the salty sea.
After skirting along the shore, careful to stay out of the light of the torches that dotted the land closest the church, Malar began his journey home. His memory and instinct guided him through the dark waters and he found himself in his homeland once again. At the city gates he was stopped, and asked his name.
“I am Malar Deltatide,” He began with exhaustion and relief. “I was lost at sea some 5 months ago and taken in by...”
“Deltatide, you say?” The guard face contorted in disgust. “You are no Deltatide. You are scum! You shame your own name, and that of our people.”
“But I...” Malar had no idea what the man spoke of, but something was very wrong.
“How dare you ever show your face here again!” The guard withdrew his sword and shoved the young boy, rage causing his breath to come in ragged patterns. I need to run... Malar’s feet would not budge. What could drive a man to attack a child in such fury... What have I done?... Who am I?
The guardsman’s blade slashed at the air as Malar leapt back in shock, RUN! Malar turned tail and ran from the guard, his home, his people, and his past. He didn’t stop running for years. With no home and no family to turn to, Malar found his way on the streets. Still plagued by the nightmares some nights, Malar would often wake to city guards staring down at him; wide eyed and swords drawn.
After a time he learned basic skills of theft. Stealing a meal here and there, or breaking into empty homes for clothing and a blanket for the night. One day on a busy street he attempted his first pickpocket, and found himself pinned to a wall with a blade to his throat.
“What was your hand doing in my pocket boy?” The blade pressed harder against his neck. “Does this codd have a death wish?”
Malar could not even speak under the pressure of the blade.
“Eh little codd? You going to answer me, or do i need to cut you till you find your voice?” The man’s breath reeked of alcohol and Malar noted his balance seemed weak. “I ought to teach you a little lesson before I take you to the guards you filthy little fish.” the blade was away from his throat; time to strike.
Hooking his foot behind the man’s leg, Malar slammed his forehead into his assailants nose. The heat of blood spattered his face and the drunken man fell backwards with a yelp of pain and surprise. “Watch who you call a fish... stinking ape.” And with no further words, Malar ducked into the alleys and away from the crowd.
Some way from the scene Malar noticed movement on the roof top to his right. Before he could react the assailant was on him and pinning him to the floor. His face was obscured by a large hood, "You think you're tough don't you kid?"
No blade this time, but Malar held his tongue the same.
"Eh? No witty comment? No empty threat?"
"What do you want?"
"And he finds his voice!" The man laughed and lifted Malar to his feet, "I want to offer you something."
"I don't need anything from you." Malar shoved the man away.
"Doesn't look that way from where I'm standing kid."
"Maybe you should try standing somewhere else. How about away from me for starters."
To be continued... (When i have time)
Skills/Weaknesses Haunted Soul - ~The cursed nightmares that plague Malar have taken a heavy toll on him in many ways. His constant lack of restful sleep and severe psychological trauma have caused dark rings to form under his eyes, and given him an unnatural aversion to the sunlight. ~ As such ~ Malar is every weary and ineffectual in daylight. Your strength is Weak and you are dazed while exposed to sunlight. For every 2 levels of dark magic ~ Malar learns, the greater his connection to the darkness of his nightmares. His base strength increases by a level.
Shadowheart - (Swathe + Soothe) - Your aura becomes infused with abyssal darkness, rendering visible and utterly, opaquely black.
Lvl. 1 - When in shadows your aura and the darkness meld so that cannot be visually distinguished from the darkness and the darkness becomes tinged by your emotional state, somewhat influencing the emotions of others in the darkness with you.
The Red Deck -Blades- Wetwork
Lvl. 1 - Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
-Cups- Sneak
Lvl. 1 - While wearing light gear, your footfalls become soundless.
Infiltrator Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This effect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
Guild/Society Bonuses
Initiates
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten, they are the masters of powers that were better left undiscovered. Joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business.
Thieves
> Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
> Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
Guild/Society Requirements/Limitations
Initiates
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
Thieves
> Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
> Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
Spells
-Dark- Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
-Spirit- Lvl. 1 Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Weapons
> Two steel daggers. One located on a belt strapped across his chest, the other strapped to his leg.
> Black leather garrote. Coiled and buttoned to his hip
Non-Weapon Items
>Weapon/item belt strapped across his chest
>A medium sized satchel. Fit tight against his back.
>The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions.
Stats & Facts Race - Elf Age - 27 Height - 5'6" Weight - 128 lbs Appearance/Apparel - Pale skin with occasional hints of lush, pink tones. A heart shaped face with blue almond-shaped eyes, usually seen either squinting or glistening wide, and able to shift from one form to the other almost seemlessly. Thin pink lips, pressed tightly together (as is usual for the women in her family) and pronounced, rosy cheekbones. Black hair waving down to her chest, usually kept loose but known to tuck some behind her ears when employing more flirtatious measures.
Duana dresses in hooded indigo robes, distinguishable from the common mage robes as it is fitted to the contours of her body, exploiting her feminine curves. It is kept open above the hips, exposing a black laced shirt with a deep V-cut collar, offering a shallow exhibition of what lies beneath. Her shoes are made of a soft black leather. Background - Despite its residence in Greevan, Duana's family isn't very welcomed into the Elvish community. Her ancestors were part of the defeated elvish movement that had tried to expel all outsiders and their affiliated elves two hundred years ago, and were one of the few clans that chose to remain in the city after its fall. Relations between them and the new Greevanites were stressful, as could be expected, and their refusal to admit to any wrong only strengthened the strain over time. Members of their clan have been actively interfering in political affairs--interfering, not participating--and some have even been said to be well ranked members of the Opposition. Many would love to exile them from the city, but their ancient and strong presence in Greevan has made that an all but possible task.
Duana herself had things even more difficult; born with black hair, she was regarded as a bad omen by many, including members of her own family. Finding any sort of love or friendship was an impossible feat, and the only person to show her any affection was her grandfather Duibh, for whom she was named. When she was 17, Duibh took her deep into the woods, where the trees grew thick and any light was a luxury. There he introduced her to an old hag of a elf, a witch by trade. She examined Duana, sampling her blood, reading her palms, channeling her spirit, and prophesied that the girl would one day come into great power and authority, with many under her rule.
Duana was ecstatic.
But Duibh did not raise his granddaughter to be an ignorant lass. True or not, Duana knew that any hopes she had of fulfilling this prophecy rested in her own hands. Nothing would come to her by chance; if the world is to be hers, it is up to her to secure it. Affiliations - Mage Allies - Enemies - Accomplishments
Spells and Abilities Abilities Clairvoyance - Prophecies for dominance or not, Duana realized that no real power will come to her by sitting idly by. If she is to reign over others, she would have to earn that privilege. Power comes from knowing, this much Duana knew. One might be stronger, wilier, or more gifted than the opposition, but she was once told that victory starts with knowing the foe better than the foe knows itself, advice the girl took literally. Duana has spent the last ten years mastering the basics of telepathy. (Echo Reader) Lvl 1. You learn to pick the echoes of those nearby apart from the background noise, the echoes of echoes. You can always tell roughly how many people are in an area. Lvl 2. You learn to recognize echoes related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however. With a Smile Or Otherwise - Duana may change any active charisma effect on her to be either regular, intimidation-based, or seduction-based, regardless of its original...orientation. Spells Dark Level 1 Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features. Mind Level 1 Charisma - A target you cast this on will find you more charming and impressive than normal. Level 2 Jibe - The target will take offense at what they are hearing.
Inventory Weapons
Non-magical Items Superior's Armlet - A bracelet of gossamer, twined strands of loose silver, seemingly fragile as a spiderweb but virtually unbreakable.
> The bracelet subtly changes the air around Duana, making her seem more imposing and more authoritative. This gives her a constant natural intimidation effect.
> Once per encounter, Duana may cause the bracelet to give her the effects of a random Champion spell for five posts, or until she dismisses it.
> Once ever, Duana may take the bracelet from her wrist and crumble it between her palms. The effects of this are a mystery even to her. The Fervent Prayer - A necklace, a pair of silver hands clasped together on a gossamer silver chain.
> When activated the hands open into a stance of imprecation, a bright, clear white light shining out from the center of their palms. This calls a randomly-determined warrior from Archipiada's realm to the aid of the bearer, though occasionally it may need help as much as Duana. Universal Coin - A bag of coins, endlessly refilling. These coins cannot be used to purchase anything normally, but can be thrown, and the item serves as an invitation to a future quest.
'There is so little beauty in this world, and so much suffering.
Do you suppose that is what God had in mind?
That is to say if there is a god at all.
Perhaps there is nothing in this universe but ourselves. And our thoughts.'
Stats & Facts Name: Renatta Giovana Loren Simoni Titles/Aliases/Nicknames: Giana; Ren Sex: Female... I guess? Or androgynous. Race: Atarin Age/Height/Weight: 30/5'10"/134 lbs. Appearance: Not purely handsome or beautiful, but a strange mixing of the two, somehow appearing both stern and soft. Chiseled highborn cheekbones, a square minutely dimpled chin which is subtly round, a slightly bold nose not quite thin or broad but incredibly straight; a very imperceptible scar running across it. Lips that are dark blue and invitingly soft, a remarkably lighter blue skin tone and complexion with the faintest hint of teal. Stringy and porous hair that is typical of her race, a blue so deep it is almost black, pulled back and tied up into an elegant bun, except along the front where it has been curled into two protrusions much like antennae or horns. Meticulous cared for manicure, with nails kept short but with a narcissistic and razor-sharp fineness. A scent of sea-salt and a floral sweetness, with a faint undertone of sleeplessness, rum, and pleasurable sweat. Apparel: Effortlessly elegant. A reserved grace and manner encompasses every gesture Ren performs. Looking as if it were slept in, but an absolutely incredible brocade jacket of the most pure sapphire blue, large blue buttons all the way to the waist, lapelless but embroidered with a golden stitch throughout: all along two large pockets at the hips, high-collar, buttons, and hem; embellishments of underwater plant life and coral stitched in economic patterns litter the surface, schools of fish and wildlife hidden within the scenes. A white cotton dress-shirt, lace at the wrists and neck. Dark velvet trousers of the finest material, tucked into knee-high leather boots single heeled, and shined to perfection. Background: Giovanna is a member of the Betatide caste, hailing from the very heart of Ataria. She was an avid student of the past, a modern day relic in a stagnant and capricious empire. A quick study of court intrigue, and the cortegiano art of warfare and fighting to be considered a class prodigy, and one of the most celebrated pupils in years. Some thought Ren would rise to the upper echelons of guarding princes and the entourage of senators, but little did they know of the disgust and disdain she felt for everything they represented. Taking her education very seriously, Ren delved into the history of the Merchant Empire, all the way back to its roots. To many teachers and the Atarin senate, this was a taboo, that while their court life was based in theory on the past, actual practicing of those principles should be left as that, to theory and empty ceremonial displays of the kata forms performed and used for birthdays and special functions. Unsatisfied, wearied, and disillusioned, overrun with listless ennui and much of the time alcohol, Ren, in what would be a self-imposed exile from Atarin Society, left for the Bakaran mainlaind in search of something more than mere ceremony and the emptiness of court life. Ren is deeply insightful and a master at controlling emotional queues and nuances that accompany facial expressions, the lessons learned from years mired in politics; lessons that have bestowed her with refined wit and a keen eye for the imperfections of others. Crossing words or swords with her can be as equally deadly.
Skills/Attributes Savage Eloquence
Ren is fully trained in the Cortegiano style of fighting, a warrior poet in total control, an elegant and sophisticated fighter in both warfare and intrigue, just as likely to stab you in the heart as she is to poring out her soul into writing lines of heart-rending verse. As such, Ren is an expert duelist and fully trained fighter that is hell of a lot prettier than you are while doing so, and a hell of a lot more sophisticated too, but she's not one to point out the obvious to pedestrian riffraff, as a member of the Warrior's Society with all the duties and responsibilities that implies, that would be beneath her. A Taste for the Baroque
Showing a level of passion and interest for deep knowledge not encountered in the empire since its golden days of yore, Ren developed an obsession with collecting and discovering countless bits of erudition, quaint knick-knacks, and hidden treasure over the years, most of which were written off as lost or some that had simply gone missing because a régime or faction falling from favor and power changing hands. Alas, you would think a merchant empire would be privy to the art and usefulness of good book keeping. Underworld Leavings - Word tends to spread, and when word gets around, you can be damned sure somebody's heard something. A simple word in the right ear, or a bit of coin in the proper hand, and things tend to shake loose. Ren has intimate knowledge at any given time of the hidden markets and secret shops throughout Bakara. Warrior's Techniques(Level: 1; BPs: 0) Environmental Combat
Lvl 1: Ren has complete situational awareness, allowing her to notice possible improvised weapons laying around others might overlook.
Weapons
> Piumato Luna(Level: 0; LPs: 0) Possessed with a distinct soft curvature, this single-edged and elegant blade is known as the Feathered Moon. Hung in a sapphire sash from Ren's hip; two yellow streamers of ribbon tied just below the circular-hand guard, a hilt of ray skin battle-wrapped with sapphire silk cord, and capped by a bronze Moon being engulfed in crashing waves. The Piumato Luna is a Penne, an ancient style of sword designed for the archaic Atarin fighting art, translated roughly as Bladed Calligraphy. The penne is designed not simply for swordplay, but rather to carve literal runes of power known as Glifo into the air to supplement other attacks. Or so the stories say. Regarded as an artistic display at best and a complete waste of time at worst, any mention of practical in-the-field use for Bladed Calligraphy is treated with minimal respect. For now.
Spells Mind
Lvl 1. Charisma
Lvl 2. Veil
Accessories
> Worn edge-up, the lacquered sheath of Luna recalls the deep waters of the Eastern Sea
> A silk azure and gold stitched swordsman's cloth
> Special oil extract made from a sea anemone
> Blade treatment, used to purify and clean
Other Il Prince, The now rare but legendary and quintessential atarin political treatise on what it means to be a cortegiano, Il Machia, Betatide The Book of the Courtier, The second now legendary and quintessential atarin political treatise, by Caldassare Casatico, Alphatide An Anatomy of Influence, All Renatta has been able to glean and piece together over the years on what it means to be cortegiano. Adapted for present day readers. What Ren one day hopes will be the third legendary and quintessential atarin political treatise, by Renatta Simoni, Betatide Analysis of Perceived Meaning, a series of banned existential philosophies believed to be too esoteric for consumption, now almost impossible to find within the empire. Author unknown. The Disassembly of Reason, a mostly indecipherable book of nihilistic philosophy and questionable authenticity, which Ren enjoys to read and quote from time to time. Before The Fall, A history of the Atarin Merchant Empire.
> Raphael: A very phallic, very smooth coral shaft, about 6" in length, carved to look like a paint brush. 1. Oh, do I really have to spell it out for you.
Name - Cuthbert Regulus Darbison Clermont AKA "Darby"
Race - Human
Age - 19
Affiliations - Bakaran Irregulars
Appearance & Apparel - Darby wears Leather Bracers and Greaves that are finely detailed, and clearly expensive, but not well taken care of.
Personality & Background - Darby was born with a Silver Spoon in a Sylvan family, but couldn't spend his life being idle with wealth and fortune after he visited Elexia and saw how people really live.
Skills/Weaknesses HERO'S LEGACY - Your reputation as an adventurer precedes you, and was you undertake more and more epic quests, your legend grows, greatly effecting how others see you. > You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest went over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Points: 5
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving.
Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
Weapons The Drakeling -
An elegant duelist's sabre, weighted for piercing thrusts yet with a single razor edge for vicious slashes. Its basket pommel is formed in the shape of a winged reptile, its tail sharpened to a cruel point. Modifier 4. 1. May be pulled apart into two identical blades.
2. The Drakeling can sheath itself or parts of itself in a thin film of black tar. The tar can either be slick, rendering the weapon almost frictionless, or sticky, binding materials together with up to mythic strength. The tar can be willed to dissolve at will, and different parts of the weapon can be different things at the same time. (Gear-Imp Tar imbue)
3. Twice per encounter, while pulling The Drakeling apart, the bearer may release an explosion of magical energy whose strength and effects are based on the enchantments The Drakeling bears. Current effect: Umbral Roar - The explosion unleashes a deluge of tar in the direction(s) of Darby's choice that hits with the force of a strong punch. The tar is as explosive or slick as Darby desires [up to the limitations of the imbue], and different directions can be diffent levels of stickyness. The tar created this way lasts until end of encounter or until Darby wills it to disperse.
Non-Weapon Items The Riotous Laugh(Worn) - A gauntlet made of unbreakable brass, covered in strange gears and cogs. Possesses a strange affinity for constructions and artifices. Machinist creations can temporarily or permanently fuse with the gauntlet, altering themselves in such a way as to fit their twin functions.
Taker-Of-Names(Worn) – A simple, black steel gauntlet lacking any sort of embellishments.
>Takin’ Names – Whenever Darby defeats a foe in battle (or graciously accepts their unconditional surrender) their name appears on the gauntlet in glowing, red letters. The tougher the foe, the brighter the letters. Any current names fade after the end of an encounter.
>Out of Gum – The gauntlet seemingly becomes more… intense with each name added to it, granting Darby an increasingly powerful intimidation effect based on the quantity and quality of the names it bares.
>No. – Once every 5 posts Darby may choose to have an attack, effect, insult, etc. that would otherwise be doing him a bad turn effect someone whose name is on this gauntlet instead of himself. They don’t even have to still be alive. Deal with it; it’s not Darby’s problem.
For example, a strike might phase through Darby while his last foe’s corpse is mysteriously cut in two. And no, names added to the gauntlet by other means don’t count.
Goo - Goo from the flesh monster. Can be imbued. Cult Icon of Archipiada - Delicately sculpted out of finest alabaster, with impossibly precise details and a remarkably lifelike quality. Glows softly in the dark. Can fuse with one person ever, endowing them with a Light-based LSS. Cannot be leveled by spells already purchased; for example, if player has a Light 1 and 2 spell, they must buy additional 1 and 2 spells to make it level.
Celestial Being Harness the inherent clarity of light to transform into a luminous being of celestial energy.
Level One - You begin to glow softly, illuminating the darkness around you with the strength of a strong candle.
Level Two - The light clears the mists from your eyes, allowing you to see clearly in the dark.
Level Three - Your skin turns papery white, shocking and beautiful at once. Your touch gives a soothing, relaxing sensation.
Level Four - Your hair begins to turn silvery white, just a few hairs and highlights at first, but more and more as time goes on, and your eyes turn a luminous light blue. Tracing your fingers in the air, you can create trails of solid light, up to a few feet in length, which hang in the air and glow brilliantly. These trails have a burning sensation on skin, though they cause real damage only with extended contact. Only three may be maintained at any given time.
Level Five - The light surges through your flesh, bursting out in an almost blinding ray wherever your skin is pierced. This light soon burns your wound shut, cauterizing it, a process not without pain. All your scars quickly fade and disappear.
Level Six - The glow around you grows brighter and slightly bluish. If you touch someone for more than a few moments, some of the aura will transfer to them, calming them and making you seem more sympathetic, the equivalent of two Charisma effects.
Level Seven - The light begins to alter your material nature, reducing your weight. You gain the ability to levitate a few inches above the ground, moving at normal speed but without the need for physical exertion.
Level Eight - Your consciousness merges with the light, granting you profound inner calm. Since your essence now resides within the light, you are able to make that light leave the body and move your perceptions anywhere within 200 feet of your body, which stands in its last position but remains utterly helpless until you return.
Level Nine - At any time you may leave a mark, a glowing rune, upon any surface. Once every seven posts you may flit between these marks at the speed of light. Max three marks at any given time.
Level Ten - You learn to harness your celestial energy for a custom ability based on your personality and the light.
The Universal Coin - A bag of coins, endlessly refilling. These coins cannot be used to purchase anything normally, but can be thrown, and the item serves as an invitation to a future quest.
Spells Force Lvl 1. Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid. Lvl 2. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape. Lvl 3. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Stats & Descriptions
Name - Yusuf Redshot
Initiate Name - Midnight
Race - Saaur
Age - 31
Affiliations - Inquisitor
Appearance & Apparel - His crimson scales are his defining feature. Yusuf's arms and legs are bulked up. He spent the summer working out and getting stronger. He has a scar above his left eye that he earned freelancing at a Sylvan night 'establishment'. Whatever, he doesn't judge or ask questions. Yusuf wears a dark jacket and gloves. His pants are standard military issue along with his boots.
Personality & Background - Yusuf didn't speak until he was 6. His closest friend growing up had always been imaginary. His parents sent him to military school when the imaginary friend became too much to handle. Yusuf spent many years seeing a psychiatrist. His 'visions' have intensified as he has grown older.
Skills/Weaknesses:
SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Lvl 1. You cast no shadow except your "true shadow", which always exist, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind of its own and moves of its own will. It has a mind and personality of its own, but as its life is tied to yours, your well being is its top concern.
Lvl 2. Your shadow can separate itself from you, if it does, it gains a third dimension. It remains insubstantial. It cannot wander more than 50' from you.
Lvl 3. Training with your shadow grants you greater understanding of your own style and technique, granting you an additional level in a leveled physical skill you possess. If you possess none, your strength level is increased by one.
Lvl 4. You and your shadow gain a psychic link, allowing you to communicate your will to it and it to relay what it sees and hears back to you.
Lvl 5. Your shadow can communicate with the shadows of others, sometimes gaining helpful information from them.
Lvl 6. Your shadow can gain enough substance in a part of its body to manipulate small objects, no more than 5 lbs in weight.This requires great focus and uses up one of your spells per post.
Lvl 7. Your shadow is able to merge with the shadow of another and, while merged with it, telepathically grant you any strictly physical skills, abilities and techniques that person has. This merger can only last four posts before your shadow is permanently rejected from that person's shadow.
Lvl 8. Your shadow can cast one of the spells you know per post, but it counts towards your spells per post limit.
Lvl 9. Your shadow's spell casting counts towards its own spells per post, of which it has one.
Lvl 10. Your shadow can become a solid being of shadow made flesh, a jet colored duplicate of yourself, equipped with nonmagical replicas of your apparel, weapons and items formed from solid shadow of equivalent hardness. Once it does this, it cannot return to its incorporeal form until the end of the encounter. Death and dismemberment is as permanent for its solid form it as it is for you.
REQUIREMENTS / LIMITATIONS
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
BENEFITS
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten, they are the masters of powers that were better left undiscovered. Joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business.
> Might and Magic - Special items and spells Initiates have access to. Determined by your path within the guild. (Magic)
The Brass Oath - Cannot commit crimes
Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary. All Peacekeeper sigils are enchanted with potent magics that capture a visual record of everything that goes on before you. The images it records are stored within a massive enchanted seeing stone hidden deep within the Halls of Justice. They are checked at random and can be referred back to if the guild is given any reason to.
BENEFITS
Bakara's Most Wanted - Access to special Peacekeeper only Bounty lists.
The Brass Bond - If your life in in imminent mortal danger, your sigil will send out a signal to any other Peacekeeper Sigils in the area, alerting them of a call for backup and glowing to guide them to you. This signal will continue until it senses you've been healed or until it senses another Peacekeeper in close proximity to you.
Forearmed and Forewarned - You receive one of 6 Peacekeeper items of your choice. By catching more and more bounties, you earn the trust and faith of the guild and will be allowed access to more items or alternate usages of the item{s} you have. Items usage fall into the categories of Investigation, Tracking, and Subdual.
Oblivion Stones (Pendant)- A special charm given to Inquisitors, worn as pedants, on bracelets or as pins or rings. The crystal in this charm will capture the soul of any bounties who happen to be killed during apprehension. The Initiates will pay Inquisitors to hand over these souls for questioning at any Inquistor's location.
Soulgaze - By maintaining prolonged eye contact with another close at hand, an Inquisitor can trigger an enhanced state of awareness between the two, allowing each to see a vision of the other's true nature and soul. Is not full access to their mind and must be used sparingly, as it leaves you just as vulnerable as the other person and what is seen this way cannot be forgotten. Can only be used one per encounter, and only once on a given person ever.
Blessing of Ahrimaan
Yusuf may become subsumed shadow once per encounter, taking on a completely intangible form that may not physically move or interact with the world around him. While in Shadow Form he can see and hear all that goes on around him within the vicinity of any connecting shadows to his position. He is blind for one Post immediately following the end of this effect.
Weapons
Dark Mistress - Scythe
> In its shadowform the Scythe passes through the living but creates a sense of fear and dread instead of drawing blood. (Blade can become a shadow)
> Iron
Spells
Dark
Lvl 1: Swathe
Lvl 2: Silhouette
Non-Weapon Items
Psionic Paper - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will.
Base Ability - Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it.
A pocket watch with gold chain- 'YR' is engraved on the back
A note pad and pen
Void Pouch
Darby, special circumstances let him through especially with nothing else. Approved.
Yusuf. I really don't like that his insubstantial shadow can wield a scythe right from the get-go. And his 'talk to shadows' ability doesn't really make sense, since most shadows do not talk. Quo Edit: And there is a Dark spell that lets you Shadow Scry already.
Race - Human(Elexian) Age - 31 Height & Weight - 5'10" & 170 lbs Strength - Average Affiliations - Bards
Appearance/Apparel - Ian has long, dark brown hair and a very nicely grown and groomed horseshoe mustache. He also sports the type of face that can pull off a horseshoe mustache. He has hazel eyes that tend to appear more green than brown. He wears dark blue denim pants and white shirts with a black leather vest over them. Strapped to his back is his beautiful and trusty ironwood bass guitar, Heavy.
Personality/Background - Ian grew up rather poor in Elexia, but his dream of one day becoming a Bard and traveling the world kept him happy. Eventually, Ian saved up enough money and was able to join their guild. He began to travel and gained an interest in telling the tales heroic adventures, but he found difficulty getting the right emotions through with his words, so he decided that the only way to fix that was to live through some adventures himself. Ian is a good guy, willing to have a friends back in a fight even if he isn't really cut out for it himself and also to help out those in need if he can.
Strengths & Weaknesses
Special Abilities & Personal Faults
HERO'S LEGACY - Your reputation as an adventurer precedes you, and as you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest went over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. (Charisma)
Required Score: 1
Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Required Score: 3
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 5
Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
Legend Points=2
SPELLS MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. BODY
Lvl. 1 - Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving. PLANT
Lvl. 1 - Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers.
Society & Guild Requirements, Limitations, and Benefits
Superstar Harmony Septuple Threat - Strings Public Domain - Strings
-C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target. One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the minimum 5%.
PETS
ITEMS
WEAPONS
Magical
Mundane
ARMOR
Magical Cream Coat – A belted trench coat of creamy white leather, tastefully adorned with deep reds and delicious blues.
> The coat magically warms/cools the wearer as needed. Twice per encounter the wearer can call upon the coat’s powers to magically clean themselves and their possessions.
> Arctic Wonderment Set A creamy white scarf tastefully adorned with deep reds and delicious blues.
Mundane Black Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical Heavy - Ian's beautiful and trusty ironwood bass guitar.
>Fast and Loud - Once per encounter, when Ian performs a self-composed performance piece using Heavy, the number of individuals the piece can target is doubled, but the number of posts the piece can be performed is reduced to 1 and the piece can not be played again for 4 posts. Noon Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Noon Ink was aligned with Summer, achieved through a melding of light and fire magics with traces of other arts. Midnight Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Midnight Ink was aligned with Winter, achieved through the melding of dark and water magics with traces of other arts.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
If you have any other questions, the Guide answers a lot of them. If not, we're happy to answer them for you.
Name - Diarnan McAuley
Nicknames - Diarnan of the Wind
Race - Drykari (Dryad/Jakari)
Age - 18
Affiliations - Stalker (Thief/Sentinel)
Height - 4'11"
Weight - 89 lbs
Achievements
1. Outsmarted a Sphinx (quest of the sphinx)
2.
3.
4.
Friends:
Aquaintences:
Frenemies:
Enemies:
Appearance & Apparel - Small and lithe, Diarnan is built for speed and evasion. His skin is of an olive complexion and lightly covered in fur of the same hue save for the bare patches of smooth, pink scars he's accrued over the years. His legs and feet show his jakari heritage, being definitively feline in shape and covered in short brown fur. His head is topped with mop of darker brown fur. His antlers are forshortened and unbranched due to his strong jakari blood, resembling short curling goat horns more than anything. His face is human/dryad in its features save for his amber cat eyes and a subtle feline curve to his mouth. Wears a hide breachcloth and often carries a hide bag over his shoulder, the strap crossing his chest and resting against his opposite hip.
Background
Diarnan was born in the Chakosan Forest, his mother a wandering tree spirit, visiting the far off woods, his father, a roguish low jakari, rugged, charming and on the run. Their paths crossed briefly but passionately and just as quickly parted before he ever knew she was taken with child. After a few years in the region, she and Diarnan set about returning home to the Sekoras, however they never found their destination. In the southern forest she was set upon by a strange, vicious creature that Diarnan only remembers as a shadow in his dreams; She was killed and he ran. Diarnan hass continued to run ever since, growing up wild in the southern forest, he relied on his speed and agility to escape the various predators and dangers that lurk there. He learned to scavenge and steal for his survival, to live amongst the less hostile creatures, and to always be quicker than whats lurking behind him. The one constant in his life in the past years has been the presence of a magpie that seems to have taken an interest in him. It was not until joining the Sentinals that Diarnan realized this Magpie, whom had been fondly referred to as "Bird" until now, had actually been his bondmate and as their psychic bond was established Diarnan learned he preffered the name Holland.
Personality
Diarnan has very little care outside of himself and those he holds close. He simply longs for freedom, encouraging it in all forms. He is constantly inticed by what seems fun in the moment, often with little thought of the possible consequences, trusting his speed and agility to keep him safe. Although fast and fun loving, Diarnan is not enthusiastic about combat, his life has instilled a natural flight response in him, only fighting when necessary. Much like his Magpie life parter, Diarnan has a tendency to to admire shiny things and forget to return them.
Skills/Weaknesses
Feral Fleetness - Having had to rely on evading the predators and dangers of the forest made made Diarnan extremely quick on his feet, nimble and agile.
Life on The Edge - Diarnan's life of isolation and constant danger, combined with the inherent nature of his parents, have ingrained in his soul the desire to escape and travel. He constantly feels the need to be moving and the desire to be somewhere else. (Emergence)
Lvl 1. Diarnans body is constantly on edge no matter how calm the world around him may be. He is immune to calming effects and quick to react to danger.
Lvl 2. While moving at full speed, Diarnan's aura becomes visible and blurs him, making him harder to make out and target.
Lvl 3. Diarnan's edginess extends to preternatural awareness, all his senses merging to alert him to danger around him that most people would be unawares of, keeping him from being blindsided.
Lvl 4. Diarnan's flight response is kicked into hyperdrive, allowing him to go from stock still to full speed in an instant. His ability to move at high speeds is also enhanced, allowing him to turn on a dime and keep stable footing no matter what the terrain.
Lvl 6. Coming to grips with is ability to vanish and reappear, Diarnan can briefly flicker away and back again to the same spot. This allows him to perfectly dodge projectile attacks he can see coming if he can time it properly. This is of little use in close quarters, the risk of flickering back into the attack or attacker is too great.
Lvl 7-10. In Development
The Red Deck: Cups - Acrobatics
Lvl 1. Your jumping range increases by 1'.
Sentinal Edges
Low Tier
Animal Empathy - You develop a sense of rapport and empathy with wild animals, allowing you to more easily gauge their moods, motivations and intentions. Allows you to more accurately predict potential threats and increases your ability to communicate effectively.
Guild/Society Bonuses
Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
Guiding Bondmate - The first task of any new Sentinel is to find their bondmate, a perished Sentinel reborn in animal form to guide the Sentinel . A sentinel may communicate with its bondmate psychically.
Herbalism Lvl 1 - Basic Herbalism - You are able to manufacture basic Teas and Supplements. These are herbal compounds that one takes regularly (at the very beginning of each quest or bounty) to enhance their functions. Teas effect you mentally. Supplements effect you physically.
General Tracking - ?
Pet Fostering - The Sentinels often find or come into responsibility for endangered, hurt, or young animals, requiring rehabilitation to see them to their prime. A sentinel may adopt and foster a pet to see them through their rehabilitation.
Sentinel Walkabout - The ultimate goal of most Sentinels is to complete a Sentinel Walkabout, during which they should achieve the Ultimate Understanding that Sentinels worship and seek.
Guild/Society Requirements/Limitations
Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
Tithe to the Guildhall - Tithes may be in gold, and they may be in good such as hides, meat, or other useful things, but they generally speaking have some sort of value. Sentinels are required to Tithe once a month, but may not Tithe more often than once a week.
Spells
Spirit
Lvl 1. Divine - Sense if any spirits are in the area and their general mood.
Lvl 2. Incite - Cause a target to grow angrier and potentially violent.
Lvl 3. Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Lvl. 4: Inner Champion - Fleeting Champion - Diarnan's appearance becomes dimmer and less distinct, colorations blending more with his surroundings and harder to pick out peripherally. His precise movements are harder to make out and his attacks harder to accurately avoid or block. He is able to move to either side or backwards just as quickly and stably as moving forward. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Weapons
His horns - Small and Sturdy, these horns are not seasonal and seem to be incredibly durable, making them a wonderful natural weapon.
A roughly made sling of animal hide
Non-Weapon Items
Wyldwynd - A set of pan pipes. Can mimic the sounds of various animals. A trinket given to Diarnan's mother by his father, the only think he has to remind him of her.
Roughly made hide bag
Several good slinging stones
Smokesticks - 8” long wooden tubes, mostly hollowed up and with a removable cap. Used across Bakara in all manner of encounters! A tool for all purposes! Poison your enemies! Empower you and your allies! Instill some love in lonely women, ehehehe *nudge and wink*. Insert a herbalism ingredient, shake, and remove cap to release a cloud of haze. Inhaling the haze will grant an effect based on the ingredient used.
Filthy Ivory - Oh ho, now here’s something you don’t see every day. Made from the tusk of Angelcoated Hogs, a swine species native to alogean valleys. Foul, ferocious beasts. Use it in potioning and enchanting, and remind the mere mortals how far below you they stand. (enough for 5 potions if ground up, Unique)
Nightvine Petals - The same petals that brought us here to begin with. Don’t tell me you’re willing to have gone all this way without buying a souvenir of our exclusive resort! A potioning and herbalism ingredient with strong curing and prevention effects.
Side effects include nausea, itchy elbows, the occasional need to gaze across the Eastern Sea at sunset, wondering if your true calling is in a distant land, on the other side of the gold and fuchsia painted waters before you, and your time spent here is but a neglectful postponing of your decisive actualization as an individual, and death(results of side effects proved inconclusive). 1 use.Mindflayer Gem - The item the Mindflayer gem is imbued into can become completely riveting to one person at a time, never the same person twice. Those riveted see whatever they want to see in the gem, and can't make themselves not pay attention to it, unless that lack of attention causes them to put themselves in harms way.
Pets
Holland the Magpie
Currency
25
To live is to hope, and while we breathe, we hope and live.
Stats & Facts
Name: Valióna Marie Serwyn
Titles/Aliases/Nicknames: Óna; Lady of Evenfrost; Daughter-heir of Gwynalendra
Sex: Female
Race: Human/Feynette (¼-Human/¼-Unseelíe/½-Fenette)
Age/Height/Weight: Regal (18ish)/5'4"/102 lbs.
Appearance: Supernatural and preternaturally fair, almond-shaped and remarkably deep-blue eyes that seem to be eternally sad. Silvery-blonde hair like sheets of water, tenuously floating and parted to either side, streaming elegantly to her shoulders. An earnest and oval-shaped face with bashful high-cheekbones and a small dimpled chin that is quite adorable. Ivory skin tinged with a slightly bluish-hue, it is incredibly cold to touch. Perfect cupid-bow lips. They are dyed red and outlined by a silver shimmer. A figure that might have been born from a Bard's tale, impossibly petite and yet amply curvaceous. A bosom like softly rolling hills, snow-capped and lined by tiny veins of blue. An hourglass frame and hips that flow into slender legs of unseemly length. Nails that are extremely hard like Diamonds, they are all about ½ an inch and never grow. A scent that smells like the first flurry of snowflakes on the air, a frozen waterfall, and a peculiar scent that reminds you of youth.
Apparel: A magnificent airy confection of a gown made of silver chiffon with a backless and strapless black bodice top crisscrossing her bosom in folds. It is sequined to a point with astonishingly lustrous Faërwater Pearls as to appear entirely white and opalescent except along the borders where black bands still appear. This is attached to an incredibly sheer and flowing pleated skirt which is cinched tightly by a turquoise sash tied into a huge bow along her lower back. Two teardrop pearl earrings that match her sequined top. Inky black heels of about 4" adorn her feet, they are the current height of Sylvan fashion. Lastly, a wicker parasol with black silk cloth fabric embroidered with scenes of a winter hedgemaze and statues, each stitch is packed with a tinier scene of a microcosom of activity, little faces peering out at you the longer you look more deeply.
Background: Val is a Sylvan aristocrat and a Fey noble, she's also a half demon, a subject you will soon find is an embarrassing topic for her should you untactfully broach the subject of her birth. Benevolent and caring, she has a deep empathy for things, but little else can be gleaned about the girl besides her personality and race, of that though it is clear she is someone of immense magical heritage.
Affiliations: Mages
Skills/Attributes
Portrait Of The Lady As A Young Demoness
Empathic. Ethereal. Magical. Charming. Enchanting. Valióna is a painting of Nature brought to life, a portrait that is Pure and Lovely as silver moonlight striking the frosted pool on a Winter's night. Valióna is an elemental creature, naturally nocturnal, her power and beauty derive from the very fabric of Bakara itself, her nature enhanced by the damaging cold and shadows of the dark and night. Her physical Strength level is Weak.
Lunar Eclipse - Óna is imbued with a primal magnetism, an innate charisma so powerful that it affects the very environment around her, imbuing her with a weak Perception effect based on her beauty and desirability that draws the eye like filings to a lodestone. When in darkness natural or artificial, this power manifests itself into an Aura of silvery light around her whose properties are based on her Inner Spirit and personality.
The Art of Quintessence
Through rigorous study and practice, and intense melding of the principals of Mind and Spirit Valióna has discovered a unique interconnectedness between the two arts, she can, upon learning a spell of either art, extrapolate knowledge of the other instead of the typical branch of progression. (For example, learning level 1 Mind can build into a level 2 Spirit, but once assigned a path, no longer level 2 Mind and vice versa. This has the side effect of Spirit or Mind being able to level up their respective knowledge bases. As a result of this deep study, and Óna's magical nature, she is only able to learn Mind and Spirit magics.)
Gifts Ungiven
A strong telepath, Valióna is the daughter of two magically gifted races of memory, emotions, and feeling, making Óna a twice gifted empath and Mind mage. To her, thoughts and memories are tangible things, ready to be plucked or read like a page in a book, they create waves that emanate into the world, reverberating like mental percussions, they echo and they ripple as would a drop in a pond. Some gifted Mind mages may attune themselves to these emanations, touching others' minds with their own and reading these hidden depths.
Lvl 1. You learn to pick the echoes of those nearby apart from the background noise, the echoes of echoes. You can always tell roughly how many people are in an area.
Lvl 2. You learn to recognize echoes related to you, and can pick out who and where they are coming from. However, the nature of those thoughts is still unclear to you.
Spells
Telepathy
Lvl 1. Fade
Lvl 1. Retain (S)
Empathy
Lvl 2. Touch (M)
Accessories
Magical
Mundane
Weapons
Magical
Basanos - Óna's black parasol with the winter courtyard, depicting an ancient castle. The tip contains her Mage dagger.
1. Mind - A steel rapier dagger. Parrying a weapon with this dagger instills a subtle suggestion your attacker's mind that their weapon is useless. The more you parry any given weapon, the stronger the compulsion to stop using it and switch to another weapon or just fight unarmed becomes.
Sundries
> A large portrait of immense virtuosity and skill of an aristocratic woman who strikingly looks like Óna or someone very close to her. Kept in a gilt frame in her room at the Academy.
> A silver and sapphire-inlaid vanity kit: containing various things from a small ornate mirror with an enchanted ice surface, hair combs and picks, sapphire encrusted stickpins and broaches; various rouge and powders.
> Tales of Bale the Bard, An old book of indecipherable poems and verse as far as anyone else can tell, but something Óna cherishes and seems able to read just fine.
> A small sphere that is painfully cold and filled with a tiny globe of water
Currency
15 gold
To live is to hope, and while we breathe, we hope and live.
Race: Human
Age: 29
Height/Weight: 6'2", 188 lbs
Appearance: Tall, thin, and dashingly handsome, with extremely fair, pale skin, piercing blue eyes, delicate features, and the floppiest wavy dark-brown hair this side of the Sekamoth. Most notable of all, though, are his hands; thin, lightly calloused, and extremely dextrous.
Apparel: A dark three-piece suit, black or a very dark navy, cut classically and with all the marks of the finest Sylvanite tailors. White shirt, always spotless, and an old-fashioned black cravat. Polished black boots, with toecaps. Navy Ulster coat, cut generously. Broad-brimmed navy hat, slightly floppy.
Background: Édouard is a son of the Valentine family, an old and distinguished (though, it must be admitted, somewhat decayed) Sylvanite family. His youth was comfortable and pleasant, his education prestigious and lengthy, his subsequent life debauched and indolent. But there comes a time in a man's life where he must find a path--and this is doubly true for a man of the Valentines, whose wealth can only sustain him for a limited period. So when the time came for Edouard to choose his future, he did what every enterprising Bakaran youth does; stole his ancestral treasures and went off to risk his life in adventures. There is always something else to be found, just over the horizon--and Edouard will certainly find it.
Skills
Level 1: He has a natural Charisma Effect.
Level 2: He can tell tales of his exploits to charm, distract or impress people. When talking about his past adventures, his charisma, intimidation or other social skills are all enhanced and altered to suit his intentions.
Level 3: Everything is on the house at any bar or inn. He will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Level 4: Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Level 5: Any guilds or societies he is a part of will offer him a free item that bears their mark, making sure everyone knows he is among their number.
Level 6: His fame attracts a squire, a secondary character that follows him everywhere he goes, seeking to learn from him in the ways of the hero. He does not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Level 7: His experience gained questing gives him a sixth sense when looting, leading him hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Level 8: His squire learns from him, gaining a new ability/spell/song/technique after each quest based on his exploits and their character type.
Level 9: Shop merchants will give him items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what he gets. Gifts can be traded to PCs but not pawned to other shops.
Level 10: His exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take him down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Spells
Weapons
Les Deux Amours - Two exquisite long-barreled pistols, silver with bird-designed ivory handles veined with agate. These do not shoot regular ammunition, but rather small blasts of force magic, which impact with the force of a very strong punch. Each can be fired up to three times (once per post), but then require around a day to recharge, or the end of the encounter, whichever comes first.
Tyrfing - A great and magnificent sword, silver with a blade gleaming like fire. Along its keen edges are inscribed ancient runes of obscure meaning, which also densely blanket the sword’s bronze hilt and scabbard.
> Unbreakable, modifier 5
> Wounds caused by this blade are far more deadly than they have any right to be, as though they deliberately sapped the strength of the wounded.
> Each time the blade is drawn, it is fated to take a life. If in the course of battle the wielder does not kill with it, the blade will turn upon him, striking him dead.
Other Items
Pets
Gold: 55 Gold
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Valentine is also approved, and has cool pistols.
People usually call him Treff
Stats & Facts
Race - Human (Sylvanite)
Age - 18
Height - 5'5"
Weight - 144 lbs
Appearance/Apparel - Short of figure, Treff is looked down upon by most. His light blue eyes rarely return eye contact, instead usually averting his gaze in some direction or hiding them behind a mild mop of awkwardly cut, dusty blonde hair. His broad but bland face seems eternally locked in a timid arrangement, bearing that charismatic smile of a lost toddler. His long sleeved, tan tunic is worn beneath a collared vest of black velvet, usually kept tightly buttoned, and pinned with a silver, sun shaped broach. Falling over these are his two pendants, one a golden metal in the shape of outstretched, cupped hands, the other a firefly in a glass capsule (for the curious, yes, it is deceased). His trousers are just enough of a different shade of tan from his tunic to subconsciously nag at any detail oriented folk. His pair of brown leather boots are in impeccable condition, and why shouldn't they be? Treff spends most of his time looking down at them, after all.
Background - Born and raised in Sylvan, Treff was never a comfortable man. The city's Cimmerian nature kept him at a constant, jittery edge (how many Sylvanite's can boast a fear of the dark?), and the unnatural manner of inhabitants and passersby would often send a shiver down his spine. His time was mostly spent in the recess of his family's hold, shying away from visiting strangers, and keeping clear of any windows (in Sylvan, there's always somebody watching). On his eighteenth birthday, his displeased father cast him out of the house in shame, warning him not to come back until he grew a pair. When he could return with pride in being a Sylvan man, then and only then would he be let back in to the Montrefon abode.
Affiliations -
Allies -
Enemies -
Accomplishments
Spells and Abilities
Abilities
Mystical Unnervings - It can be difficult for a man to develop a penchant for magic when frightened by even the simplest natural phenomena. Treff never took well to the mystical: the first time someone gave him a Blossomed apple, young Treffy lost his lunch on the spot. He's just one of those people that take comfort in the mundane and in physical; no need for any tricks fancy shenanigans. (Spellforging)
SpellForges
Light
Level 1
Lantern
Level 2
Tag
Spirit
Level 1
Soothe
Inventory
Weapons
A bronze triangle - Treff swears that some symbolic power of the triangle wards off evil spirits and inflicts pain on the beasts of night. The theory has yet to be tested, as deep down, Treff is perfectly aware that the triangle is a mundane scrap of metal.
Iron Smallsword - An unremarkable blade, tapering over its 24 inches to a sharp point, though lacking a cutting edge. Great for stabbing, useless for anything else. A final parting gift from Tref's father, it was allotted to him because its dull edges would make it near impossible for Treff to hurt himself in the midst of a duel.
Magical Items
Light of Truth - A silver broach in the shape of the sun, fitted with a large diamond in the center. The diamond can be made to glow in a beam at the strength of a candle, with a light that shines through shrouds and other low-level magical shadows.
Communion's Key - Golden pendant in the shape of two cupped, outstretched hands. The sight of the necklace causes others to become more agreeable and levelheaded, more for its wearer and less for his or her companions
Tag Crystal - Transparent crystal with a faint golden glow. When imbued into an item it allows that item to be used as a writing implement on surfaces, with the durability of that writing varying depending on user's intent and the type of surface. Marks made glow softly with the same golden light.
Non-magical Items
A small glass capsule holding a firefly, fixed to a chain around his neck.
An ancient silver coin. Tref found it as a child while digging in his family's garden.
Road supplies.
Currency
40 gold
Name - Malar Parrahtide
Nicknames - None
Race - Atarin
Age - 21
Affiliations - Infiltrator (Thief/Initiate)
Height - 5'9"
Weight - 135 lbs
Achievements
1.
2.
3.
4.
Friends:
Acquaintances:
Frenemies:
Enemies:
Appearance - Average/thin build. Pale skin with darkening rings under his eyes.
Apparel - Malar wears dark leather armor, well worn and fit to his body. To prevent his pale flesh from betraying his position against the darkness, he also wears a rough long sleeve black shirt loosely fitted around the elbows as to not restrict his movement. Black leather gloves often adorn his hands (for many reasons), and dark leather boots adorn his feet. A belt with a knife and many compartments is strapped across his chest. In daylight he wears a dark cloak with the hood pulled low over his face. His skin and eyes are sensitive to the light, and until Malar had learned to manipulate the darkness, his cloak was the only thing that kept him from endless days indoors; waiting for the wretched sun to set.
Personality - Plagued by nightmares from the day he was found on the docks of Elexia, Malar has hardened into a nightmare of a man himself. After years of falling in with the wrong crowd again and again, he found that the farther he fell into darkness the less the cursed nightmares would plague him. Those around him are tools to be used, means to an end. Few understand him, and none understand his drive. He is not one for talking idly, not one to leave loose ends, and never one to forget a debt.
Background - Cursed at the age of 12, Malar was found washed up on the docks of Elexia. He would not wake from a frightful coma in which he would often scream and thrash about. After being taken to the clerics, it took weeks for them to revive and rehabilitate the young Atarin. In the those weeks their probing into his past came with two realizations. Malar had severe amnesia (if the boy was to be believed), and if they probed deeper the cursed nightmares would return. Fearing that the clerics would pry until they drove him to madness, Malar escaped and returned to his homeland, where he was viciously chased out for the past he could not remember.
With no home and no family, Malar found his way on the streets, and was eventually recruited into the Thieves Guild. After years of thieving (and eventually murdering) Malar found that the farther he fell into the world of darkness, the less the nightmares would plague his sleep.
Now, he seeks to find out the secrets of his past by joining The Church of the Unblinking Eye. A means to an end in his mind. The church will be his tool, just as the Thieves Guild had always been.
Below is the short story i have been working up as i tried to figure out Malar’s personality and past. Feel free to read it, and tell me what you think. It’s long, but hopefully worth the read...
To be continued... (When i have time)
Skills/Weaknesses
Haunted Soul - ~The cursed nightmares that plague Malar have taken a heavy toll on him in many ways. His constant lack of restful sleep and severe psychological trauma have caused dark rings to form under his eyes, and given him an unnatural aversion to the sunlight. ~ As such ~ Malar is every weary and ineffectual in daylight. Your strength is Weak and you are dazed while exposed to sunlight. For every 2 levels of dark magic ~ Malar learns, the greater his connection to the darkness of his nightmares. His base strength increases by a level.
Shadowheart - (Swathe + Soothe) - Your aura becomes infused with abyssal darkness, rendering visible and utterly, opaquely black.
Lvl. 1 - When in shadows your aura and the darkness meld so that cannot be visually distinguished from the darkness and the darkness becomes tinged by your emotional state, somewhat influencing the emotions of others in the darkness with you.
The Red Deck
-Blades-
Wetwork
Lvl. 1 - Your familiarity with blades of all shapes and sizes allow you to draw them instantly, attacking in the same fluid movement.
-Cups-
Sneak
Lvl. 1 - While wearing light gear, your footfalls become soundless.
Infiltrator
Faceless Mask - Infiltrators possess an uncanny ability when it comes to creating a spur of the moment disguise. Once per encounter they may alter their voice, accent, facial expressions, posture, gait and mannerisms to project a completely new identity. The persona created this way needs to be fictional, and can never be perfectly replicated due its improvisational nature. This effect is similar to the Impersonate spell, but entirely non-magical and arguably more convincing at concealing the user's true identity.
Guild/Society Bonuses
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten, they are the masters of powers that were better left undiscovered. Joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business.
Thieves
> Word on the Street - Thieves' Guild members know who to talk to and what to watch out for when the darker side of Elexia wants a job doing. They have access to jobs that others do not, including Contracts on enemies of the Guild.
> Well Connected - All Thieves can request information from their contacts. How useful this information is will depend on the given context but will more often than not be helpful in larger endeavors.
Guild/Society Requirements/Limitations
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
Thieves
> Conflict of Interest - Members of the Thieves' Guild are forbidden from pursuing Bounties.
> Burden of Independence - In all but the most extreme situations, the guild will not interfere if you get yourself imprisoned or get a bounty placed on your head.
Spells
-Dark-
Lvl 1. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
-Spirit-
Lvl. 1 Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Weapons
> Two steel daggers. One located on a belt strapped across his chest, the other strapped to his leg.
> Black leather garrote. Coiled and buttoned to his hip
Non-Weapon Items
>Weapon/item belt strapped across his chest
>A medium sized satchel. Fit tight against his back.
>The Ebon Compass - An octagon shaped ebony compass, overlaid with the Lidless Eye. It will hum faintly and the needle will point out the general direction of nearby secrets and hidden objects. Multiples of either located in different spots, and the compass will hum more violently and the needle will spin inadvertently in all directions.
Pets
None
Currency
25
Stats & Facts
Race - Elf
Age - 27
Height - 5'6"
Weight - 128 lbs
Appearance/Apparel - Pale skin with occasional hints of lush, pink tones. A heart shaped face with blue almond-shaped eyes, usually seen either squinting or glistening wide, and able to shift from one form to the other almost seemlessly. Thin pink lips, pressed tightly together (as is usual for the women in her family) and pronounced, rosy cheekbones. Black hair waving down to her chest, usually kept loose but known to tuck some behind her ears when employing more flirtatious measures.
Duana dresses in hooded indigo robes, distinguishable from the common mage robes as it is fitted to the contours of her body, exploiting her feminine curves. It is kept open above the hips, exposing a black laced shirt with a deep V-cut collar, offering a shallow exhibition of what lies beneath. Her shoes are made of a soft black leather.
Background - Despite its residence in Greevan, Duana's family isn't very welcomed into the Elvish community. Her ancestors were part of the defeated elvish movement that had tried to expel all outsiders and their affiliated elves two hundred years ago, and were one of the few clans that chose to remain in the city after its fall. Relations between them and the new Greevanites were stressful, as could be expected, and their refusal to admit to any wrong only strengthened the strain over time. Members of their clan have been actively interfering in political affairs--interfering, not participating--and some have even been said to be well ranked members of the Opposition. Many would love to exile them from the city, but their ancient and strong presence in Greevan has made that an all but possible task.
Duana herself had things even more difficult; born with black hair, she was regarded as a bad omen by many, including members of her own family. Finding any sort of love or friendship was an impossible feat, and the only person to show her any affection was her grandfather Duibh, for whom she was named. When she was 17, Duibh took her deep into the woods, where the trees grew thick and any light was a luxury. There he introduced her to an old hag of a elf, a witch by trade. She examined Duana, sampling her blood, reading her palms, channeling her spirit, and prophesied that the girl would one day come into great power and authority, with many under her rule.
Duana was ecstatic.
But Duibh did not raise his granddaughter to be an ignorant lass. True or not, Duana knew that any hopes she had of fulfilling this prophecy rested in her own hands. Nothing would come to her by chance; if the world is to be hers, it is up to her to secure it.
Affiliations - Mage
Allies -
Enemies -
Accomplishments
Spells and Abilities
Abilities
Clairvoyance - Prophecies for dominance or not, Duana realized that no real power will come to her by sitting idly by. If she is to reign over others, she would have to earn that privilege. Power comes from knowing, this much Duana knew. One might be stronger, wilier, or more gifted than the opposition, but she was once told that victory starts with knowing the foe better than the foe knows itself, advice the girl took literally. Duana has spent the last ten years mastering the basics of telepathy. (Echo Reader)
Lvl 1. You learn to pick the echoes of those nearby apart from the background noise, the echoes of echoes. You can always tell roughly how many people are in an area.
Lvl 2. You learn to recognize echoes related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however.
With a Smile Or Otherwise - Duana may change any active charisma effect on her to be either regular, intimidation-based, or seduction-based, regardless of its original...orientation.
Spells
Dark
Level 1
Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features.
Mind
Level 1
Charisma - A target you cast this on will find you more charming and impressive than normal.
Level 2
Jibe - The target will take offense at what they are hearing.
Inventory
Weapons
Non-magical Items
Superior's Armlet - A bracelet of gossamer, twined strands of loose silver, seemingly fragile as a spiderweb but virtually unbreakable.
> The bracelet subtly changes the air around Duana, making her seem more imposing and more authoritative. This gives her a constant natural intimidation effect.
> Once per encounter, Duana may cause the bracelet to give her the effects of a random Champion spell for five posts, or until she dismisses it.
> Once ever, Duana may take the bracelet from her wrist and crumble it between her palms. The effects of this are a mystery even to her.
The Fervent Prayer - A necklace, a pair of silver hands clasped together on a gossamer silver chain.
> When activated the hands open into a stance of imprecation, a bright, clear white light shining out from the center of their palms. This calls a randomly-determined warrior from Archipiada's realm to the aid of the bearer, though occasionally it may need help as much as Duana.
Universal Coin - A bag of coins, endlessly refilling. These coins cannot be used to purchase anything normally, but can be thrown, and the item serves as an invitation to a future quest.
Currency
15 gold.
Stats & Facts
Name: Renatta Giovana Loren Simoni
Titles/Aliases/Nicknames: Giana; Ren
Sex: Female... I guess? Or androgynous.
Race: Atarin
Age/Height/Weight: 30/5'10"/134 lbs.
Appearance: Not purely handsome or beautiful, but a strange mixing of the two, somehow appearing both stern and soft. Chiseled highborn cheekbones, a square minutely dimpled chin which is subtly round, a slightly bold nose not quite thin or broad but incredibly straight; a very imperceptible scar running across it. Lips that are dark blue and invitingly soft, a remarkably lighter blue skin tone and complexion with the faintest hint of teal. Stringy and porous hair that is typical of her race, a blue so deep it is almost black, pulled back and tied up into an elegant bun, except along the front where it has been curled into two protrusions much like antennae or horns. Meticulous cared for manicure, with nails kept short but with a narcissistic and razor-sharp fineness. A scent of sea-salt and a floral sweetness, with a faint undertone of sleeplessness, rum, and pleasurable sweat.
Apparel: Effortlessly elegant. A reserved grace and manner encompasses every gesture Ren performs. Looking as if it were slept in, but an absolutely incredible brocade jacket of the most pure sapphire blue, large blue buttons all the way to the waist, lapelless but embroidered with a golden stitch throughout: all along two large pockets at the hips, high-collar, buttons, and hem; embellishments of underwater plant life and coral stitched in economic patterns litter the surface, schools of fish and wildlife hidden within the scenes. A white cotton dress-shirt, lace at the wrists and neck. Dark velvet trousers of the finest material, tucked into knee-high leather boots single heeled, and shined to perfection.
Background: Giovanna is a member of the Betatide caste, hailing from the very heart of Ataria. She was an avid student of the past, a modern day relic in a stagnant and capricious empire. A quick study of court intrigue, and the cortegiano art of warfare and fighting to be considered a class prodigy, and one of the most celebrated pupils in years. Some thought Ren would rise to the upper echelons of guarding princes and the entourage of senators, but little did they know of the disgust and disdain she felt for everything they represented. Taking her education very seriously, Ren delved into the history of the Merchant Empire, all the way back to its roots. To many teachers and the Atarin senate, this was a taboo, that while their court life was based in theory on the past, actual practicing of those principles should be left as that, to theory and empty ceremonial displays of the kata forms performed and used for birthdays and special functions. Unsatisfied, wearied, and disillusioned, overrun with listless ennui and much of the time alcohol, Ren, in what would be a self-imposed exile from Atarin Society, left for the Bakaran mainlaind in search of something more than mere ceremony and the emptiness of court life. Ren is deeply insightful and a master at controlling emotional queues and nuances that accompany facial expressions, the lessons learned from years mired in politics; lessons that have bestowed her with refined wit and a keen eye for the imperfections of others. Crossing words or swords with her can be as equally deadly.
Skills/Attributes
Savage Eloquence
Ren is fully trained in the Cortegiano style of fighting, a warrior poet in total control, an elegant and sophisticated fighter in both warfare and intrigue, just as likely to stab you in the heart as she is to poring out her soul into writing lines of heart-rending verse. As such, Ren is an expert duelist and fully trained fighter that is hell of a lot prettier than you are while doing so, and a hell of a lot more sophisticated too, but she's not one to point out the obvious to pedestrian riffraff, as a member of the Warrior's Society with all the duties and responsibilities that implies, that would be beneath her.
A Taste for the Baroque
Showing a level of passion and interest for deep knowledge not encountered in the empire since its golden days of yore, Ren developed an obsession with collecting and discovering countless bits of erudition, quaint knick-knacks, and hidden treasure over the years, most of which were written off as lost or some that had simply gone missing because a régime or faction falling from favor and power changing hands. Alas, you would think a merchant empire would be privy to the art and usefulness of good book keeping.
Underworld Leavings - Word tends to spread, and when word gets around, you can be damned sure somebody's heard something. A simple word in the right ear, or a bit of coin in the proper hand, and things tend to shake loose. Ren has intimate knowledge at any given time of the hidden markets and secret shops throughout Bakara.
Warrior's Techniques (Level: 1; BPs: 0)
Environmental Combat
Lvl 1: Ren has complete situational awareness, allowing her to notice possible improvised weapons laying around others might overlook.
Weapons
> Piumato Luna (Level: 0; LPs: 0)
Possessed with a distinct soft curvature, this single-edged and elegant blade is known as the Feathered Moon. Hung in a sapphire sash from Ren's hip; two yellow streamers of ribbon tied just below the circular-hand guard, a hilt of ray skin battle-wrapped with sapphire silk cord, and capped by a bronze Moon being engulfed in crashing waves. The Piumato Luna is a Penne, an ancient style of sword designed for the archaic Atarin fighting art, translated roughly as Bladed Calligraphy. The penne is designed not simply for swordplay, but rather to carve literal runes of power known as Glifo into the air to supplement other attacks. Or so the stories say. Regarded as an artistic display at best and a complete waste of time at worst, any mention of practical in-the-field use for Bladed Calligraphy is treated with minimal respect. For now.
Spells
Mind
Lvl 1. Charisma
Lvl 2. Veil
Accessories
> Worn edge-up, the lacquered sheath of Luna recalls the deep waters of the Eastern Sea
> A silk azure and gold stitched swordsman's cloth
> Special oil extract made from a sea anemone
> Blade treatment, used to purify and clean
Other
Il Prince, The now rare but legendary and quintessential atarin political treatise on what it means to be a cortegiano, Il Machia, Betatide
The Book of the Courtier, The second now legendary and quintessential atarin political treatise, by Caldassare Casatico, Alphatide
An Anatomy of Influence, All Renatta has been able to glean and piece together over the years on what it means to be cortegiano. Adapted for present day readers. What Ren one day hopes will be the third legendary and quintessential atarin political treatise, by Renatta Simoni, Betatide
Analysis of Perceived Meaning, a series of banned existential philosophies believed to be too esoteric for consumption, now almost impossible to find within the empire. Author unknown.
The Disassembly of Reason, a mostly indecipherable book of nihilistic philosophy and questionable authenticity, which Ren enjoys to read and quote from time to time.
Before The Fall, A history of the Atarin Merchant Empire.
> Raphael: A very phallic, very smooth coral shaft, about 6" in length, carved to look like a paint brush.
1. Oh, do I really have to spell it out for you.
Currency
55 gold
To live is to hope, and while we breathe, we hope and live.
Race - Human
Age - 19
Affiliations - Bakaran Irregulars
Appearance & Apparel - Darby wears Leather Bracers and Greaves that are finely detailed, and clearly expensive, but not well taken care of.
Personality & Background - Darby was born with a Silver Spoon in a Sylvan family, but couldn't spend his life being idle with wealth and fortune after he visited Elexia and saw how people really live.
Skills/Weaknesses
HERO'S LEGACY - Your reputation as an adventurer precedes you, and was you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest went over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Points: 5
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving.
Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
Weapons
The Drakeling -
An elegant duelist's sabre, weighted for piercing thrusts yet with a single razor edge for vicious slashes. Its basket pommel is formed in the shape of a winged reptile, its tail sharpened to a cruel point. Modifier 4.
1. May be pulled apart into two identical blades.
2. The Drakeling can sheath itself or parts of itself in a thin film of black tar. The tar can either be slick, rendering the weapon almost frictionless, or sticky, binding materials together with up to mythic strength. The tar can be willed to dissolve at will, and different parts of the weapon can be different things at the same time. (Gear-Imp Tar imbue)
3. Twice per encounter, while pulling The Drakeling apart, the bearer may release an explosion of magical energy whose strength and effects are based on the enchantments The Drakeling bears. Current effect:
Umbral Roar - The explosion unleashes a deluge of tar in the direction(s) of Darby's choice that hits with the force of a strong punch. The tar is as explosive or slick as Darby desires [up to the limitations of the imbue], and different directions can be diffent levels of stickyness. The tar created this way lasts until end of encounter or until Darby wills it to disperse.
Non-Weapon Items
The Riotous Laugh(Worn) - A gauntlet made of unbreakable brass, covered in strange gears and cogs. Possesses a strange affinity for constructions and artifices. Machinist creations can temporarily or permanently fuse with the gauntlet, altering themselves in such a way as to fit their twin functions.
Taker-Of-Names(Worn) – A simple, black steel gauntlet lacking any sort of embellishments.
>Takin’ Names – Whenever Darby defeats a foe in battle (or graciously accepts their unconditional surrender) their name appears on the gauntlet in glowing, red letters. The tougher the foe, the brighter the letters. Any current names fade after the end of an encounter.
>Out of Gum – The gauntlet seemingly becomes more… intense with each name added to it, granting Darby an increasingly powerful intimidation effect based on the quantity and quality of the names it bares.
>No. – Once every 5 posts Darby may choose to have an attack, effect, insult, etc. that would otherwise be doing him a bad turn effect someone whose name is on this gauntlet instead of himself. They don’t even have to still be alive. Deal with it; it’s not Darby’s problem.
For example, a strike might phase through Darby while his last foe’s corpse is mysteriously cut in two. And no, names added to the gauntlet by other means don’t count.
Goo - Goo from the flesh monster. Can be imbued.
Cult Icon of Archipiada - Delicately sculpted out of finest alabaster, with impossibly precise details and a remarkably lifelike quality. Glows softly in the dark. Can fuse with one person ever, endowing them with a Light-based LSS. Cannot be leveled by spells already purchased; for example, if player has a Light 1 and 2 spell, they must buy additional 1 and 2 spells to make it level.
Harness the inherent clarity of light to transform into a luminous being of celestial energy.
Level One - You begin to glow softly, illuminating the darkness around you with the strength of a strong candle.
Level Two - The light clears the mists from your eyes, allowing you to see clearly in the dark.
Level Three - Your skin turns papery white, shocking and beautiful at once. Your touch gives a soothing, relaxing sensation.
Level Four - Your hair begins to turn silvery white, just a few hairs and highlights at first, but more and more as time goes on, and your eyes turn a luminous light blue. Tracing your fingers in the air, you can create trails of solid light, up to a few feet in length, which hang in the air and glow brilliantly. These trails have a burning sensation on skin, though they cause real damage only with extended contact. Only three may be maintained at any given time.
Level Five - The light surges through your flesh, bursting out in an almost blinding ray wherever your skin is pierced. This light soon burns your wound shut, cauterizing it, a process not without pain. All your scars quickly fade and disappear.
Level Six - The glow around you grows brighter and slightly bluish. If you touch someone for more than a few moments, some of the aura will transfer to them, calming them and making you seem more sympathetic, the equivalent of two Charisma effects.
Level Seven - The light begins to alter your material nature, reducing your weight. You gain the ability to levitate a few inches above the ground, moving at normal speed but without the need for physical exertion.
Level Eight - Your consciousness merges with the light, granting you profound inner calm. Since your essence now resides within the light, you are able to make that light leave the body and move your perceptions anywhere within 200 feet of your body, which stands in its last position but remains utterly helpless until you return.
Level Nine - At any time you may leave a mark, a glowing rune, upon any surface. Once every seven posts you may flit between these marks at the speed of light. Max three marks at any given time.
Level Ten - You learn to harness your celestial energy for a custom ability based on your personality and the light.
Spells
Force
Lvl 1. Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
Lvl 2. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
Lvl 3. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.
Gold - 30
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Name - Yusuf Redshot
Initiate Name - Midnight
Race - Saaur
Age - 31
Affiliations - Inquisitor
Appearance & Apparel - His crimson scales are his defining feature. Yusuf's arms and legs are bulked up. He spent the summer working out and getting stronger. He has a scar above his left eye that he earned freelancing at a Sylvan night 'establishment'. Whatever, he doesn't judge or ask questions. Yusuf wears a dark jacket and gloves. His pants are standard military issue along with his boots.
Personality & Background - Yusuf didn't speak until he was 6. His closest friend growing up had always been imaginary. His parents sent him to military school when the imaginary friend became too much to handle. Yusuf spent many years seeing a psychiatrist. His 'visions' have intensified as he has grown older.
Skills/Weaknesses:
SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Lvl 1. You cast no shadow except your "true shadow", which always exist, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind of its own and moves of its own will. It has a mind and personality of its own, but as its life is tied to yours, your well being is its top concern.
Lvl 2. Your shadow can separate itself from you, if it does, it gains a third dimension. It remains insubstantial. It cannot wander more than 50' from you.
Lvl 3. Training with your shadow grants you greater understanding of your own style and technique, granting you an additional level in a leveled physical skill you possess. If you possess none, your strength level is increased by one.
Lvl 4. You and your shadow gain a psychic link, allowing you to communicate your will to it and it to relay what it sees and hears back to you.
Lvl 5. Your shadow can communicate with the shadows of others, sometimes gaining helpful information from them.
Lvl 6. Your shadow can gain enough substance in a part of its body to manipulate small objects, no more than 5 lbs in weight.This requires great focus and uses up one of your spells per post.
Lvl 7. Your shadow is able to merge with the shadow of another and, while merged with it, telepathically grant you any strictly physical skills, abilities and techniques that person has. This merger can only last four posts before your shadow is permanently rejected from that person's shadow.
Lvl 8. Your shadow can cast one of the spells you know per post, but it counts towards your spells per post limit.
Lvl 9. Your shadow's spell casting counts towards its own spells per post, of which it has one.
Lvl 10. Your shadow can become a solid being of shadow made flesh, a jet colored duplicate of yourself, equipped with nonmagical replicas of your apparel, weapons and items formed from solid shadow of equivalent hardness. Once it does this, it cannot return to its incorporeal form until the end of the encounter. Death and dismemberment is as permanent for its solid form it as it is for you.
REQUIREMENTS / LIMITATIONS
> Fear of the Eye - Being an Initiate carries with it a natural paranoia of you by the public. They automatically feel a distrust around you, and are more guarded, unless they have a personal reason to trust you.
> Oath of Dominion - You are oath bound to keep the church's secrets.
> Cipher - Lying to do so is permitted but you are to keep all secretive or otherwise discovered information pertinent and vital to the church hidden from unworthy and non-Initiate eyes.
> The Uninitiated - Concealing, hiding, or keeping perilous secrets from the church or spilling vital secrets is possible but the consequences of doing so are grave.
> Cabal Therapy - Each month you must report to a local branch of the church and confess to them all secrets you have learned or kept. They in turn will determine if you get to keep that knowledge, or else withdraw it from your memory.
BENEFITS
> The Power of Knowledge - Upon joining the Initiate Order, you are granted a Hidden Name of your choosing to replace your actual name in regards to church business. This name is your calling card, it is taken for your protection.
> Forbidden Truths - The Church of the Unblinking Eye are the keepers of apocryphal texts and chroniclers of all that is forgotten, they are the masters of powers that were better left undiscovered. Joining their ranks one is granted a modicum of this knowledge, gaining an individual skill or ability of minute power based off of your inner spirit.
> Shadow Trade - Black Market Discount
> Inquisition - Occasional Special Interest tasks pertaining to Church business.
> Might and Magic - Special items and spells Initiates have access to. Determined by your path within the guild. (Magic)
The Brass Oath - Cannot commit crimes
Who Watches the Watchmen - Must wear sigil at all times unless absolutely necessary. All Peacekeeper sigils are enchanted with potent magics that capture a visual record of everything that goes on before you. The images it records are stored within a massive enchanted seeing stone hidden deep within the Halls of Justice. They are checked at random and can be referred back to if the guild is given any reason to.
BENEFITS
Bakara's Most Wanted - Access to special Peacekeeper only Bounty lists.
The Brass Bond - If your life in in imminent mortal danger, your sigil will send out a signal to any other Peacekeeper Sigils in the area, alerting them of a call for backup and glowing to guide them to you. This signal will continue until it senses you've been healed or until it senses another Peacekeeper in close proximity to you.
Forearmed and Forewarned - You receive one of 6 Peacekeeper items of your choice. By catching more and more bounties, you earn the trust and faith of the guild and will be allowed access to more items or alternate usages of the item{s} you have. Items usage fall into the categories of Investigation, Tracking, and Subdual.
Oblivion Stones (Pendant)- A special charm given to Inquisitors, worn as pedants, on bracelets or as pins or rings. The crystal in this charm will capture the soul of any bounties who happen to be killed during apprehension. The Initiates will pay Inquisitors to hand over these souls for questioning at any Inquistor's location.
Soulgaze - By maintaining prolonged eye contact with another close at hand, an Inquisitor can trigger an enhanced state of awareness between the two, allowing each to see a vision of the other's true nature and soul. Is not full access to their mind and must be used sparingly, as it leaves you just as vulnerable as the other person and what is seen this way cannot be forgotten. Can only be used one per encounter, and only once on a given person ever.
Blessing of Ahrimaan
Yusuf may become subsumed shadow once per encounter, taking on a completely intangible form that may not physically move or interact with the world around him. While in Shadow Form he can see and hear all that goes on around him within the vicinity of any connecting shadows to his position. He is blind for one Post immediately following the end of this effect.
Weapons
Dark Mistress - Scythe
> In its shadowform the Scythe passes through the living but creates a sense of fear and dread instead of drawing blood. (Blade can become a shadow)
> Iron
Spells
Dark
Lvl 1: Swathe
Lvl 2: Silhouette
Non-Weapon Items
Psionic Paper - A leatherclad pad of paper that reacts to the thoughts and mental state of others. Images created on the paper can be erased by your will.
Base Ability - Appears to others as official paperwork/credentials they are looking for/susceptible to. Handy in gaining entry during investigations. Does not work on the psychically attuned. Well kept secret tool. Even those that know about it usually think they are too smart for it to work on them, so they rarely question it.
A pocket watch with gold chain- 'YR' is engraved on the back
A note pad and pen
Void Pouch
Gold: 30
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Yusuf. I really don't like that his insubstantial shadow can wield a scythe right from the get-go. And his 'talk to shadows' ability doesn't really make sense, since most shadows do not talk. Quo Edit: And there is a Dark spell that lets you Shadow Scry already.
Stats & Information
Race - Human(Elexian)
Age - 31
Height & Weight - 5'10" & 170 lbs
Strength - Average
Affiliations - Bards
Appearance/Apparel - Ian has long, dark brown hair and a very nicely grown and groomed horseshoe mustache. He also sports the type of face that can pull off a horseshoe mustache. He has hazel eyes that tend to appear more green than brown. He wears dark blue denim pants and white shirts with a black leather vest over them. Strapped to his back is his beautiful and trusty ironwood bass guitar, Heavy.
Personality/Background - Ian grew up rather poor in Elexia, but his dream of one day becoming a Bard and traveling the world kept him happy. Eventually, Ian saved up enough money and was able to join their guild. He began to travel and gained an interest in telling the tales heroic adventures, but he found difficulty getting the right emotions through with his words, so he decided that the only way to fix that was to live through some adventures himself. Ian is a good guy, willing to have a friends back in a fight even if he isn't really cut out for it himself and also to help out those in need if he can.
Strengths & Weaknesses
Special Abilities & Personal Faults
HERO'S LEGACY - Your reputation as an adventurer precedes you, and as you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if that quest went over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. (Charisma)
Required Score: 1
Lvl 2. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Required Score: 3
Lvl 3. Everything is on the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 5
Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
Legend Points=2
SPELLS
MIND
Lvl. 1 - Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
BODY
Lvl. 1 - Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
PLANT
Lvl. 1 - Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers.
Society & Guild Requirements, Limitations, and Benefits
Superstar
Harmony
Septuple Threat - Strings
Public Domain - Strings
-C-Sharp - A pluck of ones strings that shoots a dark-like projectile of solid air, modifier 1, at a target.
One Song, Glory - After each major encounter (quests, bounties level 3 or higher, some jobs) Bard will gain as part of their reward the ability to compose a new Performance Piece, based off their experiences in the encounter, in one of their trained performance types. This piece's general type of effect is determined by the type and its precise effects are determined by the events of the encounter and your actions during those events. (This will be entirely designed by the WM who ran the encounter.) The strength of the effect is determined by the scope of the encounter, your participation in it, and the your skill as a composer (the larger your repertoire, the stronger we are likely to make the effect.). You do not have have to create a Performance Piece this way each encounter. Each time you choose to do so, it comes at the cost of looting last and receiving less gold/loot points. This penalty starts at 30% but is reduced by 3% each time you create a song until it hits the minimum 5%.
PETS
ITEMS
WEAPONS
Magical
Mundane
ARMOR
Magical
Cream Coat – A belted trench coat of creamy white leather, tastefully adorned with deep reds and delicious blues.
> The coat magically warms/cools the wearer as needed. Twice per encounter the wearer can call upon the coat’s powers to magically clean themselves and their possessions.
> Arctic Wonderment Set
A creamy white scarf tastefully adorned with deep reds and delicious blues.
Mundane
Black Leather Vest
NON-WEAPON/ARMOR ITEMS
Magical
Heavy - Ian's beautiful and trusty ironwood bass guitar.
>Fast and Loud - Once per encounter, when Ian performs a self-composed performance piece using Heavy, the number of individuals the piece can target is doubled, but the number of posts the piece can be performed is reduced to 1 and the piece can not be played again for 4 posts.
Noon Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Noon Ink was aligned with Summer, achieved through a melding of light and fire magics with traces of other arts.
Midnight Ink - Possesses a combination of magical arts that incline this ink towards seasonal seeming magic. The Midnight Ink was aligned with Winter, achieved through the melding of dark and water magics with traces of other arts.
Mundane
Backpack - Filled with various sundries.
Currency
0 Gold
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Ask Me About:
The Epic World
You'll Be Glad You Did
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