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Just moments after one of the gents left the bar in a noticeable hurry, A man entered, unstable his foot steps were, trying to reach the bar before falling off Wu noticed. "Drugs" Wu thought. He have done drugs once, it wasn't pleasant it was more likely a bad patch. Wu's tension faded slowly so did his throat sore. He craved to order another drink, the booze was so tempting, Wu never started a drink before gulping another dozen of'em down. "Oh man, I'd kill for another drink" he cried in his head. Looking around, he noticed how everybody enjoyed drinking, excluding one man.. the newcomer. As the newly stranger sat on a stool trying to roll a tobacco cigar on the counter Wu couldn't help but notice the man's shaking hands, Wu thought about asking the man for one, but decided not to, he had to keep his head clear and focused. When suddenly the carpenter busted through the doors and quickly reached the bar, he whispered something to rose, Wu looked away, searching for a good looking whore to warm his bed tonight. When one grabbed his full attention, she was smoking hot in a red panties and high heels, as he started approaching her, yet to take his first step, the felon stood and headed straight for the door as he bid his farewell to the bartender. Wu was relieved once more. For a moment Wu was utterly calm and relaxed, he even thought about taking a bottle of wine with him upstairs to drink as he f***ed the whore. Until a moment of an unexpected chat happened between the carpenter and the felon. Wu's heart jumped into anxiety and tension, for he knew what was going on at that brief moment. The carpenter is after the ten thousand Wu concluded. And he was right, it all fit quiet nicely, the carpenter running outside in a rush, whispering to Rose, trying to seduce the felon in staying put at the saloon. Wu held his breath a bit as he swallowed hard. When suddenly an old man entered the saloon in an angry beat.
NAME:Johnny Wu AGE:36 GENDER:Male APPEARANCE: Average height. A bit Muscular. Hair reaching his chin level. Dark brown eyes. Nothing special or odd about him, except for the Chinese look he has,from his cloths to his face. He wears a common western jacket but with a Chinese touch. Carries a two barrel rifle and a short Chinese sword. Rarely takes his hat off. OCCUPATION: Former priest. A Mercenary. ( accepting lawful and clean jobs. Nothing outlaw or unethical.) BIO:Johnny was born and raised in the Wild West. A single son to his western Father and Chinese mother. His Father was a ranch owner, his mother is a retired merchandise dealer. When he grew he grew under the wing of god, his father was very religious unlike his mother. He became a priest at the age 21. But thought it wasn't enough. He didn't believe in god, Heaven or Hell. So he became a Mercenary for the government. Hunting down maggots. Bandits. Thieves. He thought about being in the law force or becoming a bounty hunter. He never stayed in one place or one job for a long time. Only a brief time. But not for long. PERSONALITY: Johnny isn't much of a talker, he is always the quite one in the room. Attending to his own business. Not minding others, rarely befriend someone truly. Doesn't really give a shit about others. Unless it was about life or death. TALENTS: Good with a sword. Can be very stealthy. Slight of hand. Good aiming. FLAWS: Heavy drinker. Smoke Addict Scared of heights.
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Shelly was a bit disappointed when he realized that such a fine bottle would cost him a little fortune. He did have enough to pay for it from his last job, even though it was a shitty one, however he needed his money for his own personal quest which he put on hold to rest. Marlett was still playing with his guns, probably getting bored of not having a proper company tonight. He grunted loudly, he raised his head to meet the eyes of the smoking hostess, "I will be right back, I think I left some of my dollars outside." He needed a quick buck, and he knew where to get one. Shelly moved out of the crowded bar and skipped to his table, allowed Marlett to wrap his pistol holsters below his hips, crisscrossed. Sex. She was moaning by the time she was done, he comforted her with a whisper and promised to come back. There was an exceptionally attractive young man by the bar which Shelly picked off the scent of Death from, a scent he is too far familiar with. And judging by his apparel and good demeanor, he was a perfectly wealthy, Shelly thought. When The young man busted out of the saloon, like a frightened Indian running away from a fleet of Dutchmen, Shelly took the opportunity to stalk him. He managed to catch up silently and hide in the night's hot shadows. He waited outside the young man's workshop until he was out again in the same amount of rush. Shelly waited for two more minutes before walking out of the shadows and approached the workshop. He smelled death and an expensive fragrance as well. The door wasn't locked, it didn't really matter, but Shelly was amused nevertheless. He walked in and slowly searched around, looking for some gold so he could just go back and get that bottle tonight. Perhaps bed Marlett and sip of the godly nectar. There were tools around, pictures, lots of wooden pieces and and ropes, no gold. Shelly kept searching and finally decided to try the young man's living quarter. There he found a small safe and some boxes around. Shelly took out a pin and cursed it with some Indian chants, his red eyes gleaming in the dark room. The safe opened, he was quite excited, he needed some grass or sugar. He took whatever coins and dollar bills from the safe and decided to leave it open. He intentionally walked out the room while breaking whatever vases or furniture in his way. He finally reached the door, then decided to leave the young man a present. Shelly took a huge dump in one of the Coffins. Closed it and walked out, heading for the bar. "Expensive fragrance THAT, fancypants."
NAME: The Interloper. Shelly. AGE: Estimated from voice, 40's. GENDER: Appears to be a male. APPEARANCE: Shelly is dressed like any other common adventurer slash bandit that appears on the dry deadlands of the west. Perhaps his most unique, and bizarrely intriguing feature is his semi-realistic skull mask. It appears to be made of solid materials, perhaps the working of Indian magicians. There are holes in the place of the skull's eye sockets that channel Shelly's odd gleaming eyes. He always wears his long scarlet scarf and carries his two trusted pistols in the leather holsters, criss crossed around his hips. His boots are leather black and smudged with dust and burnt blood. OCCUPATION: Mercenary, Lone Adventurer. BIO: Shelly journeyed from the far eastern borders looking for the fabled royal crest hidden somewhere in the western deserts. He stopped by a friendly looking town to rest his weary lungs, and troubled mind, feed his lust for a drink. A damsel's warm insides. (Much to be revealed through flashbacks) PERSONALITY: TBR. TALENTS: Killing People. Surviving Harsh conditions. Plays a piano like a boss. Master Gunslinger. FLAWS: Talking to people. Drinking and sex addict. Unable to to remove his mask so he looks like a complete douchebag indoors.
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Archie popped hushed back into the saloon for a moment to make sure they weren't being watched before turning to the clearly annoyed Rose, his eyes glinting. "Do you believe in miracles, Madam Rose?" he asked, taking a few tentative steps towards her but taking a step back after noticing how close he had gotten, "I believe in miracle and it just so happened that a 10,000 dollar miracle is sitting shit-faced in your saloon," Archie leaned in and whispered into her ear, "Care to make an agreement?" He wasn't going to shoot a man dead in the business of another person, for two reasons, he'd probably get shot in the process and Rose would get pretty damn pissed, "All I need you to do is make the saloon very loud and I'll cut you a nice big piece of that 10,000 I mentioned."
Age: 29 Gender: Female Appearance: Naturally 5’7” though a bit taller with her boots on, Sheriff Jackson certainly knows how to keep her chin held high. Her long, slightly curled blonde hair, slender figure, and soft face and lips conjure up a considerably convincing illusion of a typical easy-on-the-eyes girl who should just stay in the kitchen and let the men do their work. However, her piercing electric blue eyes reveal the firm and self-reliant woman she is underneath. As part of her sheriff uniform, Charlotte is usually seen during the day wearing a navy-blue, shady hat, a blouse and tie covered by a dark jacket, and a long ankle-length skirt that matches her hat and jacket. Her fingers and neck are devoid of jewelry, though she typically wears a pair of hoop earrings made from brass. She puts only the bare minimum amount of makeup on her face (not that she needs much of it anyway) because she may very well end up sweating it off anyway. (Everything I tried to find online was a cheesy and overly-sexy Halloween costume so I had to get creative.) Occupation: New sheriff in town! Bio: Charlotte was born on the eighth of August to Matilda and Henry Jackson, who were wealthy landowners in a decently large town called Arden. Despite being spoiled as a child, Charlotte very quickly grew bored of the life she lived, consisting largely of staying indoors and doing any lifeless activity you could think of, like cooking, cleaning, and fanning herself. The worst part of it all was that she was a woman, meaning she didn’t go to school, she wasn’t allowed to go anywhere on her own; she basically couldn’t do anything. Her only sources of knowledge were her father, who instructed her basic arithmetic, and her housekeeper Shirley who taught her street skills, if she ever needed them. She felt as though she were counting down the days until she became a housewife. Well one day, at the age of seventeen, she decided she wasn’t going to live such a life. She woke up early one morning, packed her things, said goodbye to Shirley who agreed to keep her running away a secret, grabbed one of the horses from the stable and rode off without a trace. She ended up riding into a neighboring town and ended up sleeping in a ranch’s barn because she didn’t want her face being seen at the inn. The youngest son of the ranch owners stumbled upon her horse and sleeping figure the next morning. After asking her about her origins, the boy, also seventeen, agreed to help keep Charlotte a secret and let her stay in the barn until she figured out another place to go. Every day, the boy would bring her some of his meals, and occasionally would teach her skills mostly only men knew, such as handling and firing a gun, hunting, a bit of farming, and even lassoing. And, of course, the two fell in love. After Charlotte had been hiding in the barn for a year, the two of them decided to run away together to a town where they could have a fresh start together and where no one would be looking for them. They gathered all their necessities and left, traveling for five days straight until arriving at a town neither of them had heard of. Despite still being quite young, they managed to settle down there and get a bit of land they could work. Everything was going smoothly, until two years later. One night, when they had agreed upon starting to try for a baby, a band of outlaws raided the town and ended up killing Charlotte’s love. Heartbroken and depressed, Charlotte left her home once again and roamed the land, feeling much like a lost cause. One day, arriving in the town of Sand Flats, she came across another band of outlaws who had taken the sheriff of the town hostage. Feeling the need to revenge her husband more so than the need to be a hero, Charlotte managed to drive away the bandits but unfortunately without being able to save the former sheriff’s life. In order to compensate for his death, Charlotte confronted the townsfolk and asked to be the new replacement. While the portion of the population with Y-chromosomes weren’t so thrilled about this, they all had a tinge of respect for this enigmatic woman who, although she couldn't save the sheriff, saved the town… And she was really the only one willing to do it. Nobody knows her whole story though… Personality: Guhhh. I think I’ll leave this one blank. No fun spoiling a surprise! :) Talents: Cooking, hunting, riding a horse, handing a gun, farming, surviving. Flaws: People skills, handling disputes, handling too much pressure.
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Oh please, just call me Simion he said grinning as he reached out and palmed the drink she had slid across to him. As she took a sip of her own beverage he raised the cool glass to his lips and gave it an enquiring sniff as the ice clinked, a fancy beverage no doubt in a place like this. Recognising the familiar scent of rum Simion took a deep swig from the glass, practically emptying it as he quickly realised how thirsty he was. The taste was somewhat divine in his current state, the dark liquid leaving a fine and smooth aftertaste as well as he swilled the last of the beverage around his mouth before swallowing. "Many thanks Miss Jackson" he said with a slightly misplaced chuckle, his eyes once more wandering around his surroundings as his mind also began to wander. He thought about the woman beside him and what she must have been through to find herself as the Sheriff of a frontier town like this one, and then he wondered how many men she might have killed up to this point. Snapping his thoughts away from such a negative topic he turned back to her and tried to make further conversation, asking her first about how she was finding the town and her responsibilities before attempting to move the topic along and determine her general opinions and get a feel of what kind of woman she was. In his state he was most talkative, almost forwards in his questioning, although fortunately for Simion he had enough charm and personality do that it didn't seem too odd of a way for him to behave. In truth he was trying to get to know her slightly and possibly at the same time get a feel for what kind of lawman she was.
NAME: Archibald "Archie" Hersker AGE: 28 (Up Coming 29th Birthday) GENDER: Male OCCUPATION: Undertaker/Mortician BIO: Born back east, Archie was raised in a family of critically acclaimed coffin makers and morticians, The Herskers. Known nationally and far abroad as the makers of quality caskets, coffins, shrouds and urns. From a young age Archie had grown hand in hand with death, he saw bodies come in and out of his father's workshop, going to the adjoined morgue to be embalmed, explaining why he always smelt like chemicals as a child. However once he became 13, he was brought into family business proper and went about proving himself as a master at shaping wood; more and more people came in asking for his workmanship and he gladly made their caskets. However people suddenly stopped coming to him after finding out he had no formal education in the field of carpentry. He took two years off to train as an apprentice in the Boston Guild of Carpenters, got a fellowship and graduated with honors, though upon coming home, he found his position taken. In a flurry of yells and finger pointing, he packed up his bags with his tools and his money and he stormed out of the Hersker estate, this was when he was 20. He spent two more years of his life working freelance, slowly but surely - and unwittingly - going further and further west, until one day he found himself in Sand Flats, a descent enough town. But he noticed it was missing something, well two things, a hospital and and a mortician. He smiled to himself and bought a plot (plot 8) and has been happily working there for coming up 7 years now, making coffins and caskets for dead citizens and downed outlaws alike. Though he has made himself comfortable in the dusty town, he is somewhat out of place, too well mannered, too clean looking; he attracts a lot of attention walking through town, "that city slicker..." he hears mumbled behind his back or, "that odd feller." he hates it, but he has to live with it. PERSONALITY: For being in the line of work he is in, he's a rather chipper individual, not the constantly depressed downer one would expect to be a mortician. If met in the middle of the street he often gives a smile or tips a hit, giving polite greetings and 'how do ya do's. Apart from that he's a charismatic individual, his big city way of talking and flawless smile making woman swoon, he enjoys doing so but never found the opportune moment to get hitched to a lady. He also loves being sarcastic, he doesn't even need to talk to be so, usually playfully obnoxious in his mannerisms, one can't help smiling when he does something backhanded. Though he is approachable most of the time, when provoked enough his mood shifts violently. TALENTS: - Carpentry, it's part of the job. - Sewing, someone's gotta make the interiors. - Sizing People Up, whether they be dead or alive. - Persuasion, his devilish charm doesn't just work on the ladies. - Melee Weapons, years of using hammer. - Keeps calm, except when he's not calm. - AMAZING COOK. FLAWS: - Inept with long-arms, slightly better with handguns. - Violent mood-swings. - Can sometimes be cocky and accept stupid bets. - Fairly selfish. - Sensitive eyes, sudden flashes don't go well with him.
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Rose leaned back from Archie as he leaned forward, wrinkling her nose slightly in distaste. Accustomed to invasions of personal space she was, but that didn't mean she had to tolerate his kind of behavior. At least until he said the words 'ten thousand dollars.' Her mood had never changed so fast. "You mean—?" she started, but never finished, eyebrows raised almost to her hairline. Oh, yes, she'd seen enough bounty hunters to understand what Archie was trying to tell her. She glanced him over, eyes narrowing slightly as she reevaluated her sudden thrill—she'd never seen the man shoot, and if he grazed one of her customers trying to rake in ten grand... "I want seven thousand," she said briskly, in an undertone low enough to be inaudible to anyone but him. "You're gonna be shooting up my saloon, after all. And if you breathe a word of this to anyone else, I'll have you run out of town faster than you can say 'Rampinella,' understand?"
NAME— "Lady" Rampinella Raphaela Rose (Lady Rose to strangers, Rose or Ella to her friends) AGE— 26 GENDER— Female OCCUPATION— Proprietor of the Sandy Rose Saloon BIO— Lady Rose arrived in Sand Flats at the tender age of sixteen as part of a traveling circus. She caught the eye of the then-proprietor of the Sandy Rose, charming her way into his heart as part of the showgirl chorus at the time, and one night he jokingly said she deserved to run the place with a name like that. She got ideas, and better than that, she had plans. After staying in town for two weeks with the circus, she managed to charm her way into the heart of the old, childless man, and three years later when he finally bit the dust, she swept in with a copy of his will naming her the new owner of the Sandy Rose. Needless to say, that caused quite the scandal. Now, ten years later, Lady Rose has (mostly) wormed her way into the fabric of small town society, especially those who frequent her saloon, the only one in town. Not only is she the proprietor, but frequently participates in the weekly shows she puts on. She's a shoulder to cry on or a rump to gaze after for many, but few people know the real Rose under the flirty wink and cheeky smile. No one knows who her parents were, why she joined the circus (or left it, for that matter), or if that's even her real name. PERSONALITY— Rose is, when you first meet her, incredibly charming. It's been her livelihood since she was twelve; she can charm the socks off a grizzled old cowboy if you give her enough time. She's beautiful, she's confident, and she uses both of those things to her advantage—not to mention she controls your liquor. She's raunchy, crass, and sarcastic; who knows if there's anything different underneath the show she presents to the world? TALENTS— charming; looks good in just about anything good liar excellent gambler, likely to cheat agile, due to her circus background good horsewoman; she can still pull off some circus tricks~ master of throwing knives; she was the knife girl in the circus can hold her liquor; she runs a saloon, for god's sake FLAWS— has alienated 99% of the religious people in town can throw a punch, but beyond that she's useless in a hand-to-hand fight can shoot a pistol, but not well, and any other firearms are beyond her pretty damn greedy; always looking to make an extra buck somewhat...lax morals physically weaker than most men
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Johnny wanted nothing more then to shoot this old man in the face with his revolver. The old bastard was in his face now, cusing and cursing the alphabet. It got to the point that Johnny had to go back to his seat and down the drink the weasally fella had ordered him. He wasn't sure he could take it much longer as he stared the old man down. The old man was relentless, demanding a hundred dollars to have a cobbler clean and shine his shoe that his horse has sullied.
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
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Arch was taken aback by her lopsided excuse for a deal, he was thinking of splitting the 10 right down the middle bit it seemed that the greedy barwoman had other things in mind. He cleared his throat once and then once again, struggling to find the words to use. On one hand he could accept and lose a lot of money and on the other he could go in and just kill the man... And make an enemy of Rose. Defeated beef he even made a move, Archie extended his hand and waited for her to shake it, she drove a hard bargain and it seemed his years of loyally getting a drink in her establishment were worth nothing. Archie looked her up and down, 'I know your coffin size you backwater-' he bit that thought, he tried hard not to think like a man from the east coast but snooty thoughts occasionally crossed his mind.
NAME:Johnny Wu AGE:36 GENDER:Male APPEARANCE: Average height. A bit Muscular. Hair reaching his chin level. Dark brown eyes. Nothing special or odd about him, except for the Chinese look he has,from his cloths to his face. He wears a common western jacket but with a Chinese touch. Carries a two barrel rifle and a short Chinese sword. Rarely takes his hat off. OCCUPATION: Former priest. A Mercenary. ( accepting lawful and clean jobs. Nothing outlaw or unethical.) BIO:Johnny was born and raised in the Wild West. A single son to his western Father and Chinese mother. His Father was a ranch owner, his mother is a retired merchandise dealer. When he grew he grew under the wing of god, his father was very religious unlike his mother. He became a priest at the age 21. But thought it wasn't enough. He didn't believe in god, Heaven or Hell. So he became a Mercenary for the government. Hunting down maggots. Bandits. Thieves. He thought about being in the law force or becoming a bounty hunter. He never stayed in one place or one job for a long time. Only a brief time. But not for long. PERSONALITY: Johnny isn't much of a talker, he is always the quite one in the room. Attending to his own business. Not minding others, rarely befriend someone truly. Doesn't really give a shit about others. Unless it was about life or death. TALENTS: Good with a sword. Can be very stealthy. Slight of hand. Good aiming. FLAWS: Heavy drinker. Smoke Addict Scared of heights.
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Rose allowed herself to smile slightly, and took his hand in a firm grip. "Pleasure doing business with you, Master Hesker," she purred, squeezing his hand one more time for good measure before stepping away from him. She didn't consider this a ripoff—she was just doing business. And she meant what she said—if Archie was going to be shooting in her saloon willy-nilly, she would need the cash. With one last glance over her shoulder at Archie, she swayed back into the saloon, hands out in an appeasing gesture. "Now, now," she said brightly, stepping between Johnny and his opponent, forcing Johnny to step back or be bowled over by the bussel of her dress. "Mister Cananbaum, you know full well I don't take no brawls in here." She placed a hand on the old man's chest, looking up at him through her lashes. "I'm sure Johnny here didn't mean no harm. And if you don't might be sayin', Charlie, you and I both know you could dunk that boot in a mud stream and it'd come out cleaner than it was before. Why don't you go on home now? Go on."
NAME— "Lady" Rampinella Raphaela Rose (Lady Rose to strangers, Rose or Ella to her friends) AGE— 26 GENDER— Female OCCUPATION— Proprietor of the Sandy Rose Saloon BIO— Lady Rose arrived in Sand Flats at the tender age of sixteen as part of a traveling circus. She caught the eye of the then-proprietor of the Sandy Rose, charming her way into his heart as part of the showgirl chorus at the time, and one night he jokingly said she deserved to run the place with a name like that. She got ideas, and better than that, she had plans. After staying in town for two weeks with the circus, she managed to charm her way into the heart of the old, childless man, and three years later when he finally bit the dust, she swept in with a copy of his will naming her the new owner of the Sandy Rose. Needless to say, that caused quite the scandal. Now, ten years later, Lady Rose has (mostly) wormed her way into the fabric of small town society, especially those who frequent her saloon, the only one in town. Not only is she the proprietor, but frequently participates in the weekly shows she puts on. She's a shoulder to cry on or a rump to gaze after for many, but few people know the real Rose under the flirty wink and cheeky smile. No one knows who her parents were, why she joined the circus (or left it, for that matter), or if that's even her real name. PERSONALITY— Rose is, when you first meet her, incredibly charming. It's been her livelihood since she was twelve; she can charm the socks off a grizzled old cowboy if you give her enough time. She's beautiful, she's confident, and she uses both of those things to her advantage—not to mention she controls your liquor. She's raunchy, crass, and sarcastic; who knows if there's anything different underneath the show she presents to the world? TALENTS— charming; looks good in just about anything good liar excellent gambler, likely to cheat agile, due to her circus background good horsewoman; she can still pull off some circus tricks~ master of throwing knives; she was the knife girl in the circus can hold her liquor; she runs a saloon, for god's sake FLAWS— has alienated 99% of the religious people in town can throw a punch, but beyond that she's useless in a hand-to-hand fight can shoot a pistol, but not well, and any other firearms are beyond her pretty damn greedy; always looking to make an extra buck somewhat...lax morals physically weaker than most men
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The old man grumbled drunkenly, outwitted and out-numbered now. He looked to Johnny one more time with bulldog eyes before stealing his drink and marching out the saloon like a wounded predator. Johnny was surprise how sudden the shift of power had been, guessing that she who controlled the flow ruled the land. Something felt off though. Rose and the fella who smelt of death were gone for a long while, the weirdo with no face vamoosed, and a stranger with a sword was sipping red wine like he was about to see a play. A play on Johnny's life maybe? In an idiotic way he trusted Rose, half knowing that she was probably just as dastardly as he was. Johnny wasn't that stupid. Well, he was stupid and drunk...but that didn't matter! He wanted to leave diplomatically before, paying for his drink with the money of dead men and such until that old fart decided to karmaly fuck him over. He didn't want to leave U.S. Marshals on his tail any clues of his stay. He guessed that he already fucked that up a hundred fold, for drunkard were the worse snitches. Johnny looked to the entrence way for a moment, and then looked over to the barely touched drink the fellow who'd taken Rose outside had just left sitting there. He walked over to it, swirling it around a bit before chugging all of it down without a second thought. It was a strange revenge, because in a way he knew what came next.
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
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1,032
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As the old man wandered off, Rose smiled at Johnny and patted him on the shoulder. "Sorry about that, sugar," she said, already heading back to the bar. "Won't happen again if I've got anything to say about it." She didn't look back at him, instead serving another patron and seemingly unconcerned with Rat; if she tried to corner him, he'd really know something was up, and she'd lose seven thousand dollars.
NAME— "Lady" Rampinella Raphaela Rose (Lady Rose to strangers, Rose or Ella to her friends) AGE— 26 GENDER— Female OCCUPATION— Proprietor of the Sandy Rose Saloon BIO— Lady Rose arrived in Sand Flats at the tender age of sixteen as part of a traveling circus. She caught the eye of the then-proprietor of the Sandy Rose, charming her way into his heart as part of the showgirl chorus at the time, and one night he jokingly said she deserved to run the place with a name like that. She got ideas, and better than that, she had plans. After staying in town for two weeks with the circus, she managed to charm her way into the heart of the old, childless man, and three years later when he finally bit the dust, she swept in with a copy of his will naming her the new owner of the Sandy Rose. Needless to say, that caused quite the scandal. Now, ten years later, Lady Rose has (mostly) wormed her way into the fabric of small town society, especially those who frequent her saloon, the only one in town. Not only is she the proprietor, but frequently participates in the weekly shows she puts on. She's a shoulder to cry on or a rump to gaze after for many, but few people know the real Rose under the flirty wink and cheeky smile. No one knows who her parents were, why she joined the circus (or left it, for that matter), or if that's even her real name. PERSONALITY— Rose is, when you first meet her, incredibly charming. It's been her livelihood since she was twelve; she can charm the socks off a grizzled old cowboy if you give her enough time. She's beautiful, she's confident, and she uses both of those things to her advantage—not to mention she controls your liquor. She's raunchy, crass, and sarcastic; who knows if there's anything different underneath the show she presents to the world? TALENTS— charming; looks good in just about anything good liar excellent gambler, likely to cheat agile, due to her circus background good horsewoman; she can still pull off some circus tricks~ master of throwing knives; she was the knife girl in the circus can hold her liquor; she runs a saloon, for god's sake FLAWS— has alienated 99% of the religious people in town can throw a punch, but beyond that she's useless in a hand-to-hand fight can shoot a pistol, but not well, and any other firearms are beyond her pretty damn greedy; always looking to make an extra buck somewhat...lax morals physically weaker than most men
54,912
1,500
57
1,708
213
In the distant blurred image of blue and high temperature, dark blue, the hue of night, Shelly saw two dark figures outside the Sandy Rose Saloon. After a horrendously tiring attempt to squint his eyes and see who it was, through his now sweating mask, he finally recognized the figures. A volume of sugar, and a man of death and coffins. The same man who was Shelly's victim of home invasion, and an unspeakable sort of violation of manners. And civilization. Shelly forced away an artificial giggle. When Rose walked in, Shelly followed as he walked past Archie. Archie was standing there, Shelly smiled beneath the mask and tipped his hat at the Coffin Maker. Told him evening in the most sarcastic and teasing tone. "Madam O' Glorious beverages and holy patron of beautiful whores," Shelly eyed Marlett from the door as he walked into the saloon, then resumed his staring back to the bar "grace this poor soul with that expensive bottle O' Nectar you keep. A full O'course." He walked over to the bar and made himself comfortable on one of the very few available stools as he waited for Rose. He slammed a generous amount of stolen dollar bills on the counter, Archie's hard earned money.
NAME: The Interloper. Shelly. AGE: Estimated from voice, 40's. GENDER: Appears to be a male. APPEARANCE: Shelly is dressed like any other common adventurer slash bandit that appears on the dry deadlands of the west. Perhaps his most unique, and bizarrely intriguing feature is his semi-realistic skull mask. It appears to be made of solid materials, perhaps the working of Indian magicians. There are holes in the place of the skull's eye sockets that channel Shelly's odd gleaming eyes. He always wears his long scarlet scarf and carries his two trusted pistols in the leather holsters, criss crossed around his hips. His boots are leather black and smudged with dust and burnt blood. OCCUPATION: Mercenary, Lone Adventurer. BIO: Shelly journeyed from the far eastern borders looking for the fabled royal crest hidden somewhere in the western deserts. He stopped by a friendly looking town to rest his weary lungs, and troubled mind, feed his lust for a drink. A damsel's warm insides. (Much to be revealed through flashbacks) PERSONALITY: TBR. TALENTS: Killing People. Surviving Harsh conditions. Plays a piano like a boss. Master Gunslinger. FLAWS: Talking to people. Drinking and sex addict. Unable to to remove his mask so he looks like a complete douchebag indoors.
54,913
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58
2,338
426
Archie was apprehensive about killing a man, he was use to being around the dead, that was for sure but he never fancied making anyone dead... Or becoming dead for that matter. He contemplated his own morality for a few moments before respectfully chucking them out the window. Archie slipped his revolver out of his pocket and hidden in the night's shadow checked how many bullets were in it, all seven chambers were full. He took a deep breath and let it out in a sigh, "come on Arch.." he mumbled. He steeled himself and gripped the grip, his knuckles going white. As Archie burst through the saloon doors, his pistol arm outstretched, the world slowed down. There was Rose, the friendly bartender; The tipsy looking Sheriff Charlotte and her trusted deputy a few seats away; a masked man and whole host of others but Archie's eyes were focused on one person. Rat. He squeezed off round after round in quick succession. bang bang bang bang bang bang bang All but one missed their marks, whizzing dangerously close to Rat's head, the one that did get him merely grazed his cheek, the rest obliterating a pile of crisp bills smacked on the counter by a masked man. Archie stood their sheepishly, holding a smoking gun, with the entire saloon staring at him. "um.."
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
54,914
1,500
59
2,416
243
Once Rose entered through those wooden doors. Wu knew it was his cue. "Time to run" he thought. He put down his glass of wine, just right after making sure he drank the whole thing. The alcohol started to take its effect on Wu. He stumbled in his way out, struggling to balance his footsteps. His vision; blurry and vague. Though he did got out. On the way out he gently bumped into the masked man. Wu was so drunk, he apologized to him in Chinese. "I never saw him leave.? Where the hell did he go to?" Wu wondered. Outside it was chilly and dusty as usual. "Nothing new" Wu muttered. his body started to feel the cold air in his bones. The freezing breeze hit his cheeks, carrying bits of sand along with the cold. As Wu walked away from the saloon's entrance, he noticed Archie standing there, doing god knows what with his revolver. "Shit is about to get down" Wu thought. Wu went straight to his horse, nearly falling off on his way. He patted the horse, and rubbed his head gently. Wu tilted his head around, Archie was gone. He's probably in the saloon Wu thought. Suddenly the urge of taking a piss hit Wu. He couldn't hold it. With all that drinking he had to take a serious piss. He quickly ran to a close boulder. He stood behind it, hidden in the night's dark cloak. He unzipped and took his male part out. His urine was warm, unlike the weather that didn't bother Wu not one bit. After finishing he zipped up, with a dodder running down his spine and neck. "Woooh" he let out a whimper. Looking down he realized that some drops of his urine splattered on his leather boots. "Damn it" he cursed. Suddenly a sound of multiple gunshots were heard from the saloon. "Just like I anticipated" Wu thought as he rushed to the saloon. He burst through the doors, just to see that no harm came to both men, or any man in the matter. Wu was a bit disappointed. He walked straight to the bar as if nothing important caught his attention, which absolutely did. He sat on stool near the masked man, watching the felon pull out his gun aiming it to the idiot who stood still. Looking back at Archie he chuckled as he said "huh. He's dead meat".
NAME:Johnny Wu AGE:36 GENDER:Male APPEARANCE: Average height. A bit Muscular. Hair reaching his chin level. Dark brown eyes. Nothing special or odd about him, except for the Chinese look he has,from his cloths to his face. He wears a common western jacket but with a Chinese touch. Carries a two barrel rifle and a short Chinese sword. Rarely takes his hat off. OCCUPATION: Former priest. A Mercenary. ( accepting lawful and clean jobs. Nothing outlaw or unethical.) BIO:Johnny was born and raised in the Wild West. A single son to his western Father and Chinese mother. His Father was a ranch owner, his mother is a retired merchandise dealer. When he grew he grew under the wing of god, his father was very religious unlike his mother. He became a priest at the age 21. But thought it wasn't enough. He didn't believe in god, Heaven or Hell. So he became a Mercenary for the government. Hunting down maggots. Bandits. Thieves. He thought about being in the law force or becoming a bounty hunter. He never stayed in one place or one job for a long time. Only a brief time. But not for long. PERSONALITY: Johnny isn't much of a talker, he is always the quite one in the room. Attending to his own business. Not minding others, rarely befriend someone truly. Doesn't really give a shit about others. Unless it was about life or death. TALENTS: Good with a sword. Can be very stealthy. Slight of hand. Good aiming. FLAWS: Heavy drinker. Smoke Addict Scared of heights.
54,915
1,500
60
1,708
213
Just as Shelly sat and started humming old railroads workers songs and gently tapping the counter, a wild Archie busted into the Saloon and started a few fires. One hit the face of a man close to him, and the other hitting and burning the money he just robbed. Between the fear and confusion and anger, Shelly stood right after the man missing a few chunks of meat off his face stood. Shelly drew both his guns from his gunbelt and aimed straight at the Coffin Maker. A drunken voice, belonging to an estranged and drunk Mr. WU. "HE IS A DEAD WALKING ALRIGHT." Shelly yelled. "Don't worry Marlett, we still gonna bed right after we sort this here lil conflict. And right after I got that damn bottle O' wine, payed or unpaid Rose." Three barrels staring Archie Fancypants in the face, Shelly had a boner, he was that sort of freak. Adrenaline was his sexual drive.
NAME: The Interloper. Shelly. AGE: Estimated from voice, 40's. GENDER: Appears to be a male. APPEARANCE: Shelly is dressed like any other common adventurer slash bandit that appears on the dry deadlands of the west. Perhaps his most unique, and bizarrely intriguing feature is his semi-realistic skull mask. It appears to be made of solid materials, perhaps the working of Indian magicians. There are holes in the place of the skull's eye sockets that channel Shelly's odd gleaming eyes. He always wears his long scarlet scarf and carries his two trusted pistols in the leather holsters, criss crossed around his hips. His boots are leather black and smudged with dust and burnt blood. OCCUPATION: Mercenary, Lone Adventurer. BIO: Shelly journeyed from the far eastern borders looking for the fabled royal crest hidden somewhere in the western deserts. He stopped by a friendly looking town to rest his weary lungs, and troubled mind, feed his lust for a drink. A damsel's warm insides. (Much to be revealed through flashbacks) PERSONALITY: TBR. TALENTS: Killing People. Surviving Harsh conditions. Plays a piano like a boss. Master Gunslinger. FLAWS: Talking to people. Drinking and sex addict. Unable to to remove his mask so he looks like a complete douchebag indoors.
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61
2,538
654
As soon as the rounds started flying Simion was moving. Without hesitation he hurled himself over the bar, putting its bulk between him and the rest of the Saloon - a reflex more than a decision he had made. As soon as the gunfire stopped he jumped to his feat and pulled his own weapon from his holster, a rather old revolver with only the six chambered rounds that were already loaded. He pointed it first at Archie and then at Rat before moving his aim back to Archie as the intimidating skull man did the same. 'What the hell was happening?' he wondered as tension filled the air, his eyes darting back and forth between the three men as he moved his aim again to Rat. After all there was something familiar about the man, and there surely had to be a reason for this seemingly wealthy man to open fire in such a haphazard manner. "What the fuck is happening?" shouted Simion, done with speculating.
NAME: Archibald "Archie" Hersker AGE: 28 (Up Coming 29th Birthday) GENDER: Male OCCUPATION: Undertaker/Mortician BIO: Born back east, Archie was raised in a family of critically acclaimed coffin makers and morticians, The Herskers. Known nationally and far abroad as the makers of quality caskets, coffins, shrouds and urns. From a young age Archie had grown hand in hand with death, he saw bodies come in and out of his father's workshop, going to the adjoined morgue to be embalmed, explaining why he always smelt like chemicals as a child. However once he became 13, he was brought into family business proper and went about proving himself as a master at shaping wood; more and more people came in asking for his workmanship and he gladly made their caskets. However people suddenly stopped coming to him after finding out he had no formal education in the field of carpentry. He took two years off to train as an apprentice in the Boston Guild of Carpenters, got a fellowship and graduated with honors, though upon coming home, he found his position taken. In a flurry of yells and finger pointing, he packed up his bags with his tools and his money and he stormed out of the Hersker estate, this was when he was 20. He spent two more years of his life working freelance, slowly but surely - and unwittingly - going further and further west, until one day he found himself in Sand Flats, a descent enough town. But he noticed it was missing something, well two things, a hospital and and a mortician. He smiled to himself and bought a plot (plot 8) and has been happily working there for coming up 7 years now, making coffins and caskets for dead citizens and downed outlaws alike. Though he has made himself comfortable in the dusty town, he is somewhat out of place, too well mannered, too clean looking; he attracts a lot of attention walking through town, "that city slicker..." he hears mumbled behind his back or, "that odd feller." he hates it, but he has to live with it. PERSONALITY: For being in the line of work he is in, he's a rather chipper individual, not the constantly depressed downer one would expect to be a mortician. If met in the middle of the street he often gives a smile or tips a hit, giving polite greetings and 'how do ya do's. Apart from that he's a charismatic individual, his big city way of talking and flawless smile making woman swoon, he enjoys doing so but never found the opportune moment to get hitched to a lady. He also loves being sarcastic, he doesn't even need to talk to be so, usually playfully obnoxious in his mannerisms, one can't help smiling when he does something backhanded. Though he is approachable most of the time, when provoked enough his mood shifts violently. TALENTS: - Carpentry, it's part of the job. - Sewing, someone's gotta make the interiors. - Sizing People Up, whether they be dead or alive. - Persuasion, his devilish charm doesn't just work on the ladies. - Melee Weapons, years of using hammer. - Keeps calm, except when he's not calm. - AMAZING COOK. FLAWS: - Inept with long-arms, slightly better with handguns. - Violent mood-swings. - Can sometimes be cocky and accept stupid bets. - Fairly selfish. - Sensitive eyes, sudden flashes don't go well with him.
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How the fuck should I know!?, Johnny replied as he looked behind him to find another man holding him at gunpount. "And you best put that away sir! I've been shot once today thank you very much!" Johnny had no fucking idea what was going on. One second he's drinking and the next he is being shot at. Did Rose put this guy up to this? Would she tell the sheriff and have him hauled off to a shit poor jail cell until the U.S. Marshals caught up? He couldn't rightly kill every damn person in town! Everything has gone to shit! With a burst of drunken speed, Johnny barreled towards the doors hoping to dash through them and grab his horse.
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
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63
1,032
421
The bottle of booze was in Rose's hand when the shots rang out. Her gloved hand clenched around the neck rather than dropping it, a long honed instinct from when she was handling things much more dangerous than a glass bottle. Also from long experience, she froze, shoulders jerking, rather than flailing around in fear. All that would do was make her a bigger target. The other patrons of the saloon weren't quite so experienced. The real cowboys were up in a second, hands on their guns but unwilling to shoot the trigger-happy undertaker in their midst; her girls were screaming, cowering beneath tables or, in some lucky cases, behind the broad shoulders of the men. Rose herself slammed her hands over her ears as more than one bottle shattered behind her. And, of course, Archie missed. Missed from three feet away. There was blood dripping down Rat's face, but it was far from a killing blow, and all it did was piss him off. Shouts erupted from all sides, people demanding to know what was going on, for Archie to put the gun down, for Sheriff Rey to do something, and Rose could see seven thousand dollars slipping out of her fingers as Rat (smartly) bolted toward the door. So she did what only she could. Rose vaulted onto the bartop, the ruffles of her skirts flying with a flash of skin beneath as she stood feet above everyone else, bottle still clutched in her hand, and bellowed in the voice that had filled the big top. "A THOUSAND DOLLARS TO WHOEVER BRINGS ME THAT MAN ALIVE!"
NAME— "Lady" Rampinella Raphaela Rose (Lady Rose to strangers, Rose or Ella to her friends) AGE— 26 GENDER— Female OCCUPATION— Proprietor of the Sandy Rose Saloon BIO— Lady Rose arrived in Sand Flats at the tender age of sixteen as part of a traveling circus. She caught the eye of the then-proprietor of the Sandy Rose, charming her way into his heart as part of the showgirl chorus at the time, and one night he jokingly said she deserved to run the place with a name like that. She got ideas, and better than that, she had plans. After staying in town for two weeks with the circus, she managed to charm her way into the heart of the old, childless man, and three years later when he finally bit the dust, she swept in with a copy of his will naming her the new owner of the Sandy Rose. Needless to say, that caused quite the scandal. Now, ten years later, Lady Rose has (mostly) wormed her way into the fabric of small town society, especially those who frequent her saloon, the only one in town. Not only is she the proprietor, but frequently participates in the weekly shows she puts on. She's a shoulder to cry on or a rump to gaze after for many, but few people know the real Rose under the flirty wink and cheeky smile. No one knows who her parents were, why she joined the circus (or left it, for that matter), or if that's even her real name. PERSONALITY— Rose is, when you first meet her, incredibly charming. It's been her livelihood since she was twelve; she can charm the socks off a grizzled old cowboy if you give her enough time. She's beautiful, she's confident, and she uses both of those things to her advantage—not to mention she controls your liquor. She's raunchy, crass, and sarcastic; who knows if there's anything different underneath the show she presents to the world? TALENTS— charming; looks good in just about anything good liar excellent gambler, likely to cheat agile, due to her circus background good horsewoman; she can still pull off some circus tricks~ master of throwing knives; she was the knife girl in the circus can hold her liquor; she runs a saloon, for god's sake FLAWS— has alienated 99% of the religious people in town can throw a punch, but beyond that she's useless in a hand-to-hand fight can shoot a pistol, but not well, and any other firearms are beyond her pretty damn greedy; always looking to make an extra buck somewhat...lax morals physically weaker than most men
54,919
1,500
64
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Archie was still standing before the other guy made a run for it, Shelly didn't give much attention to the escapade igniter, his eyes furiously set to kill Archie for shooting up his (actually Archie's) money. But that soon changed when Rose jumped up over the bar and yelled sweet melodies to Shelly's ears, a language he was most fluent in, REWARDS. He had stolen less than whatever rose claimed she would reward, so it was only logical for Shelly to ignore the Death Undertaker and run after the escapade man of the hour. Rat the thousand dollar man. Shelly holstered his guns as he sped behind Rat, demon eyes, demon speed. He could hear the cries and whimpers of the Saloon's patrons, whores crying. Whores. MARLETT! "When the fuck am I going to get some ass tonight? Fuck the drink, I'm killing this sad fella, getting the money, bedding the fuck out of Marlett's brains and have a goddamned sleep!" he yelled in rage, "That's the plan. Heeyaaa!" He crashed through the swinging doors, breaking them and flipped over his face and into the dry sand. Rough sand. He jumped to his feet, no time to clear the dust. His twitchy fingers grabbing his pistols from the gunbelt and quickly firing rounds above Rat's head, warning shots. "Not anotha footstep ye eager fella, I need that thousand dollars, final words?" Shelly waved with one hand, pistol still in it, "no hard feelings fella, I really need that money to bed and sleep." He had the money to bed Marlett, and perhaps three other whores, what was this about? Adrenaline? Misplaced rage?
NAME: The Interloper. Shelly. AGE: Estimated from voice, 40's. GENDER: Appears to be a male. APPEARANCE: Shelly is dressed like any other common adventurer slash bandit that appears on the dry deadlands of the west. Perhaps his most unique, and bizarrely intriguing feature is his semi-realistic skull mask. It appears to be made of solid materials, perhaps the working of Indian magicians. There are holes in the place of the skull's eye sockets that channel Shelly's odd gleaming eyes. He always wears his long scarlet scarf and carries his two trusted pistols in the leather holsters, criss crossed around his hips. His boots are leather black and smudged with dust and burnt blood. OCCUPATION: Mercenary, Lone Adventurer. BIO: Shelly journeyed from the far eastern borders looking for the fabled royal crest hidden somewhere in the western deserts. He stopped by a friendly looking town to rest his weary lungs, and troubled mind, feed his lust for a drink. A damsel's warm insides. (Much to be revealed through flashbacks) PERSONALITY: TBR. TALENTS: Killing People. Surviving Harsh conditions. Plays a piano like a boss. Master Gunslinger. FLAWS: Talking to people. Drinking and sex addict. Unable to to remove his mask so he looks like a complete douchebag indoors.
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Suddenly Rat was joined by the masked man, pointing barrels at Archie. Apparently Archie shot the masked man's money pouch, which set him on edge. Tension was filling the air. The stench of fear was on everyone, everyone but Wu. He was humored by the current situation, "God that man is so dead" he chuckled looking at Archie. He knew that his life is no longer in danger. Now bullets are going to be shot in one direction, towards Archie. Half the people in the saloon were hiding behind, under something. Except for Rose, who stood still with a bottle in her hand, Wu noticed. "Is she to stupid, or merely fearless?" Wu couldn't tell. When all the sudden the junky jumped from the back of the bar and into Rat's side. He was confused, aiming his gun once at Rat, then towards Archie. Now there are three barrels pointed at Archie. "Now this is amusing" Wu thought with a broad smile on his face. Trying to hold back a chuckle. He then looked back at Archie and said "Run!" In an amusing kinda sarcastic voice. But it wasn't Archie who ran out the door, It was Rat. Wu was confused, "why would he run when he is the one with the loaded gun?" He thought. Rose took the whole bar's attention when she yelled her offer. "That man is worth ten thousand, and she is offering one thousand to who ever brings him down?. She is smart" Wu thought. The masked man showed utter interest to the offer as he ran, following Rat. Wu stood and headed behind The Masked one, taking a steady slow footsteps. As he passed by Archie, he stood beside him for a brief moment and gave him a sarcastic smile and whispered "If I was you at the moment, I would fly through the back door". Outside the Mask man held Rat at gunpoint. "Hmph" Wu smiled, now he has a truly brilliant idea. He approached the masked man and leaned close to him, and whispered the seed of madness, "this man is worth ten grand to the U.S government and it just happens to be, I am a free lancer for the government. How about we take him in and split the reward fifty fifty? So what do you say?" He smiled, patiently waiting for his reply.
NAME:Johnny Wu AGE:36 GENDER:Male APPEARANCE: Average height. A bit Muscular. Hair reaching his chin level. Dark brown eyes. Nothing special or odd about him, except for the Chinese look he has,from his cloths to his face. He wears a common western jacket but with a Chinese touch. Carries a two barrel rifle and a short Chinese sword. Rarely takes his hat off. OCCUPATION: Former priest. A Mercenary. ( accepting lawful and clean jobs. Nothing outlaw or unethical.) BIO:Johnny was born and raised in the Wild West. A single son to his western Father and Chinese mother. His Father was a ranch owner, his mother is a retired merchandise dealer. When he grew he grew under the wing of god, his father was very religious unlike his mother. He became a priest at the age 21. But thought it wasn't enough. He didn't believe in god, Heaven or Hell. So he became a Mercenary for the government. Hunting down maggots. Bandits. Thieves. He thought about being in the law force or becoming a bounty hunter. He never stayed in one place or one job for a long time. Only a brief time. But not for long. PERSONALITY: Johnny isn't much of a talker, he is always the quite one in the room. Attending to his own business. Not minding others, rarely befriend someone truly. Doesn't really give a shit about others. Unless it was about life or death. TALENTS: Good with a sword. Can be very stealthy. Slight of hand. Good aiming. FLAWS: Heavy drinker. Smoke Addict Scared of heights.
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Santos inhaled so slightly the night breeze. After spending hours in the stale air of his office, tending to logistics, taking a stroll towards the saloon would definitely help him sort his thoughts. He wasn't a man to engage in the affairs of backwater hicks readily, and for the most part, they did bore him. However it was equally true that he required a break from his strained routine every so often. Leading was no small task, and only a few chosen ones could bear such burden. None of them understood that. After all, what could the tiny rats know about the troubles of a wolfpack leader? His men, while loyal, were also a lousy lot when idle and without focus. And there was so much to do, and so little reward coming his way. Had he erred the location once again? Without gold this town held no value for his plan of building a proper retirement place for the soldiers which had accompanied him. At least the income had been balanced with the land and well acquisitions recently, even if he had to use methods, that if they were to be known, they'd probably be frowned upon. It should still work. After all, we're all war veterans, and these are just dodgy vaqueros with guns. Santos rubbed his forehead, crunching even more numbers. There was also the issue that some crass moron had spread the tale about his exploits as the Butcher of Acapulco, and now some of the locales visiblely flinched in his presence. Wasn't Machiavelli the one who said that it is better to be feared than to be loved? He thought to himself. There was another reason why he was heading towards the saloon. An strategical one. The owner of said place had also quite the reputation, and inside the old soldier's head the alarms rang about Lady Rose. She had all the hallmarks of a woman who was much more than it seemed, and if left unchecked she would gladly outmaneuver her business rivals. The fact she was one of the few people inside town whose presence could be tolerated was an added bonus. Either as a partner with common goals or antagonist, it was worth checking once in a while. He cradled his secret weapon in his arms like a precious gold ingot. In some ways, it was. French Champagne was a pain to get in this backwater town, and that was with all the contacts he maintained in the Old World. It would strike quite an impression to offer such token to an alcohol merchant. Here and there, sounds of a brawl were heard near the saloon. Ricardo Santos was no coward and didn't fear such scuffles, bullets flying or not, but he knew better than to step in a brawl uninvited. He stood at a safe distance, sighing. "Uncouth lot, all of them. I suppose it's the usual lovelihood of the saloon, as ever." He added, witnessing the entire spectacle in his hands outside the Saloon, a champagne bottle in his arms. One thousand? Peh. Small change for dirtying my hands. He added mentally upon hearing Rose's voice.
NAME: Ricardo Santos y Villega AKA Santos AKA The Butcher of Acapulco AGE: 32 GENDER: Male (I know, it's cheating) OCCUPATION: Evil Landlord Major pain in the ass Businessman and mining prospector, Former Spanish Navy Marine BIO: Ricardo was born as a humble son of a farmer in rural Spain. He enlisted the Navy marines to earn a living and see the world, and because of a heartfelt belief on his king and country. However, after spilling his blood on the beaches of half of the world one too many times, he realized that his effort would only net him a meager veteran wage in an ever-dwindling empire, corrupt and aged. After his first term, he rounded up some of his former comrades in arms and set for the new world, in order to build himself a haven for his retirement and those who served alongside him. The turns of fate led him to Sand Flats, and the rumours of gold beneath, and he quickly made his move by acquiring land deeds(and not always with clean methods). He controls some artisan subterranean water wells and he's using the drought to milk the rest of the town out of their gold. PERSONALITY: Polite, cultured and well mannered, one can find Santos as a man of wealth and taste that enjoys talking about a wide variety of subjects, and he has a good sense of humour. He carries himself with an air of confidence and charisma which inspires those who work under him. However, beneath the surface, Santos is a cunning and ruthless tactician who isn't afraid of doing dirty deeds to get the job done, and thinks of killing people as just a minor incovenience. He carries a heavy cynical and disillusioned streak within his heart and he only trusts those who have fought alongside him. TALENTS: -Good Militar leader and cunning strategist. -Gifted, Cultured intellect who has a passing knowledge of subjects like history, medicine, or geology. -He can fight well with guns, a cutlass, knives or even fisticuffs due to his past. -He's a superb marksman with the rifle, and enjoys big game hunting. -He's rather resistant to pain. FLAWS: -He's an extremely proud and narcissistic individual, and he often understimates people outside of the battlefield just because their humble jobs or origins. -He loathes being called by his Butcher moniker. Enought to send him into a rage. -He is a gentleman, and as such he abides a code of honor, and will always accept a duel. -One particular encounter in a tropical jungle beach has made him ophidiophobic (Phobia of snakes).
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You two can fuck each other before I die without a fight!, Johnny replied with a snarl. He raised his revolver, up above his pursuers heads and blasted away at the saloon's overhang ceiling. Wood and nails shattered and dropped on the two bounty hunters, either becoming a minor nuisance or nearly knocking them out. Johnny jumped onto his horse quickly, braking the rope holding the beast in place and turned him around so that he could flee. "Yah are goddamn crazies thinking you can fuck with me! You know what, yeah, I am Rat O'Hennessey! Fucking deal with it you backwater shits! Almost seventy men couldn't kill me! What makes y'all so damn special!"
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
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Charlotte found the enthusiastic energy of the man sitting next to her refreshing. Not many people in town had that kind of zeal when it was just do damn hot all the time. Simion continued the conversation, grazing on a somewhat touchy subject for her—how she had gotten to town. Most of the people knew, or at least had a general idea, about how she became Sheriff, but other than that she has shared nothing. “Oh, I was just traveling through when I came here,” Charlotte replied dismissively. As their talk went on, Charlotte, smiling, explained her (tedious) responsibilities to the man, her viewpoints and ideals, et cetera. “I mostly just try to keep the town safe and settle other disputes…” she was saying. All this time she had been largely unaware of what was going on around her, but every bit of tension she was feeling earlier finally culminated at the moment when a man—Archie—burst through the front doors sending off rounds from his gun. “Get down!” she yelled, more to herself than to any other person. She followed Simion’s lead by jumping behind the bar. For a moment, she felt defenseless, but the cold metal against her leg reminded her of the gun she brought along. Trying to be modest, she slipped her hand up her dress and unholstered the weapon, pointing it first at Archie. Then her eyes settled on the man he was aiming at. A man that looked vaguely familiar. But in Charlotte’s semi-drunken haze she was having a tough time connecting the dots. Finally, when he bolted, Lady Rose shrieked about offering a thousand dollars to anyone who could capture him, obviously sending many others out after the bandit. “He’s wanted!” the sheriff realized, standing up and heading for the door. She felt wobbly, even in her flats, and she caught herself on the threshold of the door just as more rounds were fired, followed by a crash as something outside fell to the ground. “Rat O’Hennessey…” she breathed, after the man had shouted his name. “He’s worth ten thousand dollars!” She balled her hand into a fist and slammed it on the doorway. “Damn it!” she snarled. “I can’t go after him like this. I’ll get myself killed!” Of course, she didn’t necessarily have to get the man herself; it was more of a pride thing. It was really her job just to give the reward to whomever dragged the man in. Still though, she couldn’t believe she let something like this go down right under her nose.
Age: 29 Gender: Female Appearance: Naturally 5’7” though a bit taller with her boots on, Sheriff Jackson certainly knows how to keep her chin held high. Her long, slightly curled blonde hair, slender figure, and soft face and lips conjure up a considerably convincing illusion of a typical easy-on-the-eyes girl who should just stay in the kitchen and let the men do their work. However, her piercing electric blue eyes reveal the firm and self-reliant woman she is underneath. As part of her sheriff uniform, Charlotte is usually seen during the day wearing a navy-blue, shady hat, a blouse and tie covered by a dark jacket, and a long ankle-length skirt that matches her hat and jacket. Her fingers and neck are devoid of jewelry, though she typically wears a pair of hoop earrings made from brass. She puts only the bare minimum amount of makeup on her face (not that she needs much of it anyway) because she may very well end up sweating it off anyway. (Everything I tried to find online was a cheesy and overly-sexy Halloween costume so I had to get creative.) Occupation: New sheriff in town! Bio: Charlotte was born on the eighth of August to Matilda and Henry Jackson, who were wealthy landowners in a decently large town called Arden. Despite being spoiled as a child, Charlotte very quickly grew bored of the life she lived, consisting largely of staying indoors and doing any lifeless activity you could think of, like cooking, cleaning, and fanning herself. The worst part of it all was that she was a woman, meaning she didn’t go to school, she wasn’t allowed to go anywhere on her own; she basically couldn’t do anything. Her only sources of knowledge were her father, who instructed her basic arithmetic, and her housekeeper Shirley who taught her street skills, if she ever needed them. She felt as though she were counting down the days until she became a housewife. Well one day, at the age of seventeen, she decided she wasn’t going to live such a life. She woke up early one morning, packed her things, said goodbye to Shirley who agreed to keep her running away a secret, grabbed one of the horses from the stable and rode off without a trace. She ended up riding into a neighboring town and ended up sleeping in a ranch’s barn because she didn’t want her face being seen at the inn. The youngest son of the ranch owners stumbled upon her horse and sleeping figure the next morning. After asking her about her origins, the boy, also seventeen, agreed to help keep Charlotte a secret and let her stay in the barn until she figured out another place to go. Every day, the boy would bring her some of his meals, and occasionally would teach her skills mostly only men knew, such as handling and firing a gun, hunting, a bit of farming, and even lassoing. And, of course, the two fell in love. After Charlotte had been hiding in the barn for a year, the two of them decided to run away together to a town where they could have a fresh start together and where no one would be looking for them. They gathered all their necessities and left, traveling for five days straight until arriving at a town neither of them had heard of. Despite still being quite young, they managed to settle down there and get a bit of land they could work. Everything was going smoothly, until two years later. One night, when they had agreed upon starting to try for a baby, a band of outlaws raided the town and ended up killing Charlotte’s love. Heartbroken and depressed, Charlotte left her home once again and roamed the land, feeling much like a lost cause. One day, arriving in the town of Sand Flats, she came across another band of outlaws who had taken the sheriff of the town hostage. Feeling the need to revenge her husband more so than the need to be a hero, Charlotte managed to drive away the bandits but unfortunately without being able to save the former sheriff’s life. In order to compensate for his death, Charlotte confronted the townsfolk and asked to be the new replacement. While the portion of the population with Y-chromosomes weren’t so thrilled about this, they all had a tinge of respect for this enigmatic woman who, although she couldn't save the sheriff, saved the town… And she was really the only one willing to do it. Nobody knows her whole story though… Personality: Guhhh. I think I’ll leave this one blank. No fun spoiling a surprise! :) Talents: Cooking, hunting, riding a horse, handing a gun, farming, surviving. Flaws: People skills, handling disputes, handling too much pressure.
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Everything unfolded quickly and with little warning, the saloon a flurry of activity as shots were fired and people scrambled to escape or find some cover. From behind the bar he and Charlotte were relatively protected, but as events unfolded and it soon became clear that this man was Rat O’Hennessey - a wanted fugitive with a bounty on his head things changed. Rose vaulted the bar with a gun in hand and a determined snarl on her face as she offered a thousand dollars to anyone who would assist her, with others already rushing after the man. She looked quite the part in her dress, Simion thought to himself supressing a small chuckle. More shots rang out as this ‘Rat’ fired a few well-placed rounds into the ceiling of the room, sending shards and splinters of wood and nails scattering about the place. The sheriff who seemed a tad wonky on her feet to Simion soon followed the others, but not before she exclaimed the true value of this man aloud, a whopping $10,000 – more than enough for anyone to risk their lives. It soon became clear to him why this undertaker had acted as he had despite his obvious lack of shooting skills. As he watched events unfold Simion grabbed himself the closest bottle of liquor before taking a deep swig from the bottle, sighing as the harsh liquid burnt at his throat. Moments later he put the bottle back before hopping once more over the bar and making his way quickly to the Sheriff as she pounded a fist against the doorway, clearly frustrated at the shootout unfolding under her nose and her lack of ability to give chase. “Need focus?” asked Simion with a smirk as he reached into his pocket and pulled out the packet of honey flavoured gum he had taken earlier. “Doctor Smith’s patented chewing gum” he explained “containing a quite marvellous substance that I think you’d find will eh… perk you up and help you concentrate a little more?” with a smile he took out a piece and popped it into his mouth before holding the tin out for her as he began to chew. The effects were quite fast, he noted, as he soon began to feel his heart rate quicken and a feeling of wellbeing and focus wash across him.
NAME: Archibald "Archie" Hersker AGE: 28 (Up Coming 29th Birthday) GENDER: Male OCCUPATION: Undertaker/Mortician BIO: Born back east, Archie was raised in a family of critically acclaimed coffin makers and morticians, The Herskers. Known nationally and far abroad as the makers of quality caskets, coffins, shrouds and urns. From a young age Archie had grown hand in hand with death, he saw bodies come in and out of his father's workshop, going to the adjoined morgue to be embalmed, explaining why he always smelt like chemicals as a child. However once he became 13, he was brought into family business proper and went about proving himself as a master at shaping wood; more and more people came in asking for his workmanship and he gladly made their caskets. However people suddenly stopped coming to him after finding out he had no formal education in the field of carpentry. He took two years off to train as an apprentice in the Boston Guild of Carpenters, got a fellowship and graduated with honors, though upon coming home, he found his position taken. In a flurry of yells and finger pointing, he packed up his bags with his tools and his money and he stormed out of the Hersker estate, this was when he was 20. He spent two more years of his life working freelance, slowly but surely - and unwittingly - going further and further west, until one day he found himself in Sand Flats, a descent enough town. But he noticed it was missing something, well two things, a hospital and and a mortician. He smiled to himself and bought a plot (plot 8) and has been happily working there for coming up 7 years now, making coffins and caskets for dead citizens and downed outlaws alike. Though he has made himself comfortable in the dusty town, he is somewhat out of place, too well mannered, too clean looking; he attracts a lot of attention walking through town, "that city slicker..." he hears mumbled behind his back or, "that odd feller." he hates it, but he has to live with it. PERSONALITY: For being in the line of work he is in, he's a rather chipper individual, not the constantly depressed downer one would expect to be a mortician. If met in the middle of the street he often gives a smile or tips a hit, giving polite greetings and 'how do ya do's. Apart from that he's a charismatic individual, his big city way of talking and flawless smile making woman swoon, he enjoys doing so but never found the opportune moment to get hitched to a lady. He also loves being sarcastic, he doesn't even need to talk to be so, usually playfully obnoxious in his mannerisms, one can't help smiling when he does something backhanded. Though he is approachable most of the time, when provoked enough his mood shifts violently. TALENTS: - Carpentry, it's part of the job. - Sewing, someone's gotta make the interiors. - Sizing People Up, whether they be dead or alive. - Persuasion, his devilish charm doesn't just work on the ladies. - Melee Weapons, years of using hammer. - Keeps calm, except when he's not calm. - AMAZING COOK. FLAWS: - Inept with long-arms, slightly better with handguns. - Violent mood-swings. - Can sometimes be cocky and accept stupid bets. - Fairly selfish. - Sensitive eyes, sudden flashes don't go well with him.
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Rose didn't bother to take the front door with everyone else—this was her saloon, after all, and she knew it like the back of her hand. She raced past the patrons at the bar, not bothering to apologize for any bumped shoulders, and darted into the back room. She hastily threw the lock behind her—only she would be able to get in now, with the key she kept in a very private location—and kept going, holding a window open and vaulting the sill with the skill of a hurdler. She let the glass slam shut behind her and kept running. The window opened into the track that led between the wooden buildings. As she ran, Rose hiked up her skirts again, and her hand immediately went to the set of three small, black leather sheaths that were strapped to her upper thigh. She burst out onto the street in front of Rat on his charging horse, about fifty meters away and slightly to the left of her. Rampinella stood her ground. She breathed in deeply, one knife in her hand, and set her feet, shoulder-width apart. She breathed in through her nose and out through her mouth, steadying her racing heart in a matter of moments. Closing one eye, she sighted down the road at the horse galloping towards her, and the angry criminal bouncing on its back. Breathe in. She drew back her arm, flipping the knife in one smooth movement and grasping it by its tip. Rat was barely ten meters away. Breathe out. Her arm lashed forward with lightning speed. The knife flashed away out of her hand, spinning end over end in a perfect arc as she threw herself out of the way, the blade on a trajectory to slice right through the girth of Rat's saddle. She hadn't drawn crowds from all across the West for nothing.
NAME— "Lady" Rampinella Raphaela Rose (Lady Rose to strangers, Rose or Ella to her friends) AGE— 26 GENDER— Female OCCUPATION— Proprietor of the Sandy Rose Saloon BIO— Lady Rose arrived in Sand Flats at the tender age of sixteen as part of a traveling circus. She caught the eye of the then-proprietor of the Sandy Rose, charming her way into his heart as part of the showgirl chorus at the time, and one night he jokingly said she deserved to run the place with a name like that. She got ideas, and better than that, she had plans. After staying in town for two weeks with the circus, she managed to charm her way into the heart of the old, childless man, and three years later when he finally bit the dust, she swept in with a copy of his will naming her the new owner of the Sandy Rose. Needless to say, that caused quite the scandal. Now, ten years later, Lady Rose has (mostly) wormed her way into the fabric of small town society, especially those who frequent her saloon, the only one in town. Not only is she the proprietor, but frequently participates in the weekly shows she puts on. She's a shoulder to cry on or a rump to gaze after for many, but few people know the real Rose under the flirty wink and cheeky smile. No one knows who her parents were, why she joined the circus (or left it, for that matter), or if that's even her real name. PERSONALITY— Rose is, when you first meet her, incredibly charming. It's been her livelihood since she was twelve; she can charm the socks off a grizzled old cowboy if you give her enough time. She's beautiful, she's confident, and she uses both of those things to her advantage—not to mention she controls your liquor. She's raunchy, crass, and sarcastic; who knows if there's anything different underneath the show she presents to the world? TALENTS— charming; looks good in just about anything good liar excellent gambler, likely to cheat agile, due to her circus background good horsewoman; she can still pull off some circus tricks~ master of throwing knives; she was the knife girl in the circus can hold her liquor; she runs a saloon, for god's sake FLAWS— has alienated 99% of the religious people in town can throw a punch, but beyond that she's useless in a hand-to-hand fight can shoot a pistol, but not well, and any other firearms are beyond her pretty damn greedy; always looking to make an extra buck somewhat...lax morals physically weaker than most men
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With her hands still grasping the threshold weakly, Charlotte turned her head back to Simion, who approached her from behind the bar where they had been hiding. Watching him though her clouded vision, the sheriff saw the man produce a packet of... something from his pocket. He inquired if she "needed focus" and proceeded to explain that the packet contained a Doctor Smith's patented chewing gum, containing something to help her concentrate better. Charlotte gazed into the tin suspiciously. She had never heard of this "Doctor Smith" before. Simion's smile looked genuine, not seeming to conceal devious motives, but Charlotte found it difficult to trust him. While she wasn't the most educated person, she had lived long enough to know better than to trust people she barely knew, which was virtually everyone in Sand Flats. How could any gum help you focus? It was probably a hoax... "No... No thank you, Simion," Charlotte decided, gently pushing the tin back to the energetic gentleman. "I'm afraid Sheriff Jackson is just going to have to trust the townsfolk with this one... But if that Rat harms anyone here..." Her eyes became filled with deeply-rooted rage. "He'll wish he was in hell with his back broken." She lowered her gun and sighed, just as Lady Rose raced out into the street with a fury Charlotte had never seen before. She glanced out the saloon's doors to see the woman, in her dress nonetheless, racing after Rat who seemed to be making his getaway on horse. She had a knife, and with surprising accuracy, managed to slice the fugitive's saddle from ten meters away by throwing it. Clearly this woman was more than met the eye.
Age: 29 Gender: Female Appearance: Naturally 5’7” though a bit taller with her boots on, Sheriff Jackson certainly knows how to keep her chin held high. Her long, slightly curled blonde hair, slender figure, and soft face and lips conjure up a considerably convincing illusion of a typical easy-on-the-eyes girl who should just stay in the kitchen and let the men do their work. However, her piercing electric blue eyes reveal the firm and self-reliant woman she is underneath. As part of her sheriff uniform, Charlotte is usually seen during the day wearing a navy-blue, shady hat, a blouse and tie covered by a dark jacket, and a long ankle-length skirt that matches her hat and jacket. Her fingers and neck are devoid of jewelry, though she typically wears a pair of hoop earrings made from brass. She puts only the bare minimum amount of makeup on her face (not that she needs much of it anyway) because she may very well end up sweating it off anyway. (Everything I tried to find online was a cheesy and overly-sexy Halloween costume so I had to get creative.) Occupation: New sheriff in town! Bio: Charlotte was born on the eighth of August to Matilda and Henry Jackson, who were wealthy landowners in a decently large town called Arden. Despite being spoiled as a child, Charlotte very quickly grew bored of the life she lived, consisting largely of staying indoors and doing any lifeless activity you could think of, like cooking, cleaning, and fanning herself. The worst part of it all was that she was a woman, meaning she didn’t go to school, she wasn’t allowed to go anywhere on her own; she basically couldn’t do anything. Her only sources of knowledge were her father, who instructed her basic arithmetic, and her housekeeper Shirley who taught her street skills, if she ever needed them. She felt as though she were counting down the days until she became a housewife. Well one day, at the age of seventeen, she decided she wasn’t going to live such a life. She woke up early one morning, packed her things, said goodbye to Shirley who agreed to keep her running away a secret, grabbed one of the horses from the stable and rode off without a trace. She ended up riding into a neighboring town and ended up sleeping in a ranch’s barn because she didn’t want her face being seen at the inn. The youngest son of the ranch owners stumbled upon her horse and sleeping figure the next morning. After asking her about her origins, the boy, also seventeen, agreed to help keep Charlotte a secret and let her stay in the barn until she figured out another place to go. Every day, the boy would bring her some of his meals, and occasionally would teach her skills mostly only men knew, such as handling and firing a gun, hunting, a bit of farming, and even lassoing. And, of course, the two fell in love. After Charlotte had been hiding in the barn for a year, the two of them decided to run away together to a town where they could have a fresh start together and where no one would be looking for them. They gathered all their necessities and left, traveling for five days straight until arriving at a town neither of them had heard of. Despite still being quite young, they managed to settle down there and get a bit of land they could work. Everything was going smoothly, until two years later. One night, when they had agreed upon starting to try for a baby, a band of outlaws raided the town and ended up killing Charlotte’s love. Heartbroken and depressed, Charlotte left her home once again and roamed the land, feeling much like a lost cause. One day, arriving in the town of Sand Flats, she came across another band of outlaws who had taken the sheriff of the town hostage. Feeling the need to revenge her husband more so than the need to be a hero, Charlotte managed to drive away the bandits but unfortunately without being able to save the former sheriff’s life. In order to compensate for his death, Charlotte confronted the townsfolk and asked to be the new replacement. While the portion of the population with Y-chromosomes weren’t so thrilled about this, they all had a tinge of respect for this enigmatic woman who, although she couldn't save the sheriff, saved the town… And she was really the only one willing to do it. Nobody knows her whole story though… Personality: Guhhh. I think I’ll leave this one blank. No fun spoiling a surprise! :) Talents: Cooking, hunting, riding a horse, handing a gun, farming, surviving. Flaws: People skills, handling disputes, handling too much pressure.
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As Shelly was holding Rat on point, a suspiciously cheerful individual walked out with a grin, his oriental clothing provoking Shelly's more racist side. He calmed down for a minute before the man, Wu, mentioned this man was worth tenfold what Rose had offered. Shelly snarled in disbelief just in time when, distracted, he almost got shot by Rat as he was bloating about him being one of the Hennessey brothers. A part of the Saloon overhung ceiling fell on him and Wu, as the dust settled he saw that Rat already vanished into a blurry shade in the night. His mask was torn from the downside, his lips were now visible, curtained by shreds of the mask. His lips scarred and growing into a sinister snarl. "Me friend, me partner, lets split that ten thousand and split a fucking head as well." He turned to Wu as he helped him out of the wooden rubble which was extremely light, no way a few wooden planks that were worn out by wind and age could have even scratch ed the bums of two seasoned bounty hunters. Shelly checked his pistols and reloaded the chambers as his reloading ritual was interrupted by the sight of a suspiciously well dressed man, Shelly snarled, now visible through his shredded mask. "The butcher!" One of the fleeing drunkards whispered to Shelly as he was escaping the chaotic saloon. Shelly stood still, hands on his holsters.
NAME: The Interloper. Shelly. AGE: Estimated from voice, 40's. GENDER: Appears to be a male. APPEARANCE: Shelly is dressed like any other common adventurer slash bandit that appears on the dry deadlands of the west. Perhaps his most unique, and bizarrely intriguing feature is his semi-realistic skull mask. It appears to be made of solid materials, perhaps the working of Indian magicians. There are holes in the place of the skull's eye sockets that channel Shelly's odd gleaming eyes. He always wears his long scarlet scarf and carries his two trusted pistols in the leather holsters, criss crossed around his hips. His boots are leather black and smudged with dust and burnt blood. OCCUPATION: Mercenary, Lone Adventurer. BIO: Shelly journeyed from the far eastern borders looking for the fabled royal crest hidden somewhere in the western deserts. He stopped by a friendly looking town to rest his weary lungs, and troubled mind, feed his lust for a drink. A damsel's warm insides. (Much to be revealed through flashbacks) PERSONALITY: TBR. TALENTS: Killing People. Surviving Harsh conditions. Plays a piano like a boss. Master Gunslinger. FLAWS: Talking to people. Drinking and sex addict. Unable to to remove his mask so he looks like a complete douchebag indoors.
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Shit, shit, shit! Johnny shouted as his saddle was sliced by a thrown knife, resulting in him sliding on his steed as it charge out of town. Damn beast was never that loyal. Johnny dropped with a hard thud, finding no cushion in the dusty streets as he fell on his back. He moaned in pain for a second, the drinks getting in the better for him. Slowly, he got up. His eyes were bloodshot and his face was scorching red with anger. The man clutched his revolver with furious hands, raising it at Rose. "This how you treat your high paying customers you utter bitch!," Johnny roared. "Well I can rightly tell you one thing. After I blow your fucking brains out in front of these bumpkin fucks, I'm going to burn your goddamn saloon to the fucking ground!"
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
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As Rat pointed his gun just right above Wu and Shelly, Wu reached for his sword and unsheathed it. By the time he pulled it out, Rat had shot a few rounds on the ceiling above them causing bits of wood and nails to fall on their heads. It did no harm but cause both Shelly and Wu to fall on their knees. Wu's hat helped, it kept most sharp nails to fall on top of the hat rather than on his head and face. Shelly seemed enthusiastic about killing Rat when he spoke of splitting the bounty and Rat's head apparently. Wu stood and coughed out the dust and the wood's sawdust out of his lungs. As Shelly helped Wu back on his feat, Wu looked at Shelly and said "lets!". Bits of wood and nails flew from over his boots as he shook them. He took his hat off and swung it in the air a bit to remove the small wooden bits off of it, he wore it back on and bent down to grab his sword from the ground, and sheathed it. At the saloon's door, behind him stood the sheriff and the well dressed junky. The sheriff seemed frustrated, and angry. Wu looked over his shoulder when he noticed Simon offering gum to the sheriff, Wu spun his body around as his hands reached for the tin, "I'll be taking one if you don't mind kind sir." He gave a slight smile as he took one and dropped it in his mouth. Wu tilted his head and met the sheriff's eyes. "Good night to you miss" He said in a gentle voice. All the sudden a distant figure seemed to be able to catch up to rat on its feet and confront Rat with a mere knife. From the dress it wore Wu guessed it could be the bartender, Rose. And she was. As Rat fell from his horse Wu began to sprint towards them. He looked over his shoulder and cried for Shelly "You still want that five grand?". Turning his head, he locked his gaze on Rat making sure he won't run away again. When he reached them, Rat had already pulled his gun on Rose. Wu quickly took out his sword and poked Rat's shoulder by its tip. "Pull the trigger and see what happens smartass!" Wu warned him as he tried to catch his breath and steady it.
NAME:Johnny Wu AGE:36 GENDER:Male APPEARANCE: Average height. A bit Muscular. Hair reaching his chin level. Dark brown eyes. Nothing special or odd about him, except for the Chinese look he has,from his cloths to his face. He wears a common western jacket but with a Chinese touch. Carries a two barrel rifle and a short Chinese sword. Rarely takes his hat off. OCCUPATION: Former priest. A Mercenary. ( accepting lawful and clean jobs. Nothing outlaw or unethical.) BIO:Johnny was born and raised in the Wild West. A single son to his western Father and Chinese mother. His Father was a ranch owner, his mother is a retired merchandise dealer. When he grew he grew under the wing of god, his father was very religious unlike his mother. He became a priest at the age 21. But thought it wasn't enough. He didn't believe in god, Heaven or Hell. So he became a Mercenary for the government. Hunting down maggots. Bandits. Thieves. He thought about being in the law force or becoming a bounty hunter. He never stayed in one place or one job for a long time. Only a brief time. But not for long. PERSONALITY: Johnny isn't much of a talker, he is always the quite one in the room. Attending to his own business. Not minding others, rarely befriend someone truly. Doesn't really give a shit about others. Unless it was about life or death. TALENTS: Good with a sword. Can be very stealthy. Slight of hand. Good aiming. FLAWS: Heavy drinker. Smoke Addict Scared of heights.
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Santos couldn't help but raise an eyebrow at what happened. In a short span of time, the would be fugitive executed a distracting maneuver worth of a pirate novel, only for chasers to keep appearing, and Rose, the lovely Rose doing a performance worthy of a circus. That woman keeps getting more and more interesting day by day. He thought to himself while he cradled his bottle, warding it off in these strange circumstances. More things happened. First of all, the Rat had gotten rather angry at Rose who had essentially prevented his escape and he was aiming at her. Now that isn't good. I might need to intervene to help a damsel in distress. He clenched his fist, only to see a chinese cowboy sort of guy using a sword of all things against the fugitive. What kind of showoff brings a sword to a gunfight? He thought to himself. However, that solved the problem of coming to Rose's help. Also the fugitive was apparently ten grand, not just one, so the old soldier thought to let her linger without his help a little longer for her deception. That made him ponder going after him as well, if not because things as they were now, splitting the reward any further would bring far more trouble than worth. His eyes wandered at the multitude of patrons that had scattered, only to see the pretty thing of the Sheriff... not so well. She was smashed. Santos couldn't help but let a chuckle out. Sheriff Charlotte wanted to play the tough guy... and she was a woman bound to fail miserably at that regard. Perhaps if she had lived her life as woman she would've been happier. Still that made him realize that possible Rose, the guy in the ragged mask and mr chinese sword guy were currently the best thing the town could offer to stop the bandit. "Perhaps I should start bringing my gun in these town strolls. What an incovenience." He finally sighed as he took out his jacket and wrapped the expensive bottle in it, like if it were a baby. He then hid the bottle beneath some crates, far from the prying eyes of drunkards. He inhaled and began walking towards the standoffish situation. "Oi, mr O'Hennessey." He started talking out loud. "That was the sloppiest attempt at escaping I've ever seen. Just surrender, it's obvious that this isn't your day. Or night for the matter." He kept on walking. "You know that if you shoot lady Rose, one of our prettiest flowers in the entire town, no less than a dozen of men will want to hang you by morning without waiting for the authorities." He paused."So be a good lad and stay down. You can always escape later, but if you lose your life or kill her it's the end of the road for you. Do you understand?"
NAME: Ricardo Santos y Villega AKA Santos AKA The Butcher of Acapulco AGE: 32 GENDER: Male (I know, it's cheating) OCCUPATION: Evil Landlord Major pain in the ass Businessman and mining prospector, Former Spanish Navy Marine BIO: Ricardo was born as a humble son of a farmer in rural Spain. He enlisted the Navy marines to earn a living and see the world, and because of a heartfelt belief on his king and country. However, after spilling his blood on the beaches of half of the world one too many times, he realized that his effort would only net him a meager veteran wage in an ever-dwindling empire, corrupt and aged. After his first term, he rounded up some of his former comrades in arms and set for the new world, in order to build himself a haven for his retirement and those who served alongside him. The turns of fate led him to Sand Flats, and the rumours of gold beneath, and he quickly made his move by acquiring land deeds(and not always with clean methods). He controls some artisan subterranean water wells and he's using the drought to milk the rest of the town out of their gold. PERSONALITY: Polite, cultured and well mannered, one can find Santos as a man of wealth and taste that enjoys talking about a wide variety of subjects, and he has a good sense of humour. He carries himself with an air of confidence and charisma which inspires those who work under him. However, beneath the surface, Santos is a cunning and ruthless tactician who isn't afraid of doing dirty deeds to get the job done, and thinks of killing people as just a minor incovenience. He carries a heavy cynical and disillusioned streak within his heart and he only trusts those who have fought alongside him. TALENTS: -Good Militar leader and cunning strategist. -Gifted, Cultured intellect who has a passing knowledge of subjects like history, medicine, or geology. -He can fight well with guns, a cutlass, knives or even fisticuffs due to his past. -He's a superb marksman with the rifle, and enjoys big game hunting. -He's rather resistant to pain. FLAWS: -He's an extremely proud and narcissistic individual, and he often understimates people outside of the battlefield just because their humble jobs or origins. -He loathes being called by his Butcher moniker. Enought to send him into a rage. -He is a gentleman, and as such he abides a code of honor, and will always accept a duel. -One particular encounter in a tropical jungle beach has made him ophidiophobic (Phobia of snakes).
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Johnny looked over to the loud mouthed stranger, a man who wore his wealth more then his own clothes. He chewed his tongue, contemplating his next move. This was a hick town in the middle of nowhere. Only barren wastes and infertile lands were between this shithole town and the next. He's be surprised if the U.S. government knew of it's existence. Begrudgingly, Johnny practically threw his gun at Rose. Rage still fueled his senses, but he was good at one thing, surviving. "You hold onto that Miss," Johnny sneered. "I'll need it back when I come back for your head." He turned, holding his arms up into the air. "I goddamn surrender. Take me to the fucking sherif or get the fuck out of my way."
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
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Rose raised her eyebrows, but she stepped forward and gingerly picked the gun off the ground from where it had skidded to a halt in the dust when Johnny flung it at her. She fumbled for a moment before she managed to empty the chambers, and a breath went out of her she hadn't known she'd been holding. "Shame," she mused, walking briskly enough towards Rat. "I've still got your wallet, too, sugar." He had, after all, given it to her at the beginning of this insane night—she very much doubted he'd be coming to get it now. Flipping the now-harmless gun around one finger, Rose cocked a hip, still maintaining a safe distance from Rat but now allowing a satisfied smile to curl her lips. "Well, Sheriff, I'd say that's one Rat O'Hennessey, alive rather than dead," she called to Charlotte, leaning shakily against the rail of her saloon's porch. "How about you get one of these big, strong men to take care of the shipping and handling and we can talk money, hm?"
NAME— "Lady" Rampinella Raphaela Rose (Lady Rose to strangers, Rose or Ella to her friends) AGE— 26 GENDER— Female OCCUPATION— Proprietor of the Sandy Rose Saloon BIO— Lady Rose arrived in Sand Flats at the tender age of sixteen as part of a traveling circus. She caught the eye of the then-proprietor of the Sandy Rose, charming her way into his heart as part of the showgirl chorus at the time, and one night he jokingly said she deserved to run the place with a name like that. She got ideas, and better than that, she had plans. After staying in town for two weeks with the circus, she managed to charm her way into the heart of the old, childless man, and three years later when he finally bit the dust, she swept in with a copy of his will naming her the new owner of the Sandy Rose. Needless to say, that caused quite the scandal. Now, ten years later, Lady Rose has (mostly) wormed her way into the fabric of small town society, especially those who frequent her saloon, the only one in town. Not only is she the proprietor, but frequently participates in the weekly shows she puts on. She's a shoulder to cry on or a rump to gaze after for many, but few people know the real Rose under the flirty wink and cheeky smile. No one knows who her parents were, why she joined the circus (or left it, for that matter), or if that's even her real name. PERSONALITY— Rose is, when you first meet her, incredibly charming. It's been her livelihood since she was twelve; she can charm the socks off a grizzled old cowboy if you give her enough time. She's beautiful, she's confident, and she uses both of those things to her advantage—not to mention she controls your liquor. She's raunchy, crass, and sarcastic; who knows if there's anything different underneath the show she presents to the world? TALENTS— charming; looks good in just about anything good liar excellent gambler, likely to cheat agile, due to her circus background good horsewoman; she can still pull off some circus tricks~ master of throwing knives; she was the knife girl in the circus can hold her liquor; she runs a saloon, for god's sake FLAWS— has alienated 99% of the religious people in town can throw a punch, but beyond that she's useless in a hand-to-hand fight can shoot a pistol, but not well, and any other firearms are beyond her pretty damn greedy; always looking to make an extra buck somewhat...lax morals physically weaker than most men
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Archie sat on the stage at the far end of the saloon, swinging his legs gently. Outside, a hubbub was happening and he really didn't care, he lost the motivation to get the ten grand and in the end he seemed to have lost more, dignity. Archie heard the yells of surrender and slumped, he didn't know what was to happen now or how Rose would react upon seeing him after his slip up but he knew it would be no good. He stopped swinging his legs and looked out at the saloon doors, he could leave town he pondered but quickly dismissed that notion, he had too much here to just up and leave; he could become a hermit, that appealed to him but no one liked hermits; in the end he just settled on going back home. Buttoning up his coat and slipping the revolver into his pocket, he stepped out into the sharp night air and payed the unfolding scene no mind, as far as he was concerned it didn't apply to him anymore. The thing that was on his mind though was mending the bridge with Rose, if the bridge indeed had been broken as he hypothesized; he did not know how to do so. "I'll think of something in the morning." he mumbled to himself.
NAME: The Interloper. Shelly. AGE: Estimated from voice, 40's. GENDER: Appears to be a male. APPEARANCE: Shelly is dressed like any other common adventurer slash bandit that appears on the dry deadlands of the west. Perhaps his most unique, and bizarrely intriguing feature is his semi-realistic skull mask. It appears to be made of solid materials, perhaps the working of Indian magicians. There are holes in the place of the skull's eye sockets that channel Shelly's odd gleaming eyes. He always wears his long scarlet scarf and carries his two trusted pistols in the leather holsters, criss crossed around his hips. His boots are leather black and smudged with dust and burnt blood. OCCUPATION: Mercenary, Lone Adventurer. BIO: Shelly journeyed from the far eastern borders looking for the fabled royal crest hidden somewhere in the western deserts. He stopped by a friendly looking town to rest his weary lungs, and troubled mind, feed his lust for a drink. A damsel's warm insides. (Much to be revealed through flashbacks) PERSONALITY: TBR. TALENTS: Killing People. Surviving Harsh conditions. Plays a piano like a boss. Master Gunslinger. FLAWS: Talking to people. Drinking and sex addict. Unable to to remove his mask so he looks like a complete douchebag indoors.
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I ain't her hostage Miss, Johnny butted in. "If anything she should be grateful that I didn't just shoot her down. No, I ain't no one's hostage and no one is claiming no bounty on me neither. Y'all look like a bunch of lunatics when a number finally hit my name! Good to know Sand Flats is renowned for it's populace of assholes and whores!" He looked that the sheriff with red eyes burning in anger and defeat. He wanted her to know that he wasn't fucking around anymore. People were going to die horrible bloody deaths in this town, and he wanted his eyes to say it all. With a foul spit aimed in the dirt and dust, Johnny held his arms out together so that the sheriff could handcuff him. "So," he growled, "are you going to arrest me or not Miss Sheriff?"
NAME: Johnny "Rat" O'Hennessey AGE: Twenty-four years old GENDER: Male OCCUPATION: Former ranch-hand, Currently an Outlaw wanted by the U.S. Government BIO: - Born and raised in the New Jersey farmlands. - Worked with his older brother, James "Snake" O'Hennessey at Lucky Duck Ranch as a ranch-hand. - Followed along with his brother and an unknown associate to rob the Lucky Duck Ranch and killed the owner, his wife, his three sons, and four other ranch hands. - Moved west through several states, robbing farms, ranches, and small town banks. - Current associated crime spree ended with the death of Snake O'Hennessey during a bank robbery. Unknown associate reported fleeing back east on horseback. Reports and sightings of Rat have been quite, but authorities are still searching. PERSONALITY: - As recorded from eyewitness accounts. - "Not too bright." - Old Ms. Dingle. - "Bloody maniac." - Officer Dahl. - "Heartless heathen bastard! Told me God was dead and that my pastor would rather touch my boy then read scripture!" Mr. Smith. - "I spoke to him once, alone, before all of this craziness started. Snake was never a good influence on the boy and if he was wise he would of never listened. I could see regret in what he was about to do. Honest to God regret...but then there was something else. I looked into Johnny's eyes and saw a hungry, angry Rat stare'n back..." - Anonymous. TALENTS: - Gunslinger: Johnny learned a lot about shooting from his older brother since their father wasn't around much. Most of the time handguns like a revolver are his preference, but a double-barreled coach gun is a worthwhile replacement. - Brawler: In a hand-to-hand fight, Johnny can absolutely hold his own. With a pair of brass knuckles sitting pretty in his pockets and "a head stronger then most", Johnny can beat a man to death without blinking an eye. - Amateur Thief/Robber: Though never as good at stealing and robbing as his brother, Johnny picked up some small tricks from his scumbag kin. With a pistol in hand and some rum in his soul, Johnny could easily rob a small town bank or get away with a woman's purse. - Adept Killer: Johnny has no idea how he got so good at it, but he was born to kill. His first kill was his very own boss, but after that it was as simple as drinking water. Give his something sharp or something blunt and he'll kill and man or woman with ease. Some people are just born with it. FLAWS: - Horrible with Women: Johnny never had a chance to talk to girls when he was younger, working most of his life at the Lucky Duck Ranch were the owner only has sons. A charming woman could take his soul in second, and he acts and sounds like a complete spaz in front of any beautiful woman. - Paranoid: After everything that has gone down, who wouldn't. His brother is dead, their accomplice vamoosed, and the law still breathing down his neck. Hard drink is the only thing keeping him from screaming in panic, but too much makes him more willing to draw his gun or rip people's tongues out. - No Plan: Everything has gone complete shitfaced, and without Snake leading the charge Johnny has no clue on how to progress. Moving from saloon to saloon without the U.S. Marshals finding him is the only objective.
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Oh, that was a little unexpected. Charlotte watched with wide eyes as the fugitive very, very reluctantly surrendered his gun to Lady Rose. So much for a wild chase. Not that anybody needed one anyway. Releasing a large sigh of relief, Charlotte held her gun back up and pointed it at the now unarmed Rat O'Hennessey. Lady Rose called back to her and mentioned something about getting one of her deputies to take care of the criminal. Charlotte nodded and began to descend from the porch and approach the murderous man. But he still seemed to be seething with rage as he spat out insults and threats; they were scary, but Charlotte had heard worse in her days. The haze in Charlotte's eyes was now only barely beginning to clear, but she was in no way comfortable with handling this dangerous man herself. Luckily, the shooting had already attracted a decent amount of attention from around the town and one of her deputies should show up shortly. "Oh, you're ceratainly not a hostage, per se..." Charlotte said, her gun unwaveringly aimed at his head. "You're more of a prisoner with a bounty on his head. And unfortunately I don't have my handcuffs on me in this dress, so if you'll be so kind as to hold those hands above your head and—oh!" She stopped as one of her deputies came jogging over, clad in his uniform. "Impeccable timing, Andrews. If you don't mind, I don't happen to have any cuffs on me..." The deputy understood, pulled a pair from his belt and clasped them over Rat's wrists. Brandishing her badge that she was carrying, she announced, "Rat O'Hennessey, as sheriff of this town, I am placing you under arrest per mandate by the United States government."
Age: 29 Gender: Female Appearance: Naturally 5’7” though a bit taller with her boots on, Sheriff Jackson certainly knows how to keep her chin held high. Her long, slightly curled blonde hair, slender figure, and soft face and lips conjure up a considerably convincing illusion of a typical easy-on-the-eyes girl who should just stay in the kitchen and let the men do their work. However, her piercing electric blue eyes reveal the firm and self-reliant woman she is underneath. As part of her sheriff uniform, Charlotte is usually seen during the day wearing a navy-blue, shady hat, a blouse and tie covered by a dark jacket, and a long ankle-length skirt that matches her hat and jacket. Her fingers and neck are devoid of jewelry, though she typically wears a pair of hoop earrings made from brass. She puts only the bare minimum amount of makeup on her face (not that she needs much of it anyway) because she may very well end up sweating it off anyway. (Everything I tried to find online was a cheesy and overly-sexy Halloween costume so I had to get creative.) Occupation: New sheriff in town! Bio: Charlotte was born on the eighth of August to Matilda and Henry Jackson, who were wealthy landowners in a decently large town called Arden. Despite being spoiled as a child, Charlotte very quickly grew bored of the life she lived, consisting largely of staying indoors and doing any lifeless activity you could think of, like cooking, cleaning, and fanning herself. The worst part of it all was that she was a woman, meaning she didn’t go to school, she wasn’t allowed to go anywhere on her own; she basically couldn’t do anything. Her only sources of knowledge were her father, who instructed her basic arithmetic, and her housekeeper Shirley who taught her street skills, if she ever needed them. She felt as though she were counting down the days until she became a housewife. Well one day, at the age of seventeen, she decided she wasn’t going to live such a life. She woke up early one morning, packed her things, said goodbye to Shirley who agreed to keep her running away a secret, grabbed one of the horses from the stable and rode off without a trace. She ended up riding into a neighboring town and ended up sleeping in a ranch’s barn because she didn’t want her face being seen at the inn. The youngest son of the ranch owners stumbled upon her horse and sleeping figure the next morning. After asking her about her origins, the boy, also seventeen, agreed to help keep Charlotte a secret and let her stay in the barn until she figured out another place to go. Every day, the boy would bring her some of his meals, and occasionally would teach her skills mostly only men knew, such as handling and firing a gun, hunting, a bit of farming, and even lassoing. And, of course, the two fell in love. After Charlotte had been hiding in the barn for a year, the two of them decided to run away together to a town where they could have a fresh start together and where no one would be looking for them. They gathered all their necessities and left, traveling for five days straight until arriving at a town neither of them had heard of. Despite still being quite young, they managed to settle down there and get a bit of land they could work. Everything was going smoothly, until two years later. One night, when they had agreed upon starting to try for a baby, a band of outlaws raided the town and ended up killing Charlotte’s love. Heartbroken and depressed, Charlotte left her home once again and roamed the land, feeling much like a lost cause. One day, arriving in the town of Sand Flats, she came across another band of outlaws who had taken the sheriff of the town hostage. Feeling the need to revenge her husband more so than the need to be a hero, Charlotte managed to drive away the bandits but unfortunately without being able to save the former sheriff’s life. In order to compensate for his death, Charlotte confronted the townsfolk and asked to be the new replacement. While the portion of the population with Y-chromosomes weren’t so thrilled about this, they all had a tinge of respect for this enigmatic woman who, although she couldn't save the sheriff, saved the town… And she was really the only one willing to do it. Nobody knows her whole story though… Personality: Guhhh. I think I’ll leave this one blank. No fun spoiling a surprise! :) Talents: Cooking, hunting, riding a horse, handing a gun, farming, surviving. Flaws: People skills, handling disputes, handling too much pressure.
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It’s been a long few days for the residents of Shezze. For the usually small and worthless village, the situation had take a sudden turn to the worse. It all had started with the appearance of a nest of giant snakes near the newly dug up mineshaft. Each of those serpents big enough to swallow a man whole, but still those were dealt with by the resident garrison. Then the temperature in the region dropped soon after to the point where water started to freeze. This rare occurrence as always was left unexplained, but people knew to simply settle down in their homes and wait for it to pass as it had every time before. It’s been a week since the temperature drop started and now the temperature had finally started to normalize. The people had once more taken to walking outside their houses and take care of the small worthless place they called home. It was early in the morning hours now and everyone was hurrying off to the animal pens or the newly dug mine. Torches and lamps were scattered everywhere as they represented the only source of light within this bleak village. The single store in Shezze had just opened and so has the inn as revealed by the warm colors splashing across the glass of the windows from the warm fireplaces inside. The day has finally started and none of the villagers yet knew the gathering that was going to take place in their humble home. Locations of interest within Shezze: The mine – A new mineshaft dug towards the unexplored regions in hope of locating resources. The store – The only store within the village, accepts both money and barter. Has a number of dried rations and other small trinkets. Still despite it being a small run down thing, who knows what secrets lay within. The square – Located in the center of the village, has a big oil lamp right in the middle. Usually empty during the day hours. Rugged Mushroom – The only tavern in Shezze and naturally the only place to stay at. For a small fee provides shelter, decent food and alcohol. The Chapel – The holy place in Shezze, the chapel is the home of the only priest in the village. The barracks – The final location of interest, the barracks are a small building with two floors, a small stone walled yard and heavy metal gates. Sala & Vala Location: The square, Shezze Interacting With: No one in specific. They had finally arrived, the twins realized when they saw from distance the dim light at the end of the tunnel. They were traveling for days and days without much rest to come to Shezze and they were finally here! Sala and Vala smiled widely and started to run, a small hope filling their hearts with warm sensation and dreams of better future… a free future. It was already some time past the morning and the village appeared rather empty as everyone had gone to their place of work. The miners could be heard swinging away at the new mine while the farmers were out and away with the few animals in the mushroom fields that were used for animal fodder. The narrow and dark streets were empty, the torches scattered about the place, threw scary shadows at every corner as they walked towards the center of the village. They didn’t want to talk with people too much right now. In fact the twins felt tired and hungry after their long journey. When was the last time they stopped to rest? They thought about it and realized it’s been at least 2 days since they last slept for more than an hour. They had to most near constantly to get away from the church’s men. Now that they had arrived in Shezze, they were safe. This small village was the departing point towards the unknown and this was the only place where the Church of Light showed leniency towards the presence of criminals and the like, for those who ventured out in the darkness were considered already dead anyways. “We are finally here…” Sala said with a smile, taking her sister’s hand in her own with childishly happy expression.” …Now we can be free, truly free.” Vala finished her sister’s sentence and the two smiled. They now wondered what to do as they looked around, before finally noting the inn nearby. It brought a smile on their lips and they looked at each other, nodding in unison and agreement. It was time for a meal.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Vamon Location: The store, Shezze. (Passing through the Square)Interacting with: Mentioned Vamon stirred in his bed before he sat up and rubbed his eyes. He glanced out the window to see that the world outside was just as dark as the day before. He quickly got dressed and gathered his gear, making sure to layer well. It had been cold since he had arrived a week ago, he was glad he had shown up when he did. At least today didn't feel like it was freezing quite as much. He had made sure to wake up well before people started their days today. He had decided it was time he made a little money, since his coin purse was starting to run low and he really did like having a bed to sleep in. He wasn't physically strong so he couldn't get a job in the mines, and he wasn't a people person so working in the store or the inn wasn't going to be possible, so he decided to do what he knew best. The goal was going to find a secluded spot on the outskirts of town and brew some potions of healing. Shezze was a small town, few people and even fewer doctors, so potions of healing would be worth a lot to the right person. He made his way to a spot on the outside of town, away from the paths people would take to work. Lighting a torch with his flint, he placed it next to to him before setting up his various vials and beakers, as well as a lamp that had been modified into a small burner. It would take several hours, but the end result would be worth it. He got absorbed in his work soon after he began, the few hours passing by in almost the blink of an eye. By the end most people in the town would have gone to work already, but at least the shop would be open. He placed the two potions of healing he had made into his pack along with the rest of the supplies he had used to make them. He placed a cloth in with them to make sure the glass wouldn't make too much noise as he walked back into town. It only took him a few minutes to make his way back to the town square where the inn and the store were located. He was a little surprised to see a pair of women standing in the square, eyeing the inn. Perhaps they were travelers like him. He made a note to introduce himself if he ever got the chance, simply opting to offer a friendly wave as he made his way to the store. He had visited the store once since he had arrived, with the goal of buying an extra set of thick clothes. Incidentally, that had shortened his potential stay at the inn, giving only a day or two left if he couldn't make more money. He politely waved to the man as he entered. The man returned his gesture but looked a little uneasy. He turned up his nose a little as Vamon approached. The smelt of sulphur and smoke wafted off of him most of the time, so it was understandable. Usually Vamon would change clothes to hide the smell in town, but today he felt the smell helped him a little. This was the smell of an alchemist, so it served to assist him in his deal today. “Good day” He said to the man in his best attempt to put on a friendly tone. His voice was rough and gravely, and didn't offer itself to being friendly too easily. He glanced around for a moment and looked at what the man was selling. There was a collection of odds and ends, small rings and necklaces as well as a large selection of rations and water skins. There were also clothes and things like gloves and boots for sale too, but none of that interested Vamon today. "I was wondering if you might be interested in buying some potions I had made" He said as he retrieved the two potions from his bag. They were thick, dark red elixirs that each sat in a small glass vial. "They are potions of healing, they can heal almost mortal wounds in a matter of minutes. They would be worth quite a lot to the right person, and I would offer you a fair price, of course" The inn was cheap as far as inns went, so he was hoping he could get a bit over twenty silver pieces. That would cover him for quite a while, and it was a fair price for the potions. He might have tried to go for more money if he weren't desperate.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Spencer The merchant known as Spencer awoke to the gentle shine of her sun stone, signalling daylight. While the light itself radiated no actual warmth, the illusion of heat still hit Spencer after passing out beneath a lamp. Not to mention the emotional warmth of seeing her most prized position still around her neck. Head upon her pack and cloak resting on her like a blanket, Ira was surprisingly comfortable with her setup. After all, forty years of sleeping on the stone-cold floor was something one would get used to eventually. Spencer was no different, and as her head rose from her bag, she took a quick look at her surroundings, simultaneously tucking the sun stone back into her undershirt. She was in The Square, town square of Shezze, located next to a bench chiseled from stone. It wasn't the most luxurious place, sure, but it brought her some protection from the few elements which actually made it into the underground cave system. It also served as decent protection from anyone who might wander the town extra early, and catch a glimpse of her sun stone during 'daylight' hours. Speaking of people wandering early, a young man and two women whom Spencer didn't recognise found their way to The Square, though they left almost as soon as they had come, likely heading to their own destinations. Meanwhile, Spencer put on her coat and rummaged through her pack, her hand pulling out a deep blue elixir. The elixir in question was an illusion potion, to help her disguise herself among the commoners of Shezze and other towns. Put simply it turned her eyes deep blue, and made her fangs a little less visible. This helped greatly in Spencer's business, since there was no way anybody would buy things from a vampire; in fact it was likely the reason she could even have a business at all! She sure owed a lot to the potions. Her gulps carry a small echo within the empty town square, as would just about anything in the caves. As soon as she finishes the liquid in it's entirety her eyes change from their usual bloody red to a soft and gentle blue, and she sets the empty bottle back into her pack. Now down to three bottles, Ira summarizes that she has but a short amount of time left, and replenishing her stock would be wise. "Only twelve hours, huh...?" It was enough to last her into the night, when she usually sold her wares, but it wouldn't get her much further. She knew she would need to replenish a bottle or two today, if she wanted to stick around in Shezze much longer... ... Which didn't sound like the best idea, mind. After all what little food and water she'd held onto had been sold off to those who desperately needed it, the freezing over of the town's water supply causing many to go dehydrated. Now all she had were necklaces the people here couldn't afford, a rusty dirk, some reading material, and a vase. Not exactly the kinds of contents she wished for, but it was all she had. At least she could read some of the books she had in her pack. God knew she loved her reading. Still, she planned on sticking around at least a day, to use up her potions so she could restock them on her journey back to the next town. Maybe there she could sell her wares more affordably. If there was one thing Shezze was good for, it was that the tunnel leading back to another town, which contained many of the materials she needed for her illusion potions. It was also a good place to go if she was desperate for a feed, but thinking about such things made her feel sick... 'Just... don't think about it, Ira... Don't think about it...' With a big morning stretch, Spencer greeted the day with a smile. There wasn't too much to do in the small town except look for ingredients, sell things, speak with the locals, see the chapel, do her own thing, and visit the shop, so Ira opted to give her books a read. The Square was often a quiet enough reading place during the day, and didn't house many visitors nor noise, making it ideal for hanging out peacefully in. It was also a place she could practice with her violin, but that was usually better suited for night time where there was more people about. So, taking a seat upon the bench in which she had slept under till the morning, Spencer pulled out one of the ancient philosophical texts she had and began reading.
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Priest AzerusLocation: Forgotten mine, Shezze. (Heading to the church)Interacting with: Mentioned *** ...'CRACK!' 'Thud' And just like that, in one foul swift and violent motion righteous justice was delivered. A thin frail frame falls to the floor. All the frantic running and hiding, all the desperate fearful attempts at bargaining and trade. The empty excuses. The desperate pleas and sobbing tears, all of it and none of it could alter the fate so long ago set out for the sinful heathen. Her destiny decided the day she chose to wander off the path of light and and step into the mysterious world of selfish darkness and corruptive magics. It was only a matter of time until her blessings caught up with her. Even in the eternal darkness of Shezze's deep tunnels and forgotten mines she could not escape her fate or the wrath of the church. Her exact crimes were beyond Azerus's concern and remained that way even as he looked over her limp lifeless body. Her pale, surprised, tear stricken face contorted on her broken neck unnaturally peering back over her shoulder to face her attacker. Azerus was not proud of his work but took solitude in knowing that he was doing what needed to be done. For the greater good. An icy chill ran ran up his now exposed bare chest, only moments ago shielded by the warmth of the witches body. The icy breeze only further justifying his actions and acting as a reminder of the desolation laid upon the very balance of nature by the corruptive and defiling touch of her self serving manipulative ways. Some things were just meant to be left to be. Why will they not understand that. When will the selfish greed for ones own desires and curiosities be put to second place of the needs of the whole. Azerus knew too, his own blessings were slowly coming to an end. A sickness had been stirring within him and his time was now limited. This learning only caused him to work harder. He had travelled to the dirtiest and furtherest out reaches and wallowed amongst the depravity of non-believers all so that in his final moments he may make as much of an impact on the surviving world as was possible. So far away from the great holy sun stone, he had since lost count of how many blessing of light may have passed since his departure. At first he was sure his body would remember and hold the holy balanced pattern of sleep and action but without signs to guide him he knew this began to falter. The weight of his eyes told him multiple blessings had passed since he had last rested his body. Now was not yet the time to give way to such desires. His legs still functioned and while he remained in service to the church, Azerus would push on not resting until the job was done. Surveying the makeshift hut where the witch planned to see out her time until Azerus's passing, he noticed a wealthy supply of stock and rations. However non of it served her any good since she greatly underestimated him. Of her possessions he buried or broke what he could, only salvaging few dedicated items of interest for the church to be later put to greater use at their discretion. Hauling the witches body from the ground and over his shoulders, he begins the arduous journey back to town under the additional weight of the new soon to be effigy of evil. Azerus knew undoubtably there would be an announcement and public display shortly after his return.
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Situation Updates : The storekeeper looked at Vamon with a smile as the man mentioned her was here for work. The smell that the clothes gave, suggested he was an alchemist. The storekeeper had heard rumors an alchemist had arrived in Shezze, but had not the chance to meet the man before. Healing potions and the like were an incredibly potent and important commodity in this world as mages and holy healers in generals were a rare thing. There were also the normal medical healers, but their craft was hard and few people had it. For those reasons potions had turned into the main source of healing that could save your life from a life or death situation. At first the storekeeper was ready to barter for the potions, but when he heard the quality of the potions, his initial joy turned sour. Those were high grade potions, quite precious ones! Normal price for those two potions could go about 25-40 silver coins depending on the specifics of the potion and the full extend of their healing. Still that was basically all the money the storekeeper had on himself. Business in Shezze was a slow thing and frankly the people here couldn't afford to buy those potions even if he got them at a premium price. “I'm sorry, sir, but I cannot afford to buy those.” The storekeeper said, feeling uncomfortable.” While I can muster the money to buy such treasures, it will put me out of business and none of the townfolk could afford those, while I don't have work in another town for a while.” The storekeeper explained.” I'd offer you a barter, but that would just insult a honorable alchemist such as yourself. Please, try at the local barracks. The soldiers there may be able to afford those potions.” He said with sad voice. It was at that time that the door of the store opened and a man and his hounded entered, the man carrying a big snake. The storekeeper right away recognized the kind of the snake. It was one of the snakes that appeared in the new mine! “Just leave it there by the door. That place is good enough!” The storekeeper exclaimed as he studied the snake. In difference from the potions that were simply outside his price range(especially since deluding potions into weaker ones took the knowledge to craft potion), the snake fit right in! It was easy to buy and process. From this big snake, the storekeeper could make dried meat rations! Sell it's scales for trinkets or even armor crafting, sell the meat to the tavern and so forth!” I will buy this sir, I ill buy it for 10 silver!” The store keeper said, after calculating the expected income from it and decided that he would roughly get about 5 silver pure profit by the time he sells everything from this snake. : The square continues to be rather empty after Spencer started her reading. The town's folk had already arrived to their workplaces, so there were few people free to wander about. There were the occasional passerby as they were going towards the tavern that also doubled as food store of sorts. While people had their own shares of food ingredients, there was only one grindstone for flour and it was in the tavern. A few of those who passed by recognized the girl as the one who sold them provisions for the worst period of the cold week and thanked her a lot, before hurrying off to finish their chores. Overall not much happened with her so she could continue reading undisturbed for the moment or maybe try going somewhere else. : Azerus had just about reached the edge of Shezze when a single person moved in front of him. The person carried a big oil lamp that illuminated quite the area around them. This person was a woman in full armor non the less. The armor appeared to be of extremely high quality and maintained with utmost care as it was shining as if brand new. A long sword rested on the woman's hip and her reddish hair was elegantly flowing down her shoulders as she stared at the priest with eyes revealing quite the disapproving look.” You had no right to kill that woman.” The woman stated, taking a few steps towards him.” She was in the forgotten tunnels, outside of the union's domain... Her death isn't justified by your code or the church's decrees.” The woman added and reached an arm.” Give her body to me, as the Guard Captain of Shezze, I will not allow for the church to make a public spectacle out of the death of innocent woman.” The woman added in the end, her eyes showed she was fully ready for a fight here. Sala & Vala Location: The Tavern, Shezze Interacting With: No one in specific. The twins had quickly found their way into the tavern without much difficulties. At first their appearance caused the tavern keeper to look at them with suspicion, but he was a businessman first and foremost, so the moment they paid him for a bed today, he turned friendly to them. They didn't expect to also receive a breakfast for their room. It was a cheap inn and the food was a simple mushroom stew with some snake meat from the snakes they caught last week, but for the two young and tired witches, this simple meal felt like the best food they've ever had. It's taste was being boosted by the thoughts of their freedom to live and die as they wish out there in the tunnels. They ate fast, but with a certain graceful feel as they did so. After all they were half elves and their elven blood graced them with a degree of grace into every of their actions from walking to eating and even sleeping. After they finished their meals, they simply sat by one of the ground windows by the ground floor, they were leaning on each other, holding hands as they rested. They needed to always be close to each other, but only when touching they felt truly and completely whole. It felt a lot more relaxing like this and they felt like they were resting faster too! “We need... a map.” The twins said in unison suddenly, looking at each other. They indeed required one, but both of them knew that if there was in fact one of those in Shezze, the owner wouldn't be giving it away as it was priceless treasure. Map be it even of the imminent area around Shezze as going to be incredible boon! Maybe they could just ask to see it and memorize/write down as much as they could.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Vamon Location: The store, then leaving into the squareInteracting with: Guthire, Spencer Vamon was a little disappointed, but he could understand the man’s reasoning. Expecting a small shop like this to have that much money lying around might have been a little naive. He still hadn’t quite adapted to life in a city smaller than Belizarius, there was much less of pretty much everything. But the man did raise an interesting point, the barracks might be a better client. That said, they would probably be a bit harsher with their price, but any money was good at this point. He was about to respond when the door swung open behind him. He glanced back to see a dog opening the door to the shop, followed by a rather large man carrying the body of a snake. The man was a formidable sight, standing much taller than Vamon. He had the frame of a warrior, and from the size of the snake it seemed he had the muscle to back it up. But what caught Vamon’s attention was the snake, or to use its proper name, the Dragon Tail. He had read about them before during his studies on venom and poison crafting. It was a shame the beast had been killed though, the venom is much easier to harvest from a live subject. “That’s quite the impressive catch. If you could bring one in alive I might have offered you quite a sum for it” Vamon said as he looked over the man. Vamon quickly studied him for any markings of the church, but was relived to not see any. “Well if you would excuse me, I need to visit the barracks.” He turned back to the storekeeper and offered a wave. “Thank you for your time” He carefully made his way around the large man and his various animals, both alive and dead, and made his way outside. He closed the door behind him and let out a little sigh. He was hoping he could get the money and be done for the day, but it seemed like he still had some work to do. He glanced around for a moment before he realised that he hadn’t actually gone to visit the barracks yet since he arrived in town. Even more so, he realised that he didn’t know where they were. Rather than try and discover them by chance though, he decided to ask someone for directions. He looked around the square and saw it was mostly empty, apart from a small girl sitting and reading. She seemed fairly comfortable, so Vamon assumed she might live nearby. “I guess a local kid might know…” He muttered to himself before he made his way over to the girl. She seemed to be older than he originally thought, but she would still only be around twelve or eleven. But something seemed a little odd. The book she was reading was actually one he had in his library at home. It was far beyond the years she seemingly possessed, but she was happily reading away. “That’s a rather difficult book” He said as he stood near the bench. “I believe I have read the same one. But I never could have read it when I was your age. Your reading ability is rather advanced” He was always happy to see someone reading intellectual books, especially when it was someone so young. He tried his best to speak softly, his voice tended to scare children so he had to be careful. “Sorry to interrupt, but you wouldn’t happen to know where the barracks were?” He put on a smile, forgetting that he was wearing a mouth mask. The mask really did limit the amount of emotion he could display, but it was far easier than making excuses for the brand.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Priest AzerusLocation: Forgotten mine, Shezze. (Heading to the church)Interacting with: Mentioned *** "There is no place in the entirety of this wounded world that is safe for the likes of her, not for as long as light continues to struggle against the dark, the holy stones remind us of our sins and there is at least one single priests to carry hope into the future." The man replies sternly, his pace never slowing or faulting as he continued to walk his path that would lead right through the armoured woman. He was tired, exhausted and just wanted to get back to a warm bath but if this lady was sent to test him, Azerus would not fail. With a slight shuffle he adjusted the weight of dead body on his shoulders. "Guard captain? It is a nice title and I am sure if fills you with such confidence and power yet It is not one that I recognise as higher than the church, and therefore I cannot deviate from my path nor bend to your wishes." "To lose another child of light to the temptations of darkness is misfortunate indeed, I understand your sorrow. But rest assured in this, through her faults and misdeeds we can guide the next generation towards a better brighter path by example. "Praise the light for this opportunity"
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Guthrie Location: The store --> The Tavern Interacting with: Sala & Vala "10 silver pieces?" Guthrie wasn't given a lot of time to greet the man now leaving the store, only managing to throw in a curtious nod and a friendly look at him as he made his way past Guthrie and outside. Not that he had much business to attend with the man - who for the record smelled of sulphur, one of the many smells Guthrie remembered from his days in the mine. One he did not miss -, though he would have asked him for a counter-offer regarding the snake. The snake was worth more than 10 silver pieces, that was a fact. Guthrie had dealt with a similar snake back home in Bori, and he remembered getting payed 20 silver pieces. He was about to object to the storekeeper and tell him to raise the price, when he remembered what the village had looked like; poor. Dirty and poor. And for place like this, 10 silver seemed like a small fortune. "...Deal. Be careful when you skin it, the venom runs deep in its kind. I suggest hanging it from its tail for a day, let the blood and toxins seep out first." One Dragon Tail snake's body lighter and 10 silver pieces richer, Guthrie stepped outside the store to once again find himself in the square. It was just as deserted as before, except a younger looking girl sitting on a bench, reading. The sulphur-smelling man seemed to be talking to her, before the two of them left. But Guthrie felt no need to poke his nose in their business. Mostly because it wasn't his style. But also because the nagging hunger that was starting to fill his stomach. And feeling like for once not making his own food, he scouted the square in search of somewhere to eat. Guthrie opened the door, stepping inside a tavern that looked awfully like...well, a tavern. Nothing special, which suited Guthrie all the better. He was about to get the keeper of the tavern's attention, when he heard a soft voice from his side and turned towards whoever said it. Someone needed a map. He chuckled, looking at the two ladies looking at each other before looking briefly at the tavern keeper. "Something to eat, and a large mug of water, if you have." "Now..."Walking over to the table where the two ladies - who now were starting to look more and more like sisters, even twins to Guthrie - were sitting, grabbing a chair from a nearby table and sitting down with them. "...you two were in need of a map? I might be able to help you two with that.
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Vamon Location: on the way to the barracksInteracting with: Spencer “Well I only arrived in town a few days ago” He said after a moment’s hesitation. Vamon was generally a little weary when it came to explaining his circumstances to people, it was something that could get him in a lot of trouble if he said the wrong thing. But he didn’t think it would be an issue, most people around here wouldn’t be too fussed with him or his story. Plus, alchemists were treated with a level of respect that could serve to help him if he needed it. But it seemed he had already made somewhat of a fool of himself. “Oh, I- Uh- I’m sorry I assumed. You look remarkably young for your age” He said, stumbling over his words. He didn’t mean to be rude, but it was rather unusual for someone to look so young. He wondered for a moment if it might be some form of magic or alchemical property, before it occurred to him that he should introduce himself in return. “Well, my name is Vamon. I guess you could say that I’m something of a traveling Alchemist. And I am actually in my twenties too” He wasn’t one for personal introductions but it was only polite, especially since she had agreed to help him. “Thank you for your help. Please, lead the way” He said, making sure to speak softly. It simplified conversation a little if he didn’t sound like he had just eaten a mouthful of sand. But he wasn't quite sure how to answer her next question. It was normal enough to ask travelers of their destinations, especially as a fellow traveller, but he made sure to think his answer through. “Well, my last destination was Garden. I stopped off there and sold some wears before making my way here.” He said, leaving out as much detail as possible. “But I am originally from Belizarius.” In truth, he had stowed away with a shipment of supplies to escape a priest that had discovered him in Garden. He had managed to slip out without the merchants spotting him, but by then he had already arrived in Shezze and wasn’t left with many options. He normally wouldn’t mention Belizarius at all, especially to someone he had just met, but something about her seemed trustworthy. Well, perhaps less trustworthy and more innocent, like she wouldn’t be the type to trick him into following and try to mug him in an alley. He had misjudged people on that front before, but he generally tried to trust his intuition. “So, what about you? You mentioned you were a traveller too, any interesting destinations?” He asked, rather interested in the answer. “Books like that aren’t simply found in small villages like this, you must have some good stories.” Vamon’s recent conversational partners had been the innkeeper when he rented his room, the store owner telling him about the barracks and a small selection of dried food stuffs in a merchant’s wagon, so he was desperate for any kind of conversation. Especially if they happened to share his love for literature.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Situation Updates : Spencer and Vamon have no problems as they make their way through the dark dimly lit roads across Shezze towards the Barracks. Even from distance it is pretty clear that the barracks, that were the closest building towards the unexplored areas, was the most well kept and well supplied building in the village. The windows could be seen from distance as they betrayed the warm soft light inside. The walls surrounding it were nicely made and actually looked like they were painted not too long ago from the way how white they looked under the torches. A guard would be staying outside the barracks gate when they arrive there, a guard ready to provide help if such is required or to stop them if they try to cause troubles. : 'Wow, someone has even better programming than those half dead lobotomites back in Belizarius.' The armored woman thought as she watched the priest, carrying the body of the witch. This man was going to cause troubles in her small piece of frozen hell. Despite everything she was forced to go through and being exiled all the way here, she did not forget her morals nor her determination waned in any way. She reached under to her neck and pulled a distinct sun shaped amulet before throwing at the priest's feet. The trinket was a symbol of the Church of Light, one granted only to people of great importance and gave equal stance as Bishop and it was the symbol of the highest title granted to people outside of the church – Solaris. The warrior of light, one who's strength is unmatched. Only people who are undeafeated in battle can hold it and the captain had earned her hold of that title for all those years.” How much the time flies, for people of the church to not even remember me.... Anyway. I'm Nevan Katlas, The Solaris. And I will say it once more, release the body to me or I will take it as an attempt of the church to cause unrest within my area of protection. If so, the local branch of the church will be removed with force, according to my right as Solaris.” She stated, making it obvious if he did not comply, she will act in force.” I repeat – I will not allow for this to be made into public spectacle of this and cause even more unrest within the population. I do not wish for needless death and destruction... do you wish to desacrate a body and cause panic within the people more than peace?” : Guthrie's appearance in the tavern caused the chatter of the few patrons a the time to increase as they started to talk about the new arrival just as how they talked when the two witches entered earlier. They were discussing his clothing, his weapons and his seemingly capable and skilled look. They weren't really too quiet so Guthrie could pretty much hear all their senseless idle chatter. “'Ere.” The innkeeper stated shortly to Guthrie and pushed a small tray with a mushroom stew and a plate with some kind of edible green moss for salad. There was also a medium sized mushroom bread loaf on the tray and a big peace of roasted snake meat. Finally there was a big mug of nice cold water.” 15 copper.” The man stated and once he received his money, he turns to the side, just carving a big mushroom stool. Sala & Vala Location: The Tavern, Shezze Interacting With: Guthrie. Sala and vala was just trying to figure out their next course of action, when a new arrival entered the tavern. A man with a warrior look to him entered and ordered himself some food. The twins looked at each other, wondering if it was normal for Shezze for people to arrive a lot here. Sure it was normal for any of the 3 main cities, but Shezze was the smallest and the least important one. People rarely came to even live here if they could help it. Maybe he was just a traveler out on a mission? As the man walked over to their table, Sala and Vala looked at each other, both tilting their heads in confusion and curiosity, wondering what the man wanted with them. He didn't appear as one of the church's dogs so that was at least a good thing and he wouldn't be a bounty hunter as the church didn't really use them and the witches had not offended any lords. “Yes... a map.” They stated in unison as he walked over and asked them about it. So this was what caught his attention? Maybe he had one? Or was he also interested in getting one? They didn't know... yet.” We no longer wish to stay here... the union and the church as suffocating. We want to leave!” They said in unison, looking at the man with big honest eyes.” Can you really...help us? How?” They then asked, looking at him.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Guthrie Location: The Tavern Interacting with: Sala & Vala "Here." Guthrie handed over the 15 copper pieces he owed the innkeeper for the food and drink, having taken it as he sat down with the twin sister. But the idle chattering of the tavern about - surprisingly - himself made him turn his head in their general direction, while shouting at them; "Mind your own business, I don't like being gossiped about. Understand?" And then he once again turned back to the twin sisters, and his meal of course. "The church and union you say?" Guthrie raised a brow at those words, giving a brief, puzzled look at them. He wasn't a man of faith, especially not with a bunch of crazies who worshipped simple stones for a living. Yes, Guthrie knew how precious the sun stones really were and that the Church was powerful enough, but did they have any proof of their power? Well, except the usual death and punishment they dealt. And if the twins were getting as far away as possible from the church, Guthrie wouldn't dream of hindering them. "I make maps. But better than that, I know these tunnels like the back of my hand. At least better than anyone in Shezze. And that leads me to my question for you two. What can you pay me?"
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Spencer Location:The barracks.Interacting With:Vamon. Vamon, as Spencer later discovered he was called, had only arrived in town not too long ago, much like herself. He seemed surprised that Spencer was in her twenties, which was rewarded by a fascinating giggle that may just make him chuckle also, sounding as young as she looked. She continued along their path at Vamon's request, though it really wasn't hard to navigate. The barracks were quite easy to spot, especially with vision as great as Spencer's, so it really was no problem. "Don't worry, everyone says I look young for my age. It actually somewhat runs in the family, so yeah!" Another lie, yes, but this one helped back up her prior lie. She didn't make a plan of lying often, only when it was required. He spoke of visiting Garden before coming to Shezze, and Ira smiled as she recalled taking the route herself to get to Shezze. "I took that route, too! Though I picked up some stuff from Garden before coming here. I heard of the frozen week and rushed right over to help!" Her head cocked to one side as he spoke of his birthplace of Belizarius, Spencer acquiring a quizzical look to her features. "You're from Belizar?" She asked thoughtfully, before she put on a smile. "Wow! My mother came from there, too! She said it was a very beautiful place, well, more-so than Zalu, anyways, ehehe... That's where I'm from, by the way: Zalu. And as for interesting destinations..." Ira had to pause to think over her response a little. She couldn't let too much information slip, or there could be problems later down the road. "Well, I've been to all towns, as well as Zalu, but nowhere else, really. I'm interested in visiting Astaras to learn some alchemy down the line, though for now I'll stick to selling random tidbits, odds and ends." ... Of course, Spencer often had trouble sticking to her plans at the worst of times... "O-oh, uh, s-sorry, I think I talked too much, eheee..." With a squeak of a laugh, Spencer bowed her head in embarrassment, before looking right back up again. "Oh, lookie! The barracks!" The young woman extended a hand and pointed to the man standing out front of the well-lit building nearest the abyss. "You don't need me to hold your hand going in there, do you?" Teased Ira with a bright-eyed smile, something a little out-of-character for her, not that Vamon would know that.
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Judge Location: Small house near the square Featuring: Locals, Voices, Aesir "This story only hand endings in sight." "And so, what is it you're saying?" a mamn whose bags under his eyes made him appear five years older than he was asked, leaning close. Too close for the pellar's liking, but nothing beyond what he's experienced in this line of work. The root of the issue with the man was not his closing distance with the pellar, but his festering gums that produced aromas reminiscent of musky sewage air. The pellar, in a calming gesture that also acted to move the man away, placed his hand gently on the man's chest and directed him to a wooden chair against the wall. "Darkened doors, a knife from a former lover, a dying grasp." "It is as I have spoken," said the man on whose shoulder a crow perched. He returned his eyes to the cow's hoof, where he placed his lips to the severing wound and suckled at the marrow. Blood had stuck to his lips and with it the scent of copper hung over everything he smelled. "I see doors darkened, a bolt of light, a splash, and a hand clutching air. Nothing more." The pellar licked his lips, the drying blood leaving brown streaks across them. His eyes moved toward the peasant, their other worldliness daring him to return the gaze. "None shall miss him." He did not. Instead, he opted for the less intimidating object in the room; the severed hoof in the pellar's hand. "I..." he started, paused, caught his breath and continued, "I'm only asking that I may hear something more...more-" "None shall lament his passing." "These forces do not work in providing answers. They only offer questions, for which you might find answers. Understand?" The pellar wore a frown now and shook the hoof at the man as he talked, the severed bit directly in the man's face as he asked his question. When the man nodded, he smiled and dropped the hoof into his lap. "Very well then. I do suppose payments been arranged, yes? Four nights at the inn, an evening meal of mushroom stew and pickeled snails if I recall." The man nodded again, looking away from the pellar, his soft sniffling enough to tell the pellar he wasn't in a place to talk without embarrassing himself. "Then I wish you a pleasant evening. Do lock your door behind me." "None shall pursue his killer." Judge left, nuzzling the crow as he stepped outside into the all-but pleasant square of the back-alley piss puddle that was Shezze. Aesir's beak split open as it let out a laboured, croaking cry. "Sluhgs!" it croaked, pecking at invisible slugs on Judge's shoulder before cawing into his ear and crying again for slugs. "All you can eat," Judge said, placating the creature. "His fate has been sealed."
Name: Mikhail Krushanov Bochaev Aliases: Speaker, Judge Age: 29 Race: Suspected Human Place of Origin: Valka Gender: Masculine Class/Job: Warlock/Shaman/Seer/Necromancer/Daemonologist/Pellar - Sacrificial Magi Stats Strength: 10 Dexterity: 11 Constitution: 8 Intelligence: 17 Wisdom: 15 Charisma: 14 Physical Attributes Height: 6'1 Weight: 157 Build: Lithe Eyes: Jade and Amber Hair: Black Skin Tone: Pale, white Tattoos/Scars/Piercings: He treats his skin in the way an artist would a canvas. Every inch of ink bears significance, from his shoulders down his back and arms, and the front of his chest. Gothic images of skeletal figures, of dead suns, words in script foreign to most men alive, dark birds with sharp eyes, thorn ridden plants; he could be explored for hours and still new things would be found by a casual observer. Every piece has meaning, ever piece represents something, every piece is crucial to his craft. Beyond the tattoos, there is the scaring. Three parallel scars run along the back of his head, making canyons between his hair where pink wounded flesh is visible. Below his chest, there is a deep scar where once a knife was driven into him, down to its hilt. His hands and fingers bear minute scars from the scratching of his craft, from hurried working with knives, from his time still learning his craft. The pair of scars that adorn each hand, the cross centered in his arm, its horizontal lines running from between his thumb to the opposite side of his hand while the vertical lines run from middle finger to halfway down his wrist tell a story of their own, one which Judge has never found ears worthy of that tale. Then there is the horrifically scarred pointer finger on his left hand, the skin stretched and disformed after having suffered terrible burns. Finally, there is but the one piercing which hangs from his right ear. A small red bobble filled with a liquid that sloshes as he moves, hangs from a simple brass chain linked to a finely carved bone pierced through his earlobe. Day To Day Attire: With a specialized craft comes an earnest income, one that Judge is comfortable using to ensure he is well dressed. He dresses warmly, rarely paying heed to the temperature, and is rather fond of layers. At the lowest level is a pair of comfortable pants with which a wool sweater is tucked into, concealing nearly the entirety of his tattoos. He wears a large belt, the combination of two belts stitched together at points to accommodate the many pouches that hang from his waist, filled with everything he needs for his crafts, from tools, to trinkets, to reagents. Each pouch is made of soft leather, lined with linen, and sealed by a tough leather drawstring. Above that he often wears long finely stitched tunics, with patterns woven from multiple fabrics covering them. Above that he wears a long cloak that runs down to his calves. Its made of thick leather, lined with soft furs that come slightly out at the neck. It is held at the neck by a thickly woven drawstring and a brass clasp to ensure it does not come undone. Along the shoulders are the feathers of crows, stitched to his coat to complement the crow that seldom leaves his shoulder. Strengths: He's incredibly well read for someone of his age. His skills with magic are not restricted to a single field, though he does have a specialization. His bird, Aesir, can speak simple words and is always capable of finding his shoulder once it has left. Weaknesses: His tattoos would make him incredibly unwelcome wherever members of the Church of Light rest their heads. In spite of his appearance, his health is questionable at best and his endurance leaves a good bit to be desired. His old wounds continue to ache as if they're nearly fresh. He has sacrificed much to attain what power he does have. His sight is better in the dark than the light. When he sleeps he sleeps little and restlessly. If he is to sleep, he needs a lit candle near his face. Psychological Attributes Patient * Practiced * Focused * Willful Sexuality: Fluid Relationship Status: Unfettered Personality: In spite of his practices, Judge's life is not nearly as unsettling as the arts he pursues and perfects. Perhaps it is because he only offers a glance into his world to paying customers that he has been able to continue to walk the streets without being spat on by those that would fear his practices. He's often just too unlike the image his reputation conjures. The Speaker to the dead, The Judge of souls, the mysterious unnamed magi who cavorts with dark forces through blood. When common folk hear of this man, they learn to fear the man. When they meet him, they learn to love him. For why would such a dark man smile so often? Why would he crack jokes and share coin with beggars and children? A dark being does not play with children in the streets, nor does he break bread with the starving. Of course, those that take his services see glimpses of what lies beyond that visage. They are allowed to see him act with daemons and fae beyond the world. They may see him spill blood with little care for if it a creature or himself to commune with forces beyond their comprehension. They see how at home he is among these mysterious forces and they catch glimpse of the man for what he truly might be. A devil in disguise. Habits: He rubs his hands tightly together when tense. He speaks to the air. If his meal contains bones, he sucks the marrow from them. Hobbies: He reads fervently. He is often in search of new magic he can pursue. He paints and draws frequently, originally as a means to improve his notes. He prides himself on his cooking. Fears: Sleeping without light will not happen. Some of the voices that answer back when he talks to the air. People knowing his true name. Likes: Strong contrasting colours. Birds. Quiet meals. The darkness. Strong liquor. Books/Scrolls/Tomes/Charts/etc Magic. Dislikes: The illiterate. Assumptions. Mirrors. The Church of Light. False modesty. Green eyes. The underground. Magic Skills Linguist: Languages come easy to him and, with some extra effort, communicating with semi-sentient creatures come naturally to him. First Aid: Some magic requires blood. Some requires a lot of blood. Knowing the basics of cleansing wounds before wrapping them, how to create and applie salves, and how to treat wounds of the mind have greatly aided him. Literate: Not all in the kingdom can read, nor can they write. Judge has been doing so since he was a young boy. Knifework: Judge has become skilled with a knife over a lifetime of cooking for himself and lovers of yore, as well as a few two many knife fights over his coinpurse. Thankfully, with some practice he's learned how to nonfatally disable an opponent. Meditative State: Hours of meditation can supplement sleep for days and helps Judge manage his phobia of sleeping without a nearby light source. It is also through these moments of intense contemplation that he can bring to rest his worries and shield himself from any invasive beings. Jack of All Trades, Master of One: Magic comes naturally to Judge is most forms and as such he has learned much in the arts, but the art that calls to him the most is the one that he truly understands, far greater than any other form of the arcane. Knowledge of the immaterial: Magic is not something that can just be known. Judge's thirst for knowledge has rewarded him with a deep understanding of the world of magic and the creatures that mortal beings choose to pretend don't exist. Knowing the intricacies of magic and its quirks can be the difference between prospering and dying violently with some of the more volatile magics. Judge knows well enough to prevent the latter. Magic A listing of the spells most frequently used by Judge Whisper: Often when Judge is speaking to the air, he is guiding it into the Nether where beings not of this world can hear his call. Some may choose to answer and with some luck some may even choose to answer without malice. The beings of the Nether are wise to the world of mortals and often have many answers. Sometimes though, there is a cost to learn these answers. Familiarisation: The familiar is a being drawn from the Nether. Its form will appear as something from the mortal world, though while any mortal will not be able to tell it from the real thing, any who gaze upon it will find that there is something incorrect about the being. Familiars are capable of freely changing their forms as they see fit. They may even bring some of their own magic with them into the realm of mortals. All familiars are not equal though and while there are those powerful far beyond mortal comprehension, the ritual of binding would take far greater than what a single mortal could give. The cost of bringing a familiar to the world is to first find it among the Nether and then to entice it with a tithe of blood. Once on the mortal plane, the summoner speaks the ritual of binding, stating the familiar's true name, which binds it to its summoner until one dies or the other is returned to the Nether. The greater the familiar's power, the greater the tithe and the more complex the true name. Helfire: From a lingering wisp of flame, to a raging inferno, the caster need only wish it, point the casting finger, and it shall be. The right to the flames is simple enough; envoke a wilowisp from the nether and bind it by submerging a finger into its flames and wait for it to haunt the offered extremety. Wilowisp's stamina leaves little to be desired, so their power is best used sparingly as it takes several hours to recouperate after a particularly powerful flame. Exhausting the wilowisp will expend the fae along with what remains of your finger. Communion: Wholly unlike the process of finding a familiar, a communion is a much simpler, dirtier, and more temporary affair. A communion can bring forth a being from the Nether for a short time to serve its summoner. Communed beings are much harder to control and are less reliable, with some exceptions. Communions are best done with a letting of blood and the invoking of one of the beings' false names, though for more potent communions the summoner will either want to provide something that the being is fond of in place of blood. The process takes mere minutes, but like invoking a familiar, the cost increases with the being's power. Futuresight: Within the Nether time is not linear and as such, abstractions of what's to come are possible to find with the right reagents. Futuresight demands that the user offer blood of a living creature and items important to the future of whatever being whose fate you're trying to scry. But most importantly, the user must completely surrender their body to the Nether, opening themselves up to the spirits that can read the madness that is the Nether. Dispel: A smooth spell that often requires little more than knowledge of the magic used and a word of counterance to it in the case of spells either being cast or having already been cast. Once a spell has taken root the method to dispelling necessitates a reagent used in the initial casting. If the spell required no reagent, than simple chanting often suffices. Possessions Clothing: Stated previously. Coin purse: Often full of coin, but not representative of his wealth. Much of these coin are used in magic. Belt Pouches: Previously mentioned Bird Seed: Food for the crow, Aesir. Gloves: Standared soft leather gloves, bar the pointer finger cut off of the left hand. Writing Implement: Feather quills and sealed jars of ink. Painting Implement: Fine-haired brushes and sealed jars of thick paints. Rolls of parchment, Scroll Cases: Dozens of rolls of parchment, sealed within Scroll Cases that sit within pouches in his cloak. Familiar: Aesir: A large crow that rarely leaves Judge's shoulder, Aesir is a unique creature. It speaks simple words, though behind the mask of the bird there is a sharp intelligence sealed within. At a glance, Aesir appears to be a normal bird, though one might mistake seeing an extra eye, a second pair of wings, a tooth lined beak. Some have even claimed that they could have sworn an altogether different creature was on Judge's shoulder. Some even swear they glanced the shadow of a man standing behind Judge in place of his crow. The most common thing people seem to experience around Aesir is a sense of deep dread when he watches them, some claiming that its every word sends chills down their spine. Pack Contents: Foodstuffs: Meat rubbed with salt and wrapped in paper, root vegetables, grains, nuts. Waterskins: For drinking, cooking, and cleansing. Candles: Several wax candels, each wrapped in parchment. Used to provide light and to form wax seals. Knife: For preparing meals, butchering, and if need be - self defense. Magical Items: Reagents: Scattered throughout belt pouches, there is a wide array of items to assist in spell casting, ranging from herbs, to teeth, to fur, to minerals and everything inbetween. History Childhood: "My parents disappeared when I was young. Mother would whore herself out, Father worked whatever physical labour would come his way until drugs found one and the grave found the other. I was richer without them and would lie to claim that I missed them. I was happier stealing bits of food from unattentive merchants while I taught myself to read. An urchin capable of reading was rarely long an urchin. Society found use for them, as child labour was especially cheap when the child was used to eating crumbs. I one day came under tutelage of a practicing magi, who allowed me to read what texts he had and read I did. I had no talent in the arts until I discovered how easy thing became if one was willing to break taboos. Few things have much more potent magical energies than the lifeblood of sentient beings. The amount of blood I sacrificed to ignite that spark of magic within me was enough to leave my skin pasty and cold. From then it only grew easier. Knowledge of the arcane soon began to replace blood, but there were so many taboos left to toy with. It lost me my tutelage, but what I gained was far greater than anything the petty seer could have ever offered me." Adulthood: "My title, the Speaker grew large in Valka, then in more of the cities where magic alone was more and more taboo. I have no illusions the Church of Light knew of the Speaker, but I was beyond their reach. To most who knew my name I had no face. Only a reputation as one that could peer into the stream of time and offer glimpses at what's to come, what's passed, and what goes on in the lives of others. People were shove coins into my hand for only moments of my time and those that asked for more than glimpses of the future were rarely stingy with coin. Those that came seeking the Judge were prepared to pay me far more than I could ever dream to ask. Something about my being able to speak with bodiless voices was enough to convince people that I could see their fates beyond death and, if they paid me enough, alter it. For this I became the Judge of souls and with that I also found wealth far beyond what I desired. I found wealth that unlocked libraries filled with heretical tomes, filled my pots with reagents that would have me hung, and allowed me to turn my body into a living parchment." Special Moments: "Every time I delve into the Nether I recall the first time I touched the realm. I was so young. I was so curious. Nothing could satiate my need to know everything. A back alley magi once told me that there existed the Nether, where all questions would find answers, though what was to be found would only leave suffering. I'd give anything to have listened to him back then, though I'm sure he knew a hungry young mind would only be propelled towards it. I'll never be able to decide if he were an angel or a devil." Current Events: "There's little left to learn here. I've combed what few texts there were, poured over an endless number of scrolls, and spoken to anyone who might have something of value for me in this dying place. The voices of the Nether guide me out, beyond the light of the sunstones, into the darkness of the unexplored. They whisper to me, calling my name, telling me that there is only one place where I'll find my answers. The surface." Extras Character Quote: "I fear that you and I will never understand each other. I fear worse what would happen if we did." Theme Song: Inconsequential Aura Color: A pale shimmer, almost clear, hidden away and subdued. Scent: Copper.
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Vamon Location: The barracks Interacting With: Spencer Vamon felt stomach drop for a moment as the girl spoke about her mother. Considering that they are around the same age, it was entirely possible that she had heard about his incident. He had considered slipping away before she stated that she herself was from Zalu. He let out a little sigh, making a mental note to not jump to conclusions. But he had never visited Zalu, it was a place that he thought he might pay a visit to one day, but it was fairly low on his list. There could be an interesting collection of materials there, but he did share the girl’s opinion about Astaras. “I have heard good things about Zalu, there are a few materials from there that I would like to experiment with one day. But I have never been to Astaras, it would be rather enlightening though. Once I finish up my own personal studies, I plan on paying it a visit.” He said with a strange conviction in his voice. He had been working on a theory for a long time now, one he had been fairly close to achieving when he was banished from the city. His goal is to create synthetic Sun Shards by studying the crystals in detail. He had a few theories, but without a shard to work with it would be nearly impossible to progress. But he spanned out of his momentary distraction to see a large, well-lit building with a man standing guard at the entrance. “Aah well that would be the barracks then wouldn’t it” Vamon said as he glanced around, making a note of the surrounding buildings. He slipped a notebook out of his pocket for a moment and scribbled a few details to remember. He let out a little chuckle as the girl spoke. “I think I will be fine from here. Thank you Spencer.” He said as he offered her a small bow. “If you ever need anything, you can find me in the inn for now. I would be happy to repay you with a meal or something” He said with a playful wink before turning and making his way to the barracks. He let out a small sigh as he walked, it had been so long since he had just spoken to someone that he had forgotten how tiring it could be. He wasn’t an antisocial person; he was more of an anti-have people discover that you are a heretic person, which made conversing a lot harder. But he decided to focus on the goal at hand and made his way through the large metal gate and into the building. The barracks were surprisingly well kept and tidy, but it didn’t take much time searching to see where could go to sell some potions. On the ground floor there was an older man that had a collection of simple armour and weapons as well as some other supplies in one of the corners. Vamon made his way over, trying to seem as non-suspicious as he could. “Excuse me sir, I am a traveling alchemist. I was wondering if these potions of healing might interest you, I could dilute them if you required, but I have two full strength potions if you would be interested. I would be more than happy to offer a fair price, of course.” He spoke as politely as he could. He didn’t know what kind of price people would expect in a place like this, but if anywhere could buy the potions, it would be here.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Situation Updates : With Vamon already gone to enter the barracks, Spencer was left alone once more. The quiet surroundings still continued as not even the few animals that were being raised in the complete darkness seemed to let out any noises. She was free to do anything she wanted at this point, but there would be one thing that might get her attention if she notices it. Her sunstone would start to flicker for a few moments before a sudden shadow passes through the top of the cavern for just a moment before vanishing again with a low swooshing sound. : The guard supply officer was having a nice relaxing time as he was currently polishing some of the many weapons held within the garrison as the alchemist entered. The soldier could recognize his occupation right away because of the distinct odor that filled the room. Rare did people beside alchemist carry those irritating smells. There were the herbalists who also made potions, but they often had the scent of tea more or less.. the pure alchemical substances weren't as pleasant for the scent. “Let me look at them.” The guard stated as he carefully picked each potion and looked at it from up close and and then put them in front of light source to see the color and behavior of the substance inside the glass containers.” Those are pretty well made... High quality...” He started and carefully opened one and smelled it.” Full strength high potions indeed. We will buy both of them.” He then stated and carefully placed the potion on the table before reaching for a nearby metal box with lock on it.” The capt' isn't here right now, so I will take them for now.” He explained and started pulling silver coins.” I will buy both of them for 40 silver each.” He stated, fully ready to pay full price for those potions. The guards here needed those and they could delude them themselves in case of need, but the man was buying those more for their captain than anyone else. They couldn't allow the guard captain to fall for if she did, Shezze was good as gone. : Judge's surroundings aren't much different from those of everyone else currently in the streets of Shezze. Being empty and quiet, barely illuminated by the torches set up on random distances from one another. In difference from the vamprie, he's unable to hear or see neither the swooshing sound nor the passing shadow, still an unusual chill would creep up his back as he walks down the dark streets. In the darkness nothing is truly safe and secure. Still there is one thing he could actually see though. Down the street he's currently at, towards the outer parts of Shezze flashes of light could be seen. Similar to torches, but stronger and flickering as if they are unstable or being hindered by something. : The few tavern guests that are present quickly turn quiet at Guthrie's shout. They simply return to their quiet chatter while trying as harder as they can to catch fragments of the conversation between the mercenary and the witches. Not really because they mean any of them any real malice, but more out of curiosity really. Out here in Shezze travelers rarely arrived and anything new proved to be great for entertainment and way to get their minds off the bad reality they lived in. In simple terms people loved to do harmless gossip. Sala & Vala Location: The Tavern, Shezze Interacting With: Guthrie. “Yes... we have our reasons. We cannot stay here anymore... it's not safe for us. Soon it won't be safe... for anyone anymore.” The twin witches said in unison to the man with smiles as each of them started playing with a lock of their hairs. They knew the church was preparing to cause troubles with Astaras for once the city of magic fell, their reign would be undisturbed. While they had no distinct proof of that, Sala and Vala suspected it and preferred to not be here when that happen to test their theory... especially after they killed a person from the church. “We...” Sala began when the man stated he was someone who made maps. That was all great, but they actually lacked funds. They had very few silver on them after they ran away in haste without having the chance to get their money from their shop. They had only the things on themselves and that placed them at a certain disadvantage at buying/hiring such help as the services of a map maker. “We can repay you in medicine potions...” Sala started as she pulled her bag and opened it, showing the number of different healing potions and remedy ones in her bag.” Or we can give you a very pricey ingredient that could bring you as much as 2 gold.” Vala added and patted her bag, not wanting to risk pulling it out. No one ever knew when chaos may start. “Or we can... pay you with ourselves in addition to a potion or two … if you so wish?” The finally stated in unison and looked at him. The witches weren't strangers to sexual payment in one way or another. They had to do certain things to survive in the corrupt nature of the society from time to time, but only when they so chose. No one ever got to force himself on them to this day.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Priest AzerusLocation: Forgotten mine, Shezze. (Heading to the church)Interacting with: Mentioned *** "That." He says, now frozen as he stares at the amulet on the floor. "That is a symbol I recognise and will obey. I must have faith that the one it is bestowed upon has clearer judgement than I and a greater knowledge of reasons, I just pray you are still of the mind that was worthy of such blessings in the first place Kneeling down he gently lay the body beside the amulet. It was clear in his eyes that he still questioned her reasoning but remained further silent on the matter. Before returning to his feet he bowed his head and said a quick quiet prayer in the presence of the holy artefact. Moving with a silent grace, now unburdened by the weight of the body, he clasped his hands together, tilted his head forward and begun to hum a holy hymn as he walked forward into the darkness. Before disappearing into the darkness the priest paused. Without looking back he spoke the words his mind had been churning over. "Before I leave may I ask how you earned such a gift?."
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Guthrie Location: The Tavern Interacting with: Sala & Vala "If you're talking about the Dragon Tails that the miners disturbed, then it's not a problem anymore. Though I have a feeling you two are talking of something else?" Guthrie said to the twins, a inquisitive look upon his face as he tried to picture what it was that they feared coming. What could be so dangerous that everyone was in danger? Well Guthrie could think of a few candidates, but the twins didn't look like frigthened farmers, so something was off. His questioning look changed quickly to a puzzled one, as they in unions stated that they could pay him with themselves; their bodies. Guthrie didn't utter a word for a few moments, trying to see if he had misheard, though their serious looks said otherwise. He straightened himself up a little, his eyes flickering from one twin to another. "You mean...No, no that won't be necessary, you two. I don't accept...someone as payment, not anymore at least. But..." Quickly changing the subject of which he wished not to speak of, he clapped the edge of their table, and seconds after a large was resting its front paws on the table, watching the three of them with a curious look to its face. Guthrie smiled, patting the dog on its head and looking at the twins again. "...you might be able to help my friend here. Poor Theo hasn't been quite alright the past week. I'm afraid he might have gotten an internal infection, but I haven't been able to help him. Can you?" Guthrie looked hopefull towards the twins, Theo looking back and fourth from his master over to the two ladies, happily panting, albit heavily. "And for the record, I'm Guthrie. Guthrie Jean Harlanson. And you?"
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Spencer Location:The barracks.Interacting With:The darkness...? "Aha! No worries, friend! Just doing my part to be a light in the dark!" Her response to Vamon was almost automatic to her, and she found herself chuckling like a giddy schoolgirl, cheeks blushing and grinning from ear to ear. She waves him goodbye and lets out a contented sigh as he enters the barracks. "Well... there's my good deed for the day done...! Hehehe! Are you proud of me, mother?" The young woman made sure to move out of sight of the guard at the barracks (and away from any other prying eyes), before quickly revealing her sun stone and issuing a short prayer to her deceased parents. "Don't worry, mama, papa. I'll keep being a good person so long as I live. I promised you that, didn't I?" Just as she felt herself about to shed a tear, however, Spencer noticed something strange as she stared at her sun stone: It flickered. She felt a chill run down her spine and instinctively looked toward the ceiling, where the faint glow of what little light made it to the ceiling was blocked, somehow. She tried her best to get a good look at the shadow, however it vanished as soon as it had come, a low whistle sounding out to signal it's disappearance. "Huh. Spooky shadows." Intrigued, Spencer tried to follow the sound that the shadow had made, as well as the direction it seemed to go, though that was hard to do without revealing her sun stone. "Huh? I wonder where it went...?"
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Situation Updates : “I earned that medallion with my decisions, justice and strength. Blessing have nothing to do with it for it's an older title that's outside of the church for a reason.” Nevan replied and turned to the priest who seemed to finally take notice and doing a nice thing to keep the peace in her small protectorate. “Easy, I first earned the position of head captain of the royal guard of Belizarius. I did everything to protect the peace and uphold the laws. I protected the peace, the innocent and those that I was required by obligation. I destroyed corruption everywhere I saw it. Then I was nominated for the church's inner tournament where the strongest of inquisitors take participation.” She replied as she walked over to pick up the body.” By ancient decree of the union, the Solaris was always supposed to be an external presence from the church, so I returned the title where it belonged when I defeated all of the best inquisitors.” She finished and picked up also the medallion also. “You should ask your superiors why during the tournament it was fine for five inquisitors to gang up on me during the one on one matches...” She threw in as she started walking away.” For all the good it did them. Open your eyes, priest. Only those who see can survive.” She said as she started walking away and the light from her lantern vanished into the darkness of a side alley she took. Following the shadow in the darkness is quite the hard hurdle even for a vampire, but for better or worse following the sound it made turned out easier as moments later the sound will appear again for a moment and again and again. It's easy to follow for the distance of a few buildings and turns, but eventually the sound was replaced by the clashing and scratching of metal in an alley nearby. Not to mention the light that was now dancing from that alley as if a fire was dancing there. She could go check what's going on. : The tavern briefly got quiet again and then noisy once more when the alchemist stepped in. Some people were talking about the smell that filled the air around him, people wondering what a man of his stature and craft is doing in this forsaken place. Others were now talking about the big dog that they finally noticed. Dogs were a rare breed now and the appearance of one was often seen as a great luck and a good omen. As was the case with most animals that were near extinct now. By Vamon the innkeeper grunted something under his breath and then pulled some a bowl of mushroom stew, some salad and some roasted meat. Then he also filled a mug with Ale and placed them by the alchemist.” 15 copper.” The keeper stated, awaiting his money. Sala & Vala Location: The Tavern, Shezze Interacting With: Guthrie. “Unrest will soon be upon this place... everywhere” The witches replied in unison without specifying anything more. They had no proof of this, but were sure the chaos of unrest and battle will soon fill every cavern around here, every tunnel and every settlement. If luck and sanity were the main moving force, maybe there was at least going to be survivors left. The witches then blinked and looked at Guthrie in surprise before looking at each other, tiling their heads and looking at the man again. Their faces revealed a look clearly saying – 'Don't you find us attractive?'. Then they simply smiled and relaxed back in their seats as Theo showed up in their field of view. “Awee, he's … Adorable!” Sala and Vala said as they left their seats and crouched by the dog, to pat and tickle him behind the ears.” Sure thing... we will heal him right up!” The witches then stated as Sala pulled a small potion from her bag. It was cyan on color. After opening it, she then pulled a small piece of bread from the table and dripped some of potion on it. Finally she closed the potion and put it away again and then taking a piece of meat to add to the bread.” Here, Theo.” She said slowly moving the piece towards his mouth while gently caressing his back.” This will make you feel a lot better.” She added while she was offering the piece of food just under his nose until the dog gets tempted by the meat and eats it. “He's going to be fine. The infection or anything that's not a complete wound will be healed in a few minutes.” Sala stated, still playing with Theo. Then Vala looked up towards Guthrie.” So how will we proceed about this map?”
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Vamon Location: Tavern Interacting With: Mention Sala & Vala The smell of a warm meal was inviting to say the least. Vamon pulled out the copper pieces and presented them to the man with a bit of a bow, before moving himself and his food to a table away from the centre of the room. Eating could be somewhat of an exercise when you had to hide your face. But he started enjoying his meal none the less, only moving his scarf aside to take a mouthful and placing it back on his face between each one. He usually wasn’t one to drink ale, but from time to time it was acceptable. Especially considering this towns view on alchemists made him feel much safer than he had since he had started his exile. But as he ate, he found himself getting a little distracted by the table with the large dog. He couldn’t overhear their conversation, but he was a little interested as one of the girls pulled out a potion. She seemed to be giving some of it to the dog, which was a little odd to him. But perhaps it had been injured? His interest soon faded though and he went back to focusing on his meal, though a thought did stick with him. As he had just found out, potions were far more expensive than a town like this would have in generous stock. It might even be fair to assume that most people in the town wouldn’t have any potions at their disposal. So that said, it raised a rather interesting question. Who were these girls? “Perhaps they were travellers like me” He thought as he cautiously looked the girls over. Their clothes looked pretty odd so they defiantly weren’t locals, they even looked quite extravagant. They reminded him of clothes that noble women would wear in his days in Belizarius. They were quite different in design, but it had been a while since he had seen clothes of the sort. But that said, something else about the girls seemed to remind him of his time at home. He couldn’t put his finger on what it was, but something about them seemed familiar. He thought hard, but he defiantly hadn’t met them before, he would defiantly remember such a meeting. He soon realised though, that he had been staring. He put the thoughts aside for now, opting instead to return to his meal. As he ate, he pulled out his book of secrets and began reading through his previous notes, deciding to distract himself from his previous thoughts. He found it to be a good way to keep his thoughts in order if he re-read his old notes on a regular basis. That way he could potentially spot anything he had missed, or perhaps even realise a previous mistake thanks to some new information. After a while he had become engrossed enough in reading that he had forgotten to replace the scarf over his face as he ate. Thankfully he had picked a table as removed as he could, but it was still a careless mistake on his part. A mistake that he wouldn’t become aware of until he finished his meal. As he ate, he pulled out his book of secrets and began reading through his previous notes. He found it to be a good way to keep his thoughts in order if he re-read his old notes on a regular basis. That way he could potentially spot anything he had missed, or perhaps even realise a previous mistake thanks to some new information. After a while he had become engrossed enough in reading that he had forgotten to replace the scarf over his face as he ate. Thankfully he had picked a table as removed as he could, but it was still a careless mistake on his part. A mistake that he wouldn’t become fully aware of until he finished his meal.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Spencer Location:Some random alleyway.Interacting With:N/A. Spencer was intrigued, needless to say, and followed the curious sound throughout town. Though it's shadow was hard to keep track of in the darkness, even with her sun stone, Spencer found that she could follow the sound that it had made as it appeared, as the sound repeated over and over. Eventually, however, the sound could no longer be heard, replaced by the crashing and scratching of metal. It reminded Ira of clashing swords, a sound which she did not like to hear. A little concerned, Spencer tip-toed toward the alleyway, and poked her head around the corner to try and catch a glimpse of what was there. On her approach, the young vampire gently wrapped her fingers around her blade's hilt, prepared for anything. As sapphire eyes poke around the corner, her other hand gently caresses her sun stone in an effort to keep her calm, her nerves beginning to set in. It does a satisfactory job, and clears Spencer's mind somewhat. 'It's probably just someone forging a blade or something, right...? Haha... Yeah, it's definitely that...! Eheeeee...' Quietly, carefully, she poked her head around the corner, anxious as to what she might see...
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Judge Location: The Square Featuring: Voices, Aesir "The light beckons you." The lights flickered in the distance, calling to him like dancers in the night. He watched the lights, its luminescence growing and receding to the beat of his breath. He couldn't recall the light when he first came down this street and, while he was new to this town, his memory was sharp enough to recall such details. He began to move down the road, Were the lights meant for him? Perhaps another. It mattered not. He made a career off of believing there were no such thing as coincidences. Judge scratched the crow under his chin, the small creature rubbing his body against his nail, peeling a lose feather from its plumage. It cawed in a pathetic way as he approached and ultimately passed the street where they'd be finding rest and a meal, but stuck to its master's shoulder and watched the flickering lights with its blackened empty eyes. "We'll see what it is and get food in our bellies after," the arcanist reassured his pet. As the distance between themselves and the source of the light dwindled down, Judge's pace slowed accordingly. Caution had been as much a part of his career as anything else. "Seekers are the first to find what they were never looking for." Judge stopped, some distance before the lights and rose his left pointer finger at them. "Awaken," he commanded, drawing the smoldering ball of living flame from within his finger, "and show me what there is to be seen." The willowisp complied and drifted forward, casting a warm red light across all within arms length of it.
Name: Mikhail Krushanov Bochaev Aliases: Speaker, Judge Age: 29 Race: Suspected Human Place of Origin: Valka Gender: Masculine Class/Job: Warlock/Shaman/Seer/Necromancer/Daemonologist/Pellar - Sacrificial Magi Stats Strength: 10 Dexterity: 11 Constitution: 8 Intelligence: 17 Wisdom: 15 Charisma: 14 Physical Attributes Height: 6'1 Weight: 157 Build: Lithe Eyes: Jade and Amber Hair: Black Skin Tone: Pale, white Tattoos/Scars/Piercings: He treats his skin in the way an artist would a canvas. Every inch of ink bears significance, from his shoulders down his back and arms, and the front of his chest. Gothic images of skeletal figures, of dead suns, words in script foreign to most men alive, dark birds with sharp eyes, thorn ridden plants; he could be explored for hours and still new things would be found by a casual observer. Every piece has meaning, ever piece represents something, every piece is crucial to his craft. Beyond the tattoos, there is the scaring. Three parallel scars run along the back of his head, making canyons between his hair where pink wounded flesh is visible. Below his chest, there is a deep scar where once a knife was driven into him, down to its hilt. His hands and fingers bear minute scars from the scratching of his craft, from hurried working with knives, from his time still learning his craft. The pair of scars that adorn each hand, the cross centered in his arm, its horizontal lines running from between his thumb to the opposite side of his hand while the vertical lines run from middle finger to halfway down his wrist tell a story of their own, one which Judge has never found ears worthy of that tale. Then there is the horrifically scarred pointer finger on his left hand, the skin stretched and disformed after having suffered terrible burns. Finally, there is but the one piercing which hangs from his right ear. A small red bobble filled with a liquid that sloshes as he moves, hangs from a simple brass chain linked to a finely carved bone pierced through his earlobe. Day To Day Attire: With a specialized craft comes an earnest income, one that Judge is comfortable using to ensure he is well dressed. He dresses warmly, rarely paying heed to the temperature, and is rather fond of layers. At the lowest level is a pair of comfortable pants with which a wool sweater is tucked into, concealing nearly the entirety of his tattoos. He wears a large belt, the combination of two belts stitched together at points to accommodate the many pouches that hang from his waist, filled with everything he needs for his crafts, from tools, to trinkets, to reagents. Each pouch is made of soft leather, lined with linen, and sealed by a tough leather drawstring. Above that he often wears long finely stitched tunics, with patterns woven from multiple fabrics covering them. Above that he wears a long cloak that runs down to his calves. Its made of thick leather, lined with soft furs that come slightly out at the neck. It is held at the neck by a thickly woven drawstring and a brass clasp to ensure it does not come undone. Along the shoulders are the feathers of crows, stitched to his coat to complement the crow that seldom leaves his shoulder. Strengths: He's incredibly well read for someone of his age. His skills with magic are not restricted to a single field, though he does have a specialization. His bird, Aesir, can speak simple words and is always capable of finding his shoulder once it has left. Weaknesses: His tattoos would make him incredibly unwelcome wherever members of the Church of Light rest their heads. In spite of his appearance, his health is questionable at best and his endurance leaves a good bit to be desired. His old wounds continue to ache as if they're nearly fresh. He has sacrificed much to attain what power he does have. His sight is better in the dark than the light. When he sleeps he sleeps little and restlessly. If he is to sleep, he needs a lit candle near his face. Psychological Attributes Patient * Practiced * Focused * Willful Sexuality: Fluid Relationship Status: Unfettered Personality: In spite of his practices, Judge's life is not nearly as unsettling as the arts he pursues and perfects. Perhaps it is because he only offers a glance into his world to paying customers that he has been able to continue to walk the streets without being spat on by those that would fear his practices. He's often just too unlike the image his reputation conjures. The Speaker to the dead, The Judge of souls, the mysterious unnamed magi who cavorts with dark forces through blood. When common folk hear of this man, they learn to fear the man. When they meet him, they learn to love him. For why would such a dark man smile so often? Why would he crack jokes and share coin with beggars and children? A dark being does not play with children in the streets, nor does he break bread with the starving. Of course, those that take his services see glimpses of what lies beyond that visage. They are allowed to see him act with daemons and fae beyond the world. They may see him spill blood with little care for if it a creature or himself to commune with forces beyond their comprehension. They see how at home he is among these mysterious forces and they catch glimpse of the man for what he truly might be. A devil in disguise. Habits: He rubs his hands tightly together when tense. He speaks to the air. If his meal contains bones, he sucks the marrow from them. Hobbies: He reads fervently. He is often in search of new magic he can pursue. He paints and draws frequently, originally as a means to improve his notes. He prides himself on his cooking. Fears: Sleeping without light will not happen. Some of the voices that answer back when he talks to the air. People knowing his true name. Likes: Strong contrasting colours. Birds. Quiet meals. The darkness. Strong liquor. Books/Scrolls/Tomes/Charts/etc Magic. Dislikes: The illiterate. Assumptions. Mirrors. The Church of Light. False modesty. Green eyes. The underground. Magic Skills Linguist: Languages come easy to him and, with some extra effort, communicating with semi-sentient creatures come naturally to him. First Aid: Some magic requires blood. Some requires a lot of blood. Knowing the basics of cleansing wounds before wrapping them, how to create and applie salves, and how to treat wounds of the mind have greatly aided him. Literate: Not all in the kingdom can read, nor can they write. Judge has been doing so since he was a young boy. Knifework: Judge has become skilled with a knife over a lifetime of cooking for himself and lovers of yore, as well as a few two many knife fights over his coinpurse. Thankfully, with some practice he's learned how to nonfatally disable an opponent. Meditative State: Hours of meditation can supplement sleep for days and helps Judge manage his phobia of sleeping without a nearby light source. It is also through these moments of intense contemplation that he can bring to rest his worries and shield himself from any invasive beings. Jack of All Trades, Master of One: Magic comes naturally to Judge is most forms and as such he has learned much in the arts, but the art that calls to him the most is the one that he truly understands, far greater than any other form of the arcane. Knowledge of the immaterial: Magic is not something that can just be known. Judge's thirst for knowledge has rewarded him with a deep understanding of the world of magic and the creatures that mortal beings choose to pretend don't exist. Knowing the intricacies of magic and its quirks can be the difference between prospering and dying violently with some of the more volatile magics. Judge knows well enough to prevent the latter. Magic A listing of the spells most frequently used by Judge Whisper: Often when Judge is speaking to the air, he is guiding it into the Nether where beings not of this world can hear his call. Some may choose to answer and with some luck some may even choose to answer without malice. The beings of the Nether are wise to the world of mortals and often have many answers. Sometimes though, there is a cost to learn these answers. Familiarisation: The familiar is a being drawn from the Nether. Its form will appear as something from the mortal world, though while any mortal will not be able to tell it from the real thing, any who gaze upon it will find that there is something incorrect about the being. Familiars are capable of freely changing their forms as they see fit. They may even bring some of their own magic with them into the realm of mortals. All familiars are not equal though and while there are those powerful far beyond mortal comprehension, the ritual of binding would take far greater than what a single mortal could give. The cost of bringing a familiar to the world is to first find it among the Nether and then to entice it with a tithe of blood. Once on the mortal plane, the summoner speaks the ritual of binding, stating the familiar's true name, which binds it to its summoner until one dies or the other is returned to the Nether. The greater the familiar's power, the greater the tithe and the more complex the true name. Helfire: From a lingering wisp of flame, to a raging inferno, the caster need only wish it, point the casting finger, and it shall be. The right to the flames is simple enough; envoke a wilowisp from the nether and bind it by submerging a finger into its flames and wait for it to haunt the offered extremety. Wilowisp's stamina leaves little to be desired, so their power is best used sparingly as it takes several hours to recouperate after a particularly powerful flame. Exhausting the wilowisp will expend the fae along with what remains of your finger. Communion: Wholly unlike the process of finding a familiar, a communion is a much simpler, dirtier, and more temporary affair. A communion can bring forth a being from the Nether for a short time to serve its summoner. Communed beings are much harder to control and are less reliable, with some exceptions. Communions are best done with a letting of blood and the invoking of one of the beings' false names, though for more potent communions the summoner will either want to provide something that the being is fond of in place of blood. The process takes mere minutes, but like invoking a familiar, the cost increases with the being's power. Futuresight: Within the Nether time is not linear and as such, abstractions of what's to come are possible to find with the right reagents. Futuresight demands that the user offer blood of a living creature and items important to the future of whatever being whose fate you're trying to scry. But most importantly, the user must completely surrender their body to the Nether, opening themselves up to the spirits that can read the madness that is the Nether. Dispel: A smooth spell that often requires little more than knowledge of the magic used and a word of counterance to it in the case of spells either being cast or having already been cast. Once a spell has taken root the method to dispelling necessitates a reagent used in the initial casting. If the spell required no reagent, than simple chanting often suffices. Possessions Clothing: Stated previously. Coin purse: Often full of coin, but not representative of his wealth. Much of these coin are used in magic. Belt Pouches: Previously mentioned Bird Seed: Food for the crow, Aesir. Gloves: Standared soft leather gloves, bar the pointer finger cut off of the left hand. Writing Implement: Feather quills and sealed jars of ink. Painting Implement: Fine-haired brushes and sealed jars of thick paints. Rolls of parchment, Scroll Cases: Dozens of rolls of parchment, sealed within Scroll Cases that sit within pouches in his cloak. Familiar: Aesir: A large crow that rarely leaves Judge's shoulder, Aesir is a unique creature. It speaks simple words, though behind the mask of the bird there is a sharp intelligence sealed within. At a glance, Aesir appears to be a normal bird, though one might mistake seeing an extra eye, a second pair of wings, a tooth lined beak. Some have even claimed that they could have sworn an altogether different creature was on Judge's shoulder. Some even swear they glanced the shadow of a man standing behind Judge in place of his crow. The most common thing people seem to experience around Aesir is a sense of deep dread when he watches them, some claiming that its every word sends chills down their spine. Pack Contents: Foodstuffs: Meat rubbed with salt and wrapped in paper, root vegetables, grains, nuts. Waterskins: For drinking, cooking, and cleansing. Candles: Several wax candels, each wrapped in parchment. Used to provide light and to form wax seals. Knife: For preparing meals, butchering, and if need be - self defense. Magical Items: Reagents: Scattered throughout belt pouches, there is a wide array of items to assist in spell casting, ranging from herbs, to teeth, to fur, to minerals and everything inbetween. History Childhood: "My parents disappeared when I was young. Mother would whore herself out, Father worked whatever physical labour would come his way until drugs found one and the grave found the other. I was richer without them and would lie to claim that I missed them. I was happier stealing bits of food from unattentive merchants while I taught myself to read. An urchin capable of reading was rarely long an urchin. Society found use for them, as child labour was especially cheap when the child was used to eating crumbs. I one day came under tutelage of a practicing magi, who allowed me to read what texts he had and read I did. I had no talent in the arts until I discovered how easy thing became if one was willing to break taboos. Few things have much more potent magical energies than the lifeblood of sentient beings. The amount of blood I sacrificed to ignite that spark of magic within me was enough to leave my skin pasty and cold. From then it only grew easier. Knowledge of the arcane soon began to replace blood, but there were so many taboos left to toy with. It lost me my tutelage, but what I gained was far greater than anything the petty seer could have ever offered me." Adulthood: "My title, the Speaker grew large in Valka, then in more of the cities where magic alone was more and more taboo. I have no illusions the Church of Light knew of the Speaker, but I was beyond their reach. To most who knew my name I had no face. Only a reputation as one that could peer into the stream of time and offer glimpses at what's to come, what's passed, and what goes on in the lives of others. People were shove coins into my hand for only moments of my time and those that asked for more than glimpses of the future were rarely stingy with coin. Those that came seeking the Judge were prepared to pay me far more than I could ever dream to ask. Something about my being able to speak with bodiless voices was enough to convince people that I could see their fates beyond death and, if they paid me enough, alter it. For this I became the Judge of souls and with that I also found wealth far beyond what I desired. I found wealth that unlocked libraries filled with heretical tomes, filled my pots with reagents that would have me hung, and allowed me to turn my body into a living parchment." Special Moments: "Every time I delve into the Nether I recall the first time I touched the realm. I was so young. I was so curious. Nothing could satiate my need to know everything. A back alley magi once told me that there existed the Nether, where all questions would find answers, though what was to be found would only leave suffering. I'd give anything to have listened to him back then, though I'm sure he knew a hungry young mind would only be propelled towards it. I'll never be able to decide if he were an angel or a devil." Current Events: "There's little left to learn here. I've combed what few texts there were, poured over an endless number of scrolls, and spoken to anyone who might have something of value for me in this dying place. The voices of the Nether guide me out, beyond the light of the sunstones, into the darkness of the unexplored. They whisper to me, calling my name, telling me that there is only one place where I'll find my answers. The surface." Extras Character Quote: "I fear that you and I will never understand each other. I fear worse what would happen if we did." Theme Song: Inconsequential Aura Color: A pale shimmer, almost clear, hidden away and subdued. Scent: Copper.
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Guthrie Location: The Tavern Interacting with: Sala & Vala Guthrie decided not to dwell further into whatever it was that the twins were so afraid of, preaching unrest and the gods knew what else soon to be upon this land. He had heard that kind of talk many a time before, and he was still alive, so doomsday prediction never fell into good taste. Then again, the twins seemed nice enough, so he simply let them talk of something else. While he was looking for wherever Theo was, he managed to catch the look in the twins' eyes, subconsciously pondering on what they were meaning with their look - well, looks really, they were two after all. Awfully similar and unison, yet two. But he was thankful once their attention were instantaneously caught by Theo, for their questioning look was not something he'd wish to answer. Not that they weren't a fair sight to lay his eyes upon, for they truly were, but it was his past he'd rather not dig up. "Great, because I was not planning on staying in this town for much longer either way. I am your in debt, which coincidentally evens out the issue with the map." Guthrie said with a smile to the twins, his eyes shifting from the one petting Theo up to the one speaking to him. Her hair was chestnut brown, her eyes grey as the cold mist in the deepest caves and something about them that spoke of desperation. It was perhaps because of this, beside their help with Theo, that he decided to lay down a piece of parchment. "This is what you're looking for, miss..." Guthrie let his words hang in the air for a moment, waiting for her - and her sister's - name. "Well, part of it at least. I was planning on venturing beyond this point here and further into the cave systems. With only the map, which I wouldn't mind giving away as payment, you would get too far to simply returning to Shezze and not far enough to make it whatever lies down there. So if you two want the map, you can have it. But I'll be coming along for the journey to map out the rest. Maybe then you can repay the rest of the map, maybe even save my skin? Deal?" Guthrie opened his previously closed palm, holding it for Vala to take and shake it. It mattered little to him if he ventured out there alone or with someone, but he had the nagging feeling that they wouldn't survive long out there alone. Not without someone to keep them safe.
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Five inquisitors had saw the peril of the situation, the snake weaving through the system, the darkness clawing through the light, and even with their will combined it was too late to prevent the failings of sentimental customary gratitudes. Because the church so generously shared the law with rabble like herself motions were put into play to appease the crowds and show a unified front. So tokens like the Solaris were born. But now the very tool used to once unify and uphold the law now sat at opposing ends to their wishes and was being used to undermine their holiest of orders. The people had to know fear and panic as to not repeat the mistakes of the past. To put purpose to the woman's death and bring her to the light one last time. But perhaps the witches death had brought purpose after all. Azerus was given an insight greater than anyone would gain from witnessing a burning body. He was blessed to see the gods will in action. Their meeting had been no coincidence but fate instead, it was beautiful. An ending of one era, a purpose now filled, phase one of a greater plan complete. His path was clear, he never looked back as the darkness engulfed him. His breathes slow and steady, feet soft and silent, his direction true and confident as he returned to the church with the sole purpose to seek guidance and learn the correct method of removing the title of Solaris from the unworthy. He reported to the priest what he had to and immediately after bathing sought what little holy books were available on tradition and the copies of history and titles that every church held and updated.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Spencer Location:Some random alleyway.Interacting With:Judge, creepy shadow things. 'W-what the...?' Spencer stares upon the scene with horrific fascination. Her eyes dart about between the darkness and the light, trying to make out different shapes and tie them to persons, however with such differing extremes in light and shadow, it was hard to make out such details. Ears grating from the loud commotion, Spencer couldn't help but wince as the bright lights and loud noises temporarily flooded her senses, and she had to take a step back to let her vision and hearing adjust. 'Fighting... way too loud... too bright...' Her senses gently lower from their explosive spike, gradually allowing Spencer a greater insight into the situation, though not by much. She could at least make out that the ground was giving way from the heavy strikes - she thought it better if she didn't get involved. Unfortunately for her, things didn't look like they would be going Ira's way. Due to one of the locals running outside and shouting, it drew the attention of one of the shadow creatures, whom rushed right past Spencer and likely tore the man to shreds. Spencer could only watch in terror. She backed up slowly against the wall, only making quiet, panicked noises to signify her existence, as well as resting her hand on her sword in self defence. Sweat drops from her brow as she watches the dark creature as best she can within the darkened space, fumbling with her free to reveal her sun stone. As it is revealed, a gentle, orange glow falls over the area, though it's less for seeing the dark creature and more-so for her own comfort. 'Oh god... Oh god, no...! P-please go away...! Please don't h-hurt more people!' Spencer prayed with all her might that the creature before her would not continue on...
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Vamon Location: Leaving the Tavern, Arriving at the AlleyInteracting With: Mention Guthrie, Sala & Vala Vamon’s meal was finished rather quickly, the allure of a freshly made meal was enough to cause him to disregard his manners a little. He wiped his face before something occurred to him. Pulling up his scarf, he glanced around the room for anyone that might have seen him. It seemed like he had been quite lucky, perhaps the men were more interested in other things. He glanced over the two women again for a moment, making a mental note of their faces. He was determined to discover why they seemed so familiar to him, but his scent may have been bothering patrons so he decided to leave for now. He left the bowl and cup on the table as he stood and made his way out of the tavern. He stepped back into the square and stretched before looking around. He wasn’t sure what to do next, he had made some money and gotten a meal, so study seemed like the option for the rest of the day. He began making his way towards the Inn before he heard what sounded like scraping metal. It was fairly close by; he could make it to the source without a lot of trouble. He wondered for a second whether it would be worth going, he had no idea what the sound even was. But he eventually decided it was at least worth checking out. “What’s the worst that could happen, I spend a few minutes wandering for no reason He started walking towards where he heard the noise. “On the other hand, I could find some kind of treasure. Like a Sunshard or a bag of gold. Maybe the secrets of the universe will be revealed to me simply because I chose to follow a noise” He chuckled a little as he strolled down the street. Despite his scepticism of the situation, his interest began to grow as the sound grew louder and louder. He wondered for a moment what it could be, but he never even considered that it might be a fight. Turning the corner, he was met with a sickening sight. A large, shadowy beast pounced out of an alley and began attacking a man. At first he could hardly believe it was real, it seemed more like something from a dream. But as reality started to sink in, Vamon felt the fear crawl up his spine. “I need to run. I need to run or I will die. I will go get help at the barracks, they can do something. I can’t fight something like this, it’s a… monster… but…” His thoughts all pointed to one solution, to leave and get help. But if he left now, it’s likely that people would die. After just a moments consideration, he drew an acid bomb from his bag and threw it at the creature. He proceeded to draw his rapier and inch closer to the creature. He wasn’t sure if the man was still alive, or if anyone would even be close enough to help him. He whistled as loud as he could, both to try and draw attention from anyone in the area, and to direct the beast towards him. “Whats the worst that could happen…” He muttered with a somewhat frustrated tone as he entered his duelling stance. This was about as far from a duel as one could get, but it was the only real combat experience he had, so he hoped it would serve him well.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Guthrie Location: The Tavern Interacting with: Sala & Vala "Pleasure to meet you two...too." Guthrie couldn't help but smile, perhaps a tad grinningly at his well-placed choice of words. Laughing at his own jokes - if one could call it that - was not something he used to, so the grin quickly turned into a hastened sound of him swallowing. And then he remembered that he was supposed to protect the sisters, and his posture returned to his usual one; one of a warrior, afraid of little to nothing. "An fair observation...Vala and Sala. Though, no offense meant, I would prefer to have someone beside me who can wield another sword. You two look...well, capable in your own ways, but you probably understand what might await us down there. You know how to protect yourselves?" All the while the trio was talking along, Theo's attention was suddenly caught by something. A sound, or more, coming from outside the tavern. His ears straightened up, his face pointed towards the door as he intently listened to whatever it was he was hearing. Within seconds, Guthrie caught the sound of his canine companion bark, much to the annoyance of the tavern's patrons. Guthrie caught off his conversation witht the sisters, beautiful as they were to behold, Theo was signalling that something was wrong. "Theo's heard something. Perhaps our people have found us. Or more likely, trouble." Guthrie said quickly to Sala and Vala. Before the bar keep knew it, Guthrie was already halfway out the door, just behind Theo who was listening intently to where the sound was coming from. Somewhere further down the street, the faintest sound of something...Theo was right, something was very odd. "Search, Theo, search! I'm right behind you, boy!"
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Priest Azerus Location: Church, Shezze.Interacting with: None *** Pleased with his findings Azerus retreated into the familiarities of ritual. Readings from the holy books, prayers, exercise, a basic meal of mushroom and rice, meditation, cleaning/church chores, bathing, more prayers, sleep. When he awoke his plan was to sift through the town gathering information and rumours. His two points of interest would be the barracks and the tavern. While it was important to stay on top of the happenings of the town, he really wanted to start his investigation into the solaris. In truth he didn't know where to start, so like so many times before he left his fate to the light and walked aimlessly through the streets without thought, guided only by faith that he would be led to where he needs to be.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Vamon Location: Alleyway BattleInteracting With: Guthrie, Sala & Vala, shadow fiend, Spencer “Yes!” Vamon thought as the acid bomb shattered against the creature. But his excitement quickly faded as it turned its attention towards him. The beast seemed almost entirely unaffected by the acid, shaking it odd and growling at him. The beast suddenly lunged at him, and for a moment Vamon thought he was going to meet a similar fate as the beasts first victim. But all of a sudden, a burning blade came flying and struck the creature in the side. It seemed distracted for a moment, and Vamon used the small window to sidestep most of the attack. A claw caught itself on his cloak, tearing it from his back. He felt his stomach drop for a moment, the reality starting to sink in. If he wasn’t careful here, he was going to die. But he was surprised to hear a voice giving him some advice. “WELL I DON’T THINK I HAVE ANY OF THOSE KINDS OF ATTACKS SO IF YOU DO THAT WOULD BE GREAT! He yelled, glancing over to see the girls from the tavern, joined by the large man and his dog. He felt a little relived to see the man here, he seemed like a much more capable warrior. The girls less so, but they were holding potions producing light, which was useful. Once Vamon was able to get a good look at the creature, he realised that he had no idea what the creature was. He usually prided himself on knowing a lot about everything, but it seemed that this was something beyond his area of study. He made a mental note to research into this thing if he managed to survive. But he was a little confused, the flaming sword was a lifesaver but who had thrown it? And that was helpful, but he was still in a pretty bad situation, especially without any fire… “Wait, fire attacks…” He reached into his bag and rifled through his objects, hoping he still had some left. He pulled out a small jar that he had been using to keep the oil for his burners and his lamps. There was a small amount left in the bottom, but it might be enough. He opened it, being careful to keep an eye on the creature, before throwing the oil at it. Sadly, the sword hadn’t stuck into the creature or it might have already lit the oil. But now all they needed was a little spark. “Any fire would be greatly appreciated!! He yelled to the others, not taking his eye off the creature. If he could grab the burning blade it would be much easier, but it was closer to the beast than he would care to get. He simply kept his guard up and hoped that the new arrivals might be able to produce a spark or something. He did see some light coming from the nearby alley, but it didn’t seem like torchlight. He was curious, but a little too distracted to think about it at the moment.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Guthrie Location: Alleyway battle - Shezze Interacting with: Sala & Vala, Vamon, Spencer and Shadow Fiend Guthrie was never far behind Theo as they made their way through Shezze, until they reached what had to be just an ordinary alleyway. Well, almost ordinary, except for the sounds coming from just around the corner, and then the sight of something large and black further down the alley. At the sight of the dark thing - or whatever it was - Theo's barking ceased, while a low growling could be heard as he lowered his head, ready to strike. "Down Theo, down...what the...what is that?" Guthrie whispered to himself while the twins ran past him, shouting at the now visible man further down that only magic or fire could harm it. Great, something a normal blade couldn't do anything about. Oh how Guthrie loved that. Suddenly, like the flash of an explosion down in the tunnels he once mined in, a fiery light flew right in front of them to strike the shadowry beast about to attack the man; the man Guthrie now recoginzed as the alchemist he had met briefly at the shop. No, he was not about to let this...beast of darkness kill this man. But if it could only be slain by fire or magic, how could... Guthrie's question was answered when he heard from the alchemist's plea for a fire. In an instant, he had - seemingly - poured some kind of liqued onto the creature, probably oil now that Guthrie thougth about it; that would be something an alchemist would have. And in front of him lay the next best thing to a torch. In the blink of an eye, Guthrie had rushed forward, jumping down to grab the sword and roll up onto his feet and continued to run. The beast was now only feet away from him, and the reflective glow of the burning sword in his hand from the oil shined up brightly. "Begone you foul beast, back to the shadows with you!" The burning sword cut down at the shadow, the fire igniting the oil and illuminating the whole alley. Guthrie only hoped that this did something, because he was out of plans.
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Spencer Location:Some random alleyway.Interacting With:Judge, creepy shadow things, Sala & Vala, Guthrie, Vamon. Spencer feared for her life when the creature trudged in her direction. The sheer levels of terror the creature seemed to inflict were similar to other trials she had faced before. And, much like in those trials, Spencer herself found that she didn't have the courage to do anything. She issued prayer and waited, as the beast drew closer and closer, tightly gripping her sun stone as though the tighter she gripped the object, the beast was more likely to go away. Much to her surprise, and perhaps luck, it shifted it's attention to another before it got too close, the sweet, gentle sizzle of acid burning into the ground, dripping from the creature. Though it didn't hold much of an effect, it was enough for the creature's rage be issued at another. Perhaps it was her also withholding the light of her sun stone, which now produced a mere warm glow in her hands, spitting out fire in itself from the cracks in her fingers. Whatever the reason for it switching attention, Spencer was glad... ... Wait. No she wasn't! The merchant twisted her head to see whom had gotten the attention of the beast. Funnily enough, it was the strange man she'd seen walking by The Square during the morning hours of the day. He stood ready with a sword in hand, elegant and almost regal, though she could sense the fear in him. The heightened breathing, the sweat on his brow, the distinct smell of... sulfur? Whatever he smelled like, he certainly looked and sounded to be afraid. It brought the attention back towards herself. She was afraid, and what was she doing? Put simply, it was nothing. Despite the both of them probably being the least of able fighters, she was the one who wasn't doing anything, despite her wanting nobody else to get hurt. This stranger on the street was likely doing what he had to for similar reasons. He didn't seem like the type to go hunting shadow monsters, after all. That was when she remembered the person on the other side! She was about to go check, however didn't want to leave the poor young man to himself. As it so happened, however, he had company. A few other figures made their way into the alley after the young man dodged an attack which may have otherwise been fatal, one clearly built for fighting. The other two, whom looked remarkably similar, gave advice on how to defeat the beast, and they began coordinating an assault which could defeat the shadow creature. Feeling that the young man may be in good hands, Spencer apologised to them silently and looked around the corner once more to see if the mysterious, fire-wielding warrior was still OK. If he (or she) was in the midst of combat still, Spencer would shine her light to try and distract the beast in which she fought, seeing as it had an odd attraction to her sun stone before. If not, however, she would state: "P-please, one of them went over h-here! Around this c-corner!"
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Priest AzerusLocation: Alleyway, Shezze.Interacting with: all*** A loud booming voice suddenly exploded over the commotion, demanding attention as it roared down the alley, echoing along the walls. "Although our world may not be bathed in the blessings it once was, by the will of the light it is still ours to atone for. No demon of darkness has a say to any soul born from the glory of light. Now darkness be gone!" The priests words tore at their limit as he conjured as much sound as his lungs could muster. He stood at the end of the alley. Tall, intimidating and unafraid with eyes literally glowing with a judging vengeance. He beckoned at the creatures to come at him, challenging them on a primal level. Disdain clearly painted his face as his lips curled in disgust. Azerus continued to slowly move down the alley, his eyes fixated on the beasts of darkness. He sporadically slapped the alley walls or kicked over amassing clutter, even pausing his mumbling preyer to lash out with a shout at the creatures as he grew nearer. He was telling them one thing. I am coming for you and if you don't give me your undivided attention I will get you! -His mumbling rant for those nearby- "The Lord I worship will lighten my darkness and make me to shine as bright as the old blessings once above. For by thee I have run through a troop, by the light I have leaped over the wall..light empower me to run through the darkness of this world standing against my blessings as well as leap over the walls of hindrances and obstacles the heretics have erected on my way in the mighty name of all that is good. "
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Spencer Location: Some random alleyway.Interacting With: Everybody! After Spencer had spoken and she turned back to the scene, the shadow creature had jumped up towards the ceiling and disappeared. She found that even with her advanced senses, she couldn't make out anything but shadows and burnt flesh, so it was pointless to continue looking. Even so, she found herself glancing up toward the ceiling every now and then... And also towards the priest whom had made his presence known... Spencer tucked herself back into the wall of the alleyway, her heart thumping. Just as one threat had made itself apparent, another had appeared, this one perhaps worse than the last. Ira knew that she had to avoid the Church at all costs, knowing that exposing herself to them could spell disaster. Though there were certain members of the Church who were OK to be around, Spencer had never laid eyes upon this one before, and thus had to take the utmost caution. For all she knew he'd come from Zalu, and that wouldn't do her any favours at all, knowing how well-known she was there. Thankfully, Ira-Anne was given an escape route. Though the alley had become somewhat more crowded compared to when she arrived, Spencer made out the voices to the unison twins without a problem. With all the shouting and fighting ceasing finally, she made her way over towards the two, opting not to hide her appearance just yet. If she happened to be called out by the priest, she could always lift her hood and run for it, after all. Perhaps even cut his arm off should he attempt to grab her. The twins themselves made Spencer feel somewhat uneasy, though their healing magic of the strong man's wounds made her feel a little more at-ease. They certainly didn't look like healers, though... "I'm OK! Just about to pass out from a heart attack, that's all." She commented nonchalantly, her gaze looking upward toward the two witches. Though she didn't sound like it, Spencer still felt down about being unable to help Vamon, or even the man who had complained earlier. She didn't even want to think about looking back at the man, though her mind kept focusing on it. It made her feel sick. "Everyone else here needs more help than I. I only wish I could have helped... him... Her hand pointed back into the alleyway, toward where the man from earlier had his chest torn out. The young vampire forced herself to gulp - she didn't want to be reminded of death or blood at a time like this... Especially not the blood... Thankfully the iron-rich stench was overridden by an even more prominent and familiar smell: sulfur. Spencer's gaze quickly turned to Vamon and studied him quickly, as though checking him for wounds. There was nothing she could see wrong with him, and so quickly returned her gaze to the twins before her.
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Vamon Location: Alleyway AftermathInteracting With: Everybody!! Vamon let out a relived sigh and sheathed his rapier as the creature made its escape. Part of him was curious as to just what had made it run away, but at this point he didn’t really care to question it. He simply took a moment to catch his breath and gather his cloak that had been ripped off by the beast. It had been torn in half, leaving him without a hood or a cloak to speak of. He was slightly annoyed, since that had been his only good cloak, but he could always get another one at the store. He heard a set of voices address him as he turned back to see the group. “Oh, I’m… fine. I’m fine” He said with a wave to the two girls. His hands were still shaking but he had calmed down for the moment. Their synchronised speech was a little disarming, but for some reason it made him a little uneasy. He was a little surprised though as he looked over to see a woman dressed in leathers, a hood and a mask. “Well at least I’m not the only one with a mask now” He thought as he looked over the woman. Her appearance was a little odd, she almost appeared to be prepared for a confrontation. but what caught his eye the most was her tattoos. Openly mocking the church like that was a bold move, and to so proudly wear an affront to the church on your skin was a respectable feat, to the right person of course. He couldn’t help but feel like a bit of a wuss comparatively, he did his best to hide his markings. That said though, a big burn on your face was a little more conspicuous than some tattoos. But he as he felt himself calm down, it occurred to him that there were more people here than he had thought. It seemed that there was a man approaching them, as well as a little girl he was rather surprised to see. “Fancy seeing you here Spencer.” He said, speaking softly as to try and calm the situation down. He quickly looked her over, making sure she was unharmed. “I’m glad to see that you weren’t injured in all this… Craziness” That only left one person he didn’t recognise though. But considering the armoured woman’s words, it was fairly obvious what type of person he was. Vamon reached up and touched his mask, making sure that it was still on his face. He wanted to leave as soon as possible, dealing with the church was understandably one of his least favourite things. That said, Vamon had some question so he put his fear of the church aside for a moment as he addressed the armoured woman. “No, thank you.” He said as he approached her. “If you hadn’t thrown your sword, I probably wouldn’t still be here” He glanced over to the body of the man as he spoke. The remains were like nothing he had come across before, simply torn to shreds in a moment. It was disgusting. Fascinating, but disgusting. His attention quickly turned to the man approaching them. If he really was with the church, then he wanted to avoid a confrontation the best he could. “That is a good point. Perhaps it was driven off by a holy presence” He said, his curiosity peaked. He kept his guard up, but now he had become far more interested in learning just what the creatures were. If he could catalogue them for himself, he might be able to discern their source. “I hope you don’t mind my little interruption, but do you happen to know what those things were? They seemed almost… ethereal” As far as magic went, Vamon wasn’t the best. But when it was a matter of personal safety, he found it best to know everything he could.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Guthrie Location: Alleyway battle - Shezze Interacting with: Everyone It worked. It had actually worked. As the flaming blade cut through the creature of darkness, it's shrieking sounds of horrendous agony piercing Guthrie's ears like needles, it quickly began to evaporate into the darkness it had once come from. Guthrie's heart was pounding heavily, like most battles Guthrie went through - and survived of course -, so it took a moment for him to realize what was happening to him. His hands felt like they too were set ablaze! With an equally loud shout, Guthrie fell to his knees as he dropped the flaming sword and clutched his hands. He had felt the burning embrace of something warm before, like a torch or a newly smithed weapon or tool, but this was something very different. It was as if the flame was made of nothing more than the hottest flame, and now his hands were paying for it. "Yes...my hands..." Guthrie managed to say through gritted teeth to his two newly-found companions, not registering that they each took one of his hands and suddenly...well, did something that made the pain go away. After a few moments, Guthrie could only feel a sort of itching left in his hands, but when he looked at them, they were perfectly fine again. And he instantly knew what they had done. Within seconds, Guthrie had thrown himself up from his kneeling position and taken a few steps away from the twins, looking over and over again at his hands to ensure nothing funny or unexpected had happened to him. Magic...he hated magic... It was then that he realized there were more people in that deserted - well, deserted at some point at least - alleyway. The same man he had met in the shop, commenting on his catch; a young girl, possibly just a child; a supposed priest or another type of clergy, and the apparent owner of said sword. Regaining his calm, he lowered his hands and looked at the hooded woman and the alchemist. "I'd like to know that myself, that thing is not meant to wander this close to civilization."
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Situation Updates : Despite all the commotion none of the townspeople seem to be rushing to see what had happened. Most likely having heard the shrieks and the brief cries of the torn man, they knew it was better to not get involved and leave it to the guards and people who well dealt with such things as a choice of job. “That... was a Spirit of Vengeance.” The masked woman stated, noting that the priest was heading towards the witches, but not interfering right now.” They usually appear whenever a person's left to die a long painful death. It takes decades for one to form after it's death as the spirit loses it's sanity and all that's left is the desire to exact vengence or in this case complete death to anyone it meets. At least the normal Spirits of Vengeance are such. These ones were different as you all saw. These ones were MADE with magic from unwilling sacrifices. Someone in Shezze sacrificed people in order to create those to serve as their weapon of assassination. I happened to see them heading somewhere and interfered with them, thus earning their ire for the moment before you all appeared.” The masked woman explained. Sala & Vala Location: Alleyway – aftermath of battle, Shezze Interacting With: Guthrie, Spencer, Vamon, hooded figure and Azerus. “Don't force yourself.” The witches replied in unison to Spencer with a smile. The child appeared shaken and frankly not too well, but Sala and Vala weren't sure it had anything to do with the situation that unfolded. They couldn't put their thumbs onto what it was, but something seemed a little off about the child. The fact it was a child alone wandering about not even considered into this. Still they decided it was not a thing to be concerned about for the moment. What they were very concerned about was Azerus. The clergy seemed to be heading towards them with purpose in his eyes and they didn't like that one bit. The twins suddenly jumped backwards taking martial stances with their staffs, being ready to protect themselves.” Leave us alone... priest.” They said with irritated voices, their magic already surging through their arms into their weapons.” We do not … wish you harm, but we will... hurt you if you try something.” They added, slowly moving towards Guthrie. “Yes... we will be leaving this place soon... into the unexplored areas. Even hardened criminals are allowed to venture out unhindered.” They stated, taking a few more steps back and slowly holding their free hands together. The witches' magic worked best when they were in physical contact." We already earned our freedom once... We won't become slaves to the church to do as they please again." They added.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Guthrie Location: Alleyway battle - Shezze Interacting with: Everyone "Made with magic, you say...and sacrificed? Those are heavy words you lay out for us, hooded lady...though I am willing to believe them for now, at least after what we just witnessed." Oh great; when Guthrie thought he wouldn't get involved in any more magic, it just had to come straight back into his face again, didn't it? With a heavy sigh, Guthrie placed his hands at his hips, looking back at the body of the torn-open man, having just been attacked by the Spirits of Vengeance. Death. Though no stranger to the final embrace of eternal sleep, it was nontheless an experience Guthrie knew he would be haunted by for the rest of his days. Those nightmares had to wait, though, as he noticed movement at the corner of his eye. The twins were moving - slowly and backwardly - towards him. They seemed agitated, even frightened by the now visibly approaching clergy/priest them. "Oyh, what's this?" Guthrie said out loud over the heads of the twins, making his way around them and standing in front of them. "What is it that you want? Leave these two alone, they have done you no harm. And you shall do no harm to them, we have a deal."
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Spencer Location: Some random alleyway.Interacting With: Everybody! Spencer, taking well to the role of the dependent child, clung to the twins like they were her parents. Of course this wasn't the case, naturally, but out of habit she tended to recoil whenever she saw a priest approach. She moved behind the two of them as though to shield herself from the priest, not wanting him to get a closer look. From behind the twins, Spencer gently waved at Vamon. "H-hi, Vamon...! Ehe... Yeah, I'm quite glad I didn't get turned into mince-meat, too. Though, this situation is looking rather tense. I-I think I should probably leave... ehehe..." The twins breathing had certainly escalated. She could hear the panic in their breaths, her enhanced hearing once again coming into play, as the accelerated thumping of hearts near-silently echoed in her ears, like the world's weakest bass to a song. It was a warning. A warning that Spencer would gladly take. Silently, Spencer pulled up her hood and began to casually walk away, her presence against the twins' backs fading quickly as the young vampire girl makes her retreat out of the alleyway and back to the square. She starts her pace slow, however steadily speeds up to a run, headed for the Square. 'They want to go to the unexplored areas?' She thought to herself as she made her way through the streets of Shezze. 'Well I'm not going down there. Nope! No sir! Not doin' that!'
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Vamon Location: Alleyway AftermathInteracting With: Everybody!! “Spirit of Vengeance…” Vamon muttered as the woman spoke. The concept was fairly interesting as far as magical beasts went. But the idea that someone had crafted them against a person’s will was an alarming idea. If someone was capable of something like this, then they must be a rather powerful mage. Given a different satiation he would love a situation to sit down and speak with someone of that power, but considering the fact they had sacrificed citizens of the town to achieve their ends it was safe to assume they weren’t exactly a good person. He was suddenly caught off guard as Spencer addressed him. “Aah Spencer, be careful” He said, glancing over to her for a moment. “We don’t know where the creature went and there might be more of them, so please be careful” He wanted to go with her to make sure she was safe, but there was still more he wanted to ask the armoured woman. But it seemed like his questions would have to wait, as the clergyman kept approaching the two girls. He thought about what he could do to help before he heard the girls mention a history with the church. He paused for a moment and glanced back to the girls, looking them over carefully. A thought crossed his mind for a moment, but he dismissed it quickly. There would be time to wonder about things like that when things calmed down a little. That said, he would prefer if there wasn’t any further combat, he obviously wasn’t a good fighter so he would prefer to talk the situation through. “I don’t mean to assume the church’s priorities, but I would think a mage sacrificing the people of the town would be more important. Why don’t we adjust our priorities and focus on finding them before another innocent person gets hurt” He asked, in his most civil tone. He wasn’t trying to sound patronising, but he was hoping that words could do something to help the situation. That said, he made sure to keep a good distance from the man and himself. If a fight broke out, he was going to do the smart thing and slip away in the chaos. He would rather not hand seemingly innocent girls over to the church, but wasn’t about to risk his life twice in one day.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Priest AzerusLocation: Alleyway, Shezze.Interacting with: all*** Guthrie's and Vamon's words seemed to fall on deaf ears as they failed to slow or hinder the priests movements. With his eyes never touching the men he replies coarsely, to Guthrie first. "That's hardly a deal nor how one is made. But let me offer you this, should you never hinder my path of righteousness and always uphold yourself accordingly to the teachings and law of the light, then I will never bring harm to you. Your present words excluded for the foolish mistakes they were." His voice was unwavering and stern but not threatening. He spoke mater-of-factly with a cold stoic detachment. The only thing more unnerving was his righteous conviction. Then he addressed Vamon by way of biblical quotes, "The evil before my eyes is as the evil I cannot see. For all that is not light is darkness and as a humble follower of the light I must first vanquish the darkness that surrounds me before I can reach out. Light does not discriminate in its work nor shall I, for those that turn their back to the wrong-doings before them are weighted with equal burden and guilt upon their soul as those who perpetrated the atrocities." Then in three powerful and sudden moves he would vanish. First abruptly leaping at the wall to his right. He sinks against it with his legs acting like springs, then a powerful quick jump sees him dart to the other side. A fast fierce kick catapults him back up and onto of the rooftop of the first wall, only to slip away into the darkness with haste. ...His feet softly and silently paced beneath him as he took short hurried steps to match the beat of one much shorter than him. Moving swiftly he utilised all his acrobatic skill as he raced across roofs and rolled back down onto the ground. a moment later... Before spencer could reach the square her head suddenly and fiercely jerked back against the momentum of her running body. A strong hand had caught her hair in a firm powerful grip and stopped her dead in her tracks. Just as quickly another hand swooped up and caught the underside of her jaw with a short sharp blow and held her mouth shut as it pressed up squashing her head against his chest. The priest spoke in a whisper. "I see through your charade you spawn of darkness. As the wicked twins stated, your only home is beyond the reach of light and in the deepest depths of the forsaken darkness. You will go back and join them or die right here."
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Priest AzerusLocation: Alleyway, Shezze.Interacting with: all*** It was no wonder darkness and sorrow had befallen this town, evil and magic stalked freely from every shadow. Its roots ran deep. For a brief moment he simply considered the logistics of completely cutting and blocking off the town from the network. The tunnels he would have to fill or collapse. Meanwhile Azerus never spoke to the guards. His stare had said it all, his utter disgust and bitter disappointment of their accusations. A stare that subtly undermined and questioned their senses. Then once again he saw the hooded woman. Now certain she too was a witch Azerus began to realise the scene he walked into for what it was. A gathering of evils. He had no intentions of listening to the forked tongue of a witch, in his mind he would only find lies and deception amongst her words. "By the good grace of the one light I give you the same offering I gave her, you can die right here and now, ending your wicked ways! Or, live the rest of your sacrilegious life out in the unknown. Either way I cannot allow your presence to continue to haunt and devastate what innocence remains of this town." While speaking he never released his grip of the child.
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Spencer Location: The Square.Interacting With: Azerus, Hooded Woman. "A-aa-!" With Spencer's mouth held shut, she couldn't speak back to the priest, his grip on her small frame powerful and commanding. Fear struck the young vampire, and as he spoke of her dwelling in the dark for the rest of her days, Spencer began to fear for her life, heartbeat escalating rapidly. 'No... No, no-no! Nononono! I-I don't want to go there! That place is way to scary! Th-that's where-!' Spencer's eyes began to tear up, the ocean blue giving way to droplets of crystal. Azerus could quite easily tell that Spencer was frightened; Hell, just about anybody who saw her could! However this wasn't the same kind of fright that she'd normally experience. This was something... else. The world around Spencer seemed to grow darker like a blurry haze, as ominous red eyes glared at her through the darkness. Memories of a day which haunts her resurface, and her breathing becomes feverish - hyperventilation. Blood seemingly pools at her feet, and words ring out in her head: monster, flesh-eater, blood-sucker, fiend, crazy, murderer; ... Vampire... Even if Ira wanted to escape, she didn't have the strength of a vampire - not like the one which killed her father and converted her, nor like those which stared at her through the darkness. In a desperate struggle to calm herself down, she reached into her coat and gripped her sun stone so tightly it could bleed. She felt light-headed. Afraid. Sick in the stomach. And all her mind could process was: 'Go away go away go away go away go away go away go away go away go away go away go away go away!'
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Vamon Location: Alleyway AftermathInteracting With: Sala & Vala, Guthrie “I really hate it when they quote things like that…” Vamon muttered to himself. In actuality he had heard that quote numerous times before. He had learned it as part of his time at the church, as it was one that struck a chord with him. He was hoping that perhaps the man was less pious than he seemed and his diversion could serve its purpose, but all of a sudden the man vanished. Vamon was able to catch sight of him jumping away for only a moment before he lost him again. It seemed as though his faith had been drawn by something else for the time being. “The clergy often lacks proper foresight; they don’t even realise the true magnitude of the situation” He said with a shrug as he turned to face the rest of the group. He listened as the armoured woman spoke until she mentioned meeting again. “Ah, wait I still-“He started, hoping to ask a few more questions about the situation. But before he was able to finish his sentence, she disappeared in a burst of black flames. He let out a disheartened sigh as he turned to the others. “Well she sure knows how to make an exit” He said as he dusted himself off. But as the man addressed him, he found himself a little nervous. He considered whether it was a good idea to provide his full name for a moment, but quickly dismissed his worries. The man openly defied a member of The Light, if there was anyone he could trust it would be people like him. “Yes, they can often be a handful. Some of the less devout ones can be reasoned with, but he seemed beyond even that. And my name is Vamon Koarmez, it’s a pleasure to meet you.” He offered a small bow before turning to the girls and listening. The offer was flattering, but he had to consider for a moment whether to accept it. They were dangerous people, the girls had some kind of connection to the church and even being associated with them might get him caught up in something bad. But if he were to have any chance of learning about the mage that had sent those creatures, then it would be with these people. After all, the armoured woman did say she would see them again. Plus, the crazy clergymen around here were defiantly a reason to leave, once he was done with his business he might come back for another round and he wasn’t willing to take that risk. “Well I am no l fan of the clergy myself, and I don’t feel this place can offer me too much by simply waiting and studying alone. So I will travel with you for now, if you would have me of course. Might I ask your names?” He hadn’t been one for traveling parties before so it would be an interesting experience. But one thing left him a little curious though. He turned to the girls and started to speak but hesitated for a moment. It might not be a good thing to just out and ask considering the situation, but he couldn’t help his curiosity. “I hope you don’t find this rude ladies, but you mentioned a rather dark history with the church” He started as he glanced down to them. “I don’t mean to pry, and if you don’t want to talk about it that is absolutely fine, but I was simply wondering if it would make us targets of the churches ire” He fully understood the hypocrisy in asking something like this, esprecially considering his own relationship with the church. That said, his curiosity had been building surrounding the girls all day and he couldn’t rightly deny himself the opportunity to potentially unravel the situation.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Situation Updates : “Hoooo... how pitiful.” The mask woman said, but her voice clearly spoke of how jokingly she took Azerus's words, almost like she was speaking to a child.” You cannot take me down, priest... you lack the skills to do so.” She state with a shrug of her shoulders.” Only those higher in your order can compete with my and you do not make the cut.” She added.” There was a saying long ago... light exist to keep darkness from growing too big... and darkness is there to keep the light from blinding those it exist to protect.” The masked woman stated, pulling a small medallion from under her armor, it was a pitch black crystal shaped like a sun. “I will be going now, I have an evil warlock to catch.” The woman added with a sound smirk as she flicked her hand form the wrist and some for of dust blew around, her body being covered in black flames once more.” You want to know the truth about this situation? Use the little kindred to sniff out the hidden door in your chapel here in Shezze... I'm sure the smell of gore will be easy to follow by her.” She explained as her body vanished.” See the blinding light...” : The guards will reach them now. 10 people with steel chain mail and chest plates. The guard captain was leading the group as they will quickly surround the alleyway along with Sala, Vala, Guthrie and Vamon. Sala & Vala Location: Alleyway – aftermath of battle, Shezze Interacting With: Guthrie, Vamon and the hooded figure. “No he didn't hurt us.” The witches replied, glad the clergy was far far away. Now they had the guards to deal with, hopefully the law realized this was not done by human hands of any kind.” Yeah, there will be all manners of things out there, but at least non of them brainwashed zealots bent on conquering everything in the name of a deity.” The witches agreed with the warrior. Then they heard Vamon's introduction and smiled.” Pleasure to meet you, Vamon. My name's Sala Falere.” The first twin introduced herself with a bow of her head and a smile.” My name's Vala Falere.” The second twin chimed in moments later with nearly the same intonation even!” Your company will be well received... the bigger group we are, the better our chances of survival.” The twins said in unison again with happy smiles.” Any expertise you bring will be of help and a man of knowledge is always a good companion.” They smiled. “Ahh...” They replied when Vamon started asking about their relationship with the church.” We were...” The started speaking, but the soldiers finally arrived in force and surrounded them. Swords and spears were immediately drawn at the present group, some of the guards making grimaces unable to stand the gore of the freshly torn body nearby. “HALT! I'm Nevan Katlas, guard captain of Shezze.” The woman in full plate armor called and introduced herself as she drew near, holding a sword in her right hand. She basically ignored the group as she kneeled by the body, studying it.” You... you didn't do this.” She finally stated and looked at Guthrie, Vamon and the witches.” Where's the beast that tore this man apart and what's your business here?” She then asked."There's been an unusual number of guests for the last 2 weeks..."
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Vamon Location: Alleyway AftermathInteracting With: Sala & Vala, Guthrie, Group of Guards Vamon couldn’t help but be a little taken back as the women spoke in unison. He glanced to Guthrie for a moment, curious as to whether he found their manner of speech as disarming as he did. But, he waited expectantly as the women began to speak. He felt his curiosity reach a peak, only for him to be suddenly spanned back to reality by the group of armed men that had encircled them. Vamon was startled, but as he grasped the situation he raised his hands to show they were empty. The guards might be a little jumpy considering the gore that had been left behind after their little incident, so he wanted to make sure they had no reason to think of him as a threat. He felt a little frustrated that he didn’t get to hear the Falere twins’ story, but considering they were going to be traveling together for a while he let it go for now. He could always ask them again later. “You are quite right Capian Katlas” Vamon said, lowering his hands to his side. “We heard a commotion and came to see the attack in progress. We did our best to stop the beast, but it fled into the darkness. I’m only sad we couldn’t stop it sooner.” He glanced over to the body for a moment, offering a short prayer in his hear, before looking back to the guard captain. He was upset that he couldn’t save the man, but he thought it best to mention it out loud. It would be in their best interests if the guards thought highly of them, so he did his best to make a good impression. “The beast was odd though, it wasn’t a creature of nature. It feared fire and seemed to have a fear of the clergy as well. We think it might be some kind of spirit, a dark ally of a powerful mage.” He felt that it was best the city guard was aware of what they were dealing with. The more people that were aware of the danger, the more could be done to circumvent it. “My name is Vamon, I am a traveling alchemist.” He offered a little bow before he decided to ask a few questions of his own. He felt he would let the others introduce themselves, he hadn’t known them long enough yet to speak on their behalf. “I would advise caution when searching though, it’s possible there could be even more of those creatures around the place.” He couldn’t shake the feeling that the danger hadn’t quite passed yet. That said, having capable new allies made it a little better. He made a mental note to buy as much lamp oil as he could when he next came across it.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Guthrie Location: Alleyway - Shezze Interacting with: The Twins, Vamon, the guards and Nevan Vamon. Vamon the Alchemist. The name did not ring any bells for Guthrie, though that was surely not such a bad thing after all; a name of fame could either mean the element of anonymity would be thrown straight down the mole's hole. It also meant that it was a fair chance Vamon was not a man of an evil character; or else he would have already turned him to the guards. Speaking of the guards, Guthrie was unable to pitch in the conversation before their growing group of adventures had been surrounded by an armed band of men. Their weapons and armour were sturdy enough, but lacked the visible marks of tear and wear, that much Guthrie could see. He figured it had to be the guards, the Shezze Militia. As the leader of the guards - clear enough because of her polished armour and the fact that she was indeed a she - came forward and began asking them questions, Guthrie stood tall and firm as he looked directly at her. His hands hung passively down beside his weapon, his composure giving the impression of a man not about to attack, but ready for anything. "My name is Guthrie Harlanson. Blade for hire, though this was a fight I won't demand pay. Those foul beasts of the Dark..." Guthrie turned his head and spat at the spot where the dark creature he had sunk the flaming sword into had vanished. "There were two; Spirits of Vengeance I recall them being called. Like Vamon said, we think a powerful sorcerer...mage...someone summone it here. One we managed to slay, it vanished over there. The other fled, but only the gods know where to." Guthrie turned back to the leader of the guards, giving an quizzical look. "What do you mean by unusual guests? Have there been that many noteworthy visitors the last two weeks?"
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Spencer Location: The Square.Interacting With: Azerus, Hooded Woman. Spencer, as expected, kept quiet throughout the whole ordeal, silently praying to herself with her eyes squeezed shut. However, as time dragged on her eyes gave way to a pleading look towards the young woman before them. Something akin to 'Please take me with you!' seemed to emit from her lapis-blue orbs. Yet her attitude swiftly began to shift, especially when the woman dragged on about being taken to a church and used to sniff out gore. Her two least favourite things, the Church and gore, in the same place? Now Ira needed to escape. She struggled against her captor, against his grip. She twisted and writhed, legs and arms flailing in an attempt to strike her captor and make an escape, however the blows were less than powerful. One accidental kick towards Azerus' groin may incapacitate him, however if he managed to protect the vital area, she wouldn't really have much else from her aimless thrashing. It was very clear now to anyone in the area, if it weren't before, that Spencer wanted to escape.
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Priest AzerusLocation: Alleyway, Shezze.Interacting with: all*** Azerus could feel the vampire child squirming in his grip. He tried to tighten his hold but his muscles would not obey, something was setting upon him and no amount of ignorance could keep it at bay. A tingling crept through his body, starting from one arm and extending down the next. Even though he had stopped physical exertion he still couldn't regain his breath. A sweat took over his pale skin. He was fully aware of the irregular rhythm of his frantically beating heart but as it was without remedy he refused to give it any regard, in case the very notion of his thought would somehow grant it further power. It had proven to work in the past. His state passing after a short crippling moment of inconvenience. Not this time. The priest collapses to the floor. Not a single person in a thousand miles to truly care upon his absence. To appreciate or understand the life sacrifice he had committed to try build a better a brighter future, the daily struggle he endured to live a pure selfless existence offering everything of himself to the very people that regretted and despised his very actions, living for a greater good. As his world suddenly faded to black and he was taken by a sudden departure he welcomed the abyss with a faint smile. The weight of the world was lifted from his shoulders and he no longer bore the burden or strain of others. Surely something better awaited him on the other side...
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Guthrie Location: Alleyway - Shezze Interacting with: The Twins, Vamon, the guards and Nevan "War? Well, then I myself shall kindly accept your offer of not joining. War's not of my liking, and it probably will never change..." Guthrie let his hand grip the handle of his sword, feeling the weight as he let his mind briefly consider the future. Their future. If they were going down in the tunnels - places where men like himself had to fight to just survive, and lesser beings were easy prey - they would need to be well prepared. "Rations, dry, enough for us to last a week at most; we can live of what we gather and hunt. Oil for our alchemist friend here, he'll surely create wonders with the liquid. A bow and a quiver of arrows, lost mine against a brownskinned stone-worm a few weeks back. Whatever the girls need. And..." Guthrie let his gaze rise up towards the ceiling of the cave, as if searching for something lurking up there, in the shadows. "..any information on a creature with red eyes. Red like that man's blood. I am tracking it."
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Vamon Location: AlleywayInteracting With: Sala & Vala, Guthrie, Group of Guards Vamon was relieved to see the woman was rather reasonable about the situation. He was a somewhat suspicious looking person so it was good to hear that they weren’t going to have a hard time from the whole situation. But he found himself somewhat rattled as the woman mentioned being a part of the guard in Belizarius. But something that had been gnawing away at the back of his mind all day had finally made sense. “The twins…” He found himself muttering quietly. He had heard stories about a mysterious pair of girls that spoke together during his childhood at the church. He even had a faint memory of seeing them as a young boy, but it had been so long ago that he couldn’t remember details. But his thoughts were shaken away as the Capitan turned to address him. If she was a guard from Belizarius then it was totally possible she knew who he was. After all, his name was somewhat infamous within the walls of the city. But since she didn’t seem aggressive, he let the thought slip from his mind so that me could focus on the details. He felt his stomach drop as she mentioned the priest. “To think someone in the church would…” He started, a disgusted look crossing his face. He might have been a blasphemer himself but he still respected the teachings of the church. He didn’t agree with their methods and their lack of drive to learn, but people had faith in the church. For someone to take that faith and use it for something like this was nothing short of despicable. He glanced back to the woman as she mentioned the Order of The Black Sun. He could only assume that would be related to the woman they had spotted before, considering her attire and tattoos of the sun. Vamon found himself with a strong urge to do something as she mentioned war, but he had to take a moment to think. He wasn’t a fighter, their recent encounter made that quite clear and he feared his attempts to help would simply make him a liability. He let out a sigh before nodding in agreement with Guthrie. “I am no fighter myself so I think I will avoid this war. The church and I have a rocky enough relationship as is, I feel any more provocation and they might start to take it personally” He said with a shrug. Guthrie’s comment caught him a little off guard though, but he found himself oddly flattered by it. People often spoke of him well, but he assumed it was to get some form of discount on a sale, so it was refreshing to hear a comment from someone like this. He glanced over to the girls for a moment as the man addressed them. He felt a little pang of shame as his mind thought back. Of course, there wasn’t anything he could have done to help them. He was a child, younger even than they were, but that didn’t make it feel any better. To think that men and women like his father would have treated children so young that badly was almost sickening, but he didn’t feel like saying anything right away. He would leave that for a less volatile time.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Situation Updates : (Spencer's currently on hold as I've not heard from you. Please give me some information about what's going on and if you will continue to take part of this RP ) : The situation at the alley's pretty much unchanged except the fact the guards had finished gathering up the torn man and taken the coffin towards the garrison. Still there was a pretty decent number of guards at the location left. Almost a little bit too much actually. If Guthrie or Vamon thought about it, they'd realize that even as being a border town with entrance to the unknown tunnels, there were a little bit too much soldiers in this place. Sala & Vala Location: Alleyway – aftermath of battle, Shezze Interacting With: Guthrie, Vamon and Nevan. The information given by the guard captain was not something too surprising, but the witches never expected a member of the church to openly use forbidden arts such as these ones. The situation was escalating faster than Sala and Vala suspected. Good thing they left the core settlements when they did, even without having killed the man who tried to rape them, they'd have been dragged into the conflict. Either by fleeing to Astaras to escape the church or being caught by the church and put to whatever they can think up. “You will have all of those. Come, let's head to the garrison, I will provide you all with your needed supplies and from there you can go to the entrance to the tunnels.” The captain stated with a smile. After all the garrison was built to be near the tunnels for easier protection and to stop rampaging monsters who may by chance stumble from the unexplored regions. “We do not require much...” The witches chimed in, quickly following after the warrior woman.” All we need is maybe some herbs, also sewing kit or two.” They added, realizing that out there in the wild, they'd need those. Clothing falling apart from wear and tear was pretty much guaranteed so they'd be very lucky of they could have those. “I understand. I will send for my men to gather the needed supplies when we arrive at the garrison.” Nevan stated with a smile to the witches. In her eyes Sala and Vala were simply two good girls, girls who didn't deserve their fate. “Don't be so surprised about this, master Vamon.” The captain suddenly addressed the alchemist with a title worthy of the vocation he followed.” As a former head captain of Belizarius also, I've confirmed the rumors that the high brass of the church aren't really... decent... at all. I've evidence suggesting that at least 2 arch bishops are vampires, not to mention the whole other series of dangerous info I've uncovered in my days there. Why do you think I've been demoted all the way to Shezze?” She asked with a smirk. Sala and Vala were rather pale in their faces, remembering the days of being chained and serving like slaves in the temples of Belizarius. They weren't talking much right now, instead holding each other's hands, wishing they could venture out in the darkness and never return to this place. “Creature with red eyes?” Nevan asked, looking at Guthrie.” I did encounter such being a while back. If you are hunting it be... careful. It managed to escape me and very few can do that. I have all the info I have on it written down in my journals. I will bring you the one with the info on that creature later.” She added. “Wise decision, master Alchemist. Despite everything the Church's rather dangerous opponent, better not draw needles ire if you plan to return in the future.” Nevan said with a smile.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Spencer Location: ???, ShezzeInteracting With: ??? Where others might have seen beauty in the young woman, Spencer saw only danger. Her eyes were drawn to the blades in which she had fastened to her back, a clear display of her ability to wield such weapons. Though Spencer knew she likely seemed like a frightened child in the woman's eyes, all she could think of was that she was a threat, that she needed to get away. The danger was simply too great; if one priest knew who she was, then likely more would be coming. Who wasn't to say this was merely in disguise? Such things weren't exactly beyond the doings of the Church, as Spencer knew very well... She struggled against the young woman, trying to pry herself from her grip. Her eyes gleamed with an almost rabid need to escape, and her heart rate just wouldn't settle. Breathing rapid, mind numb, all she wanted -- no, needed in this moment -- was to get away from Shezze, as well as everybody in it. She'd assess if she'd been compromised later - for now, she need to run. "Get away from me!" Cried the young vampire as she tried to push, so she could escape in the opposite direction. "Let go! I want to leave! I want to leave!" Tears filled the girl's opal eyes, streaming down her face like a beacon of pain, of fear. If she couldn't get to the Square quick enough, she might be stopped by others, perhaps even officials! She couldn't go back now! But her supplies had all been left back there! She just didn't know what to do! "I don't know you, so leave me alone!"
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Vamon Location: AlleywayInteracting With: Sala & Vala, Guthrie, Capitan Nevan “Thank you” Vamon added as the woman offered to go to the garrison. He found it interesting that he would be going back there so soon, it was an odd feeling to remember just how much had happened in a single day. He funds the mentions of vampires rather interesting though. He hadn’t met a vampire during his travels, but he had always been interested in the idea of them. He had heard all the stories but hoped one day to speak with one about their ‘affliction’ face to face. But the idea of them serving in the church was… odd. It seemed such an affront to the church that it was almost comical. It made him more mad than amused, but he could see the irony in the situation. He let out a sigh before he spoke. “It seems things were in a far worse state then I imagined. I guess we got out at the right time then” He said in a jovial but tired tone. He couldn’t help but feel a little disparaged as all his suspicious as a young man were confirmed. His thoughts turned to his father for a moment. It pained him to think that his own father might be among those corrupted by power, but it could very well be the case. He thought for a moment whether it would be good to ask her, to ask if he was among her information, but decided to leave it be. “Well it looks like you have a rather interesting beast in your sights, Guthrie” Vamon said, trying to not zone out in thought again. “Once we find out more I might be able to compare with my own notes. Perhaps I have read of it somewhere.” He felt it only natural to show interest in his companion’s goals. Not to mention a beast strong enough to simply evade an encounter from the head guard was nothing to scoff at. Something that strong would make an interesting specimen if they were to eventually find it. He glanced back to the Capitan and smiled, though it was hidden by his mask. “Yes, I do plan to return eventually. Perhaps even to Belizarius one day, if things eventually change” He said with a hopeful tone. He really did miss the city, but he mostly missed his family. His mother, and even after all he had been through, he still missed his father. After all, he owed his life to his father in more ways than one. Their next meeting seemed so far off, but he couldn’t help looking forward to it with anticipation and anxiety.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Guthrie Location: Alleyway - Shezze Interacting with: The Twins, Vamon, the guards and Nevan Vampires? Guthrie questioned himself silently as the small group of people made their way to what he presumed was the garrison. Vampires, unholy creatures of the night, turned against their will - or willingly, some people were pervertedly convinced - into an abomination of darkness and evil. At least that was what Guthrie thought, it was all he had ever known of vampire. He had encountered such a being once, down in the tunnels just outside Belizarius, though not fought it...him. It seemed, in some wicked and mad way, that the vampire had wished to converse with Guthrie, though his...its eyes spoke of a different intention. Guthrie had run away, and thanked something greater than him that he was alive. "Perhaps, Vamon. Perhaps, though I'm suprised if anyone else than me and our Captain here knows much about this creature. Long story short, the last and only person who could identify it was a drunkard, though I believe him. But please, any help is deeply appreciated. Perhaps I'll hunt down another snake for you to tinker with, you seemed eager at my last catch." Guthrie said to Vamon, a friendly smile and tone in his voice meant for the man Guthrie had some initial respect for. While he normally didn't give much attention to men of knowledge, Vamon proved himself to know more than books and the like. He then turned towards the Twins, the friendly smile and tone still sincerely meant for them too. "Good thinking, Sala and Vala. I would suggest some clothing more suited for the tunnels. Something more sturdy and less...revealing. Though repairs will certainly be needed, the time between us finding the cloth or leather to patch our clothes will be far and wide."
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Situation Updates : “Calm down, little one...” The woman's voice would reach Spencer's ears. The voice would be so very calming almost to a strange unnatural degree, same with the arms that held the vampire. It was almost like a tender embrace, Spencer could feel a gentle warmth from it. It was obviously not normal, but it was effective non the less, she could feel her fear & panic slowly melting away, naturally suspicion remained as was her ability to think more rationally returning. “Why are you so scared? Did someone hurt you?” The woman asked once more, smiling.” My name Is Zara, what's yours?” : The group's walk towards the guards barracks passes without any big events, the place seems a lot more active than when Vamon visited it earlier though. Men are running back and fourth, equipping armors and sharpening swords and spears. The guard captain leads them inside. Sala & Vala Location: Alleyway – aftermath of battle, Shezze Interacting With: Guthrie, Vamon and Nevan. The witches tilted their heads and looked at each other, evaluating their clothing because of Guthrie's words. Then they looked at him and Vamon, nodding to themselves in realization.” Yes... you are right.” They replied with smiles. The witches wore long shirts with cloaks and the knee length skirts plus tall leather boots. “ We should change to pants instead of the skirts. Skirts won't be good in the wilderness.” They stated, throwing looks at the guard captain. “No need to even ask, I will provide you those.” Nevan replied as she led them into what appeared to be a study room of sorts into the barracks. It was located in the second floor of the barracks, was lit by a number of oil lamps and had one of the walls be a huge library shelf. Nevan pulled one of the leather bound books from it and tossed it to Guthrie.” Here's everything I know about the thing you chase. Including the wounds I gave it... you can be sure those will hinder if for long time to come.” She said with a certain self proud smile. Afterwards she smiled and turned to the rest.” You can stay her for a little while I prepare the things you'd need.” She heading towards the door to leave the study.” Feel free to browse any of the books if you so chose.” Nevan added and left the room. “She's... nice.” Sala and Vala said with smiles, looking at the door as if the captain was still there. They knew of this woman and it was very sad she wouldn't join them in the quest to venture into the wild. “Do any of you two carry a tool or way to provide light for extended periods out there?” Sala suddenly asked, while Vala was busy reading through a book which title was – Tunnels and the dangers beyond. " Because out there we probably won't be able to resupply torches or oils for lanterns all the time. We may be able to scavange some oil from creatures if we are lucky, but torches won't be of too grand of use. We have potions that glow for pretty long times so we won't be without any source of light for a good while... but still" They then said in unison once more.
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Spencer Location: ???, ShezzeInteracting With: Zara 'Breathe, Ira, breathe...' Spencer's hyperventilation appeared to be bordering on the extremes one moment. The next she looked as though she was about to fall asleep! She couldn't quite piece it together -- perhaps it was magic or something -- but Spencer began to feel the effects of her delirium wear away, as though she'd entered a world of peace and tranquility. Despite her mind's protests for caution, the calmness was simply intoxicating; in an incredibly short amount of time, she'd found herself at the mercy of a total stranger! Not that she was overly concerned at the moment... "Mmmmmh... Mother..." Whispered the young vampire, apparently in some kind of pleasant daydream as she finally embraced the woman. "Zara... That name... is veeeeeeeery preeeeeeeeeetty...!" One could almost mistake her as being high on mushrooms... "Mmmmmmhmhmhmmm~! My name is Spencerrrrrr...~! Haaaaaaaaaah..." Clearly her mind had gone off in the wrong direction. Perhaps Zara's enchanting calmness had too great an effect? Regardless, it'd made Spencer calm once more, something which could sometimes take weeks to do! Though the girl was smart, she had a limited ability to keep focused, after all. "Zaaaaaaaara Zarazarazarazara Zaaaaaaaaaraaaaaaaaaaa...~! You feel so squishy~! Heeeeeehehehe! I wish I felt squishy...~!" Definitely high on shrooms. Or whatever Zara had done, either way.
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Vamon Location: BarracksInteracting With: Sala & Vala, Guthrie, Capitan Nevan Vamon found himself getting quite distracted as they made their way into the study of the barracks. It had been a long time since he last encountered a collection quite like this. From the location, a large amount of them could well be journals or records from the barracks, but there seemed to be more than a few books that interested him. But he hid his excitement as he listened to Nevan speak. After a moment, she gave them permission to browse the books. A proposition that Vamon immediately jumped at. “Thank you for your hospitality” He said, reaching out for a book that had caught his eye. The back cover seemed old, so he couldn’t be sure what it was about from a distance. “Yes, if she were anyone else I might be a little suspicious of her kindness” Vamon said with a bit of a chuckle. He found a seat and opened the book, noting that the book contained some information on plants in the local area. He wasn’t much of an herbalist, but they could come in handy from time to time. Vamon glanced up though as the girls asked about light. “I have some potions that allow sight in dark” Vamon said, closing the book for a moment and placed it next to him. “They only last for a few hours each though, so they won’t be of much help” He thought for a moment about a solution. It wasn’t a problem he had come across yet, as he had always been moving with a caravan. They usually stocked up on oil, but going from town to town was an easy journey to plan for. Their journey however could last for weeks, and stocking that much oil would be impossible. He reached into his bag for a moment and pulled out his book, flicking through it in search for a solution. He stumbled upon his notes about the sun shards and felt himself chuckle a little. If only they had something like that, their problems would be solved. Despite all the work he had put into the idea, synthesising the shards was still a far-off dream at this point. He kept flicking through until he stumbled upon a recipe from the books first owner. It involved using the blood of glowing worms to produce a potion that caused your skin to produce a faint glow. “I have had this book for years, and I still find weird stuff like this” He said, a little discouraged. Despite the interesting nature of the potion, it wouldn’t serve their cause too well. He closed his journal with a sigh. “I could work at producing some light potions though, it’s not a recipe that I am familiar with but I will certainly try” He wasn’t sure if he would be able to get them to a point where they would be useful, but with some experimentation it could be possible.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Guthrie Location: Barracks Interacting with: The Twins, Vamon, the guards and Nevan Guthrie catched the book Nevan threw at him with surprisingly ease, his arm - and whole body for that matter - standing just as relaxed as his arm stretched out in the air to catch it. His hand gripped it firmly as it landed in his hand with a low thud. His face also seemed to be as firm as his hand was, his brows curled down into a stern look, and his smile now gone. Guthrie held the book out in front of him, his eyes looking over its leather bound surface and open pages that lay in front of him. A quiet sigh escaped from his lips. He couldn't read it. He didn't know how. With Nevan out of the room, Guthrie skimmed through the pages in a quick fashion, looking for anything in it that actually could help him. More specifically, pictures. But to his great dismay, only finely written words had been written into the book. "Damn the gods..." Guthrie muttered, closing the book with a loud clap and just about to put it back where Nevan had found it. The voices of Sala, Vala and Vamon however made his min realize what the twins had asked about. "I usually make good old torches from a lot of what I find out in the caves. Spider webs, plants and mushrooms, animal fat...sometimes my hair or Theo's."
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Situation Updates : “Oookey... calm down a little, Spencer. How should I call you for short?” Zara stated as the child seemed to start acting weird. She was glad the child was calmer now, her panic attack over with, but this was a little bit... She could hear the child talk like she was high on mushrooms, hug and cuddle like that also.” I think I may have overdone it a little this time.” She added with a smile, kind of happy about it actually. She had a feeling such pleasant experience as the child seemed to have right now, was probably rare in her life. She was going to let her savor it. “One day, Spencer, one day.” She finally stated about the 'being squishy' comment. She had already figured out the secret of Spencer's condition. A child vampire was a rare thing for obvious reasons. Even by old vampire rules she knew, siring a child was VERY grave crime. Mostly because it was simply condemning the child to eternal curse far worst of that of adult vampires. A child vampire would never completely mature even mentally, the body will be stuck in the young form, never to grow up, they held less blood in their body in general since their capacity was lower... So much negatives. With one hand she unbuckled the sword sheaths that were strapped to her back and attached them to the belt on her waist. Now she let go of Spencer, crouched and turned her back towards the clearly intoxicated at this point child. Yeah... she overdid it.” Come on, hop on my back.” She said,moving her hair by her shoulder so it's not going to be covering her back when the child jumps on. : At the barracks, the study was now quite lively considering for the first time in years there were other people there beside a lone guard captain. Most soldiers weren't one for studying or reading, so this made the usually deadly quiet room, seem almost homey. The captain had yet to return, but by the commotion going on outside, it was clear the place was preparing for the war Nevan had mentioned. Sala & Vala Location: Barracks Interacting With: Guthrie, Vamon. “She's... someone who would be great companion.” The witches said to Vamon's statement about her kindness. Nevan had the fame of very loyal and righteous person. She put Belizarius on the track of justice and lawfulness instead of superstition and corruption, for that she received the nobles and church's hate thus ending here. “Such potions might be useful though...” Sala stated, also now looking through the book's titles along with her sister.” In case emitted light cannot be used, those potions of yours could safe our lives! There are many creatures out there who we may be able to avoid if there was no light and we could see in the dark!” The other twin added while she was reading through one of the journals of the captain. It was mostly records of expenses, accidents or anything that went in town really. Whatever be stated, the woman had incredible handwriting and all was written in a simple to read and understand manner. “Maybe once we go on our way... for now we should focus on getting as far away as fast away.” The twins replied to the alchemist.” Our potions are mostly herbal in nature. Rare herbs were used, but we can make a few more if the need requires them. Better save those for in case these ones are broken or expire though.” They explained with smiles. “Torches... are fine. Yes!” Sala and Vala smiled at Guthrie, tilting their heads since he closed the book without reading it. Did he already read it...? They somehow doubted it.” Fire will be precious resource and the more we get of it the better!” They nodded, before Vala pointed at the journal.” Do you need help with it? We can... read through it for you, if you wish?”
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Spencer Location: ???, ShezzeInteracting With: Zara "You can caaaaaaaall me Spence~! Spencey~! Hehehehe!" Spencer, for now, wasn't experiencing any severe symptoms from her intoxication, thankfully. She appeared to be drunk on happiness and a carefree attitude - something which she could not always afford. Gently rocking back and forth as Zara pulled away, she seemed to zone out as the woman before her adjusted her sheathes from her back to her waist. Seemingly accidentally the young vampire fell forwards, crash landing into Zara's back, though thankfully without too much force. She nuzzles into the more mature woman's neck. "Zaaaaaaaraaaaaaaa...~? You have nice long h-hair! Iz so pwetty...~!" Spoke Spencer as she was carried, her grip on the younger woman being a somewhat indecent one. "Hue hue hue... Squiiiiiiiiiiiiiiish...~ Squuuuuuuuuuish...~!" For Zara, this might be a long and painful journey. For Spencer? It was like a dream. "Piggy-back~! Piggy piggy!"
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.
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Guthrie Location: Barracks Interacting with: The Twins, Vamon, the guards and Nevan "No, no no. I'm fine, thank you. I...I'll take a look later; got more important tasks at hand right now." Guthrie had not expected Vala - or whichever twin it was - to actually ask him about the book, which caught him off-guard. His reaction was to give her a stern look and a sharp tone as he spoke to her, only to stuff the journal quickly into his satchel and turn around. Guthrie began to pace around, as if looking for something else inside the study, though he could feel the twins and Vamon look at him. "I'll be outside, need to look after Theo. Let me know when everything is ready for our journey." Guthrie said in a quick and avoiding way, before walking outside again. He...he hadn't wanted to act like he had just done, dismissive and aggressive, like a dog feeling threatened. But he had shown weakness, which he wouldn't show for her new companions. If he was showing weakness, who else would be their leader? Out there, down there in the darkness? Guthrie came outside of the barracks, largely ignored or let past by the milita as their had more important issues on hand with preparing for war. Theo, his canine friend sat outside, panting joyfully as he saw his master walk up to him, scratching his head as Guthrie sat down beside him. "...at least you don't judge me...helps that you can't read either."
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Vamon Location: BarracksInteracting With: Sala & Vala, Guthrie Vamon felt at ease as he heard his companions discussing light. It felt oddly calming to be planning a journey before attempting it. He opened his journal again for a moment and flipped to a blank page. He began writing the details of their experience and began a rough sketch of the creature they had fought. He made sure to write in large letters “Doesn’t like fire”. The world was often unexpected so he made sure to keep a note of any potential danger. But he was caught off guard by one of his companions. He had been listening, but it hadn’t occurred to him what had happened. He watched as the man left the room, unsure what to say. “Seems as though a chord was struck…” Vamon said, in an attempt to break the silence. He never did deal with these situations well, but tension was to be expected in a new group like this. No one knew each other properly, so it was natural to step on each other’s toes a little. “I’m sure he just needs a little air” Vamon said in a reassuring tone. But he wasn’t sure what could have set him off though, they were just talking about the journal. “Well at least we are fairly well prepared. Can’t say I have been this confident about a journey in a while.” He smiled, trying to lighten the mood with the girls. Since they were alone, he saw a small opportunity to speak with the girls. “I was surprised to hear you were both from Belizarius though. I don’t often meet anyone else from there. To find three people in one day, the world is a smaller place than one would think” He said with a light-hearted tone. He might be digging his own grave by pretending not to know, but he didn’t want to let them know about his history just yet. That said, he felt that if he could make a connection to them it would be significantly easier to talk. That said, he did feel a little worried about Guthrie. He didn’t know the man too well, but he didn’t seem like the type to stay mad though.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Situation Updates : This was going to be a rather strange walk for Zara. This vampire child was groping for things that weren't exactly made for this. Granted not like she could get angry at her, considering she was the one who threw her into this condition. Also the woman wasn't exactly unused to this kind of... actions from others so she didn't mind it as much. Besides the child seemed to be having so much fun doing it, might as well let her be calm and not move as much by letting her do as she pleases for the moment. “Thank you, Spencey, I put great care into my hair.” Zara admitted with a smile as she was carrying the child vampire around the village somewhere.” I also like yours, though it could use a big brushing up and styling. Want me to do your hair later?” She asked with a smile, noticing they were already near the barracks.” Hey Spencey, I have things to do at the barracks for a little while, need to deliver a message there, you won't mind we go there for a little while, right? I will give you something tasty later as a reward for being so good.” Zara stated as they were nearing the gates of the Barracks only to see someone outside. Someone who had a big hound by the looks of it. “Hey, do you know where I can find the guard captain of this place?” Zara asked Guthrie when they were close enough. She did take the time to study the dog more though. Dogs were rare and this one was so big and adorable. : Situation at the study remains largely unchanged. Inside it's calm, but out by the corridor commotion could be heard as people still run up and down, doing inventory checks, getting into battle gear and so on. Sala & Vala Location: Barracks Interacting With: Vamon, Nevan. “We... shouldn't have butted in like that.” The witches stated after Guthrie had left, to Vamon's statement. They could vaguely guess what the nature of the problem was earlier by how the warrior looked at the journal. It wasn't unusual for people to not know how to read and write. The witches did only because most magic users at Astaras did and Astaras was pretty much inhabited only by magic users. It was only natural to learn as they needed to study the magic tomes. They regretted getting Guthrie angry though.” We should... apologize later.” “There's room for improvement, but … this should do indeed. Well we live in caves... closed off cave system. It's not much of surprise though, since Belizarius exile or claim anyone who's not with them to be evil heretics and wenches working for the devils or something...” The witches stated with smiles as the door of the study opened and the captain returned, carrying a big box that was obviously quite heavy, but she seemed to carry it with little to no difficulty, guess all the plate armor carrying pays off. “Here.” Nevan stated, placing the box on the ground nearby. A number of different things could be seen in it from clothes to differently sized flasks.” Clothes for you two, different oils for both alchemy, cooking and even medicine, provisions. My men left another box by the door on the outside that has filled waterskins. 2 for each of you, water will be an issue out there.” The captain was indeed a woman of her word. The witches didn't even wait for Vamon to turn around or get the chance to leave, they just took of their boots and skirts, quickly putting on the trousers and then the boots again.” I see you two are used to the adventuring lifestyle. Good you won't always have time for much modesty oute there.” Nevan smiled, suddenly noting something.” Where's your friend? I needed to give him something personally...”
Name: Azerus Elon Thorn Aliases: The light priest Age: Mid to late 20's Race: Aasimar Place of Origin: Belizarius Gender: Male Class/Job: Priest / Witch hunter Stats Strength: 17 Dexterity: 16 Constitution: 13 Intelligence: 10 Wisdom: 12 Charisma: 7 Physical Attributes Height:5"11, Weight:170lbs Build:Lean & Muscular Eyes: Light light blue Hair: short light dirty blonde Skin Tone: Tattoos/Scars/Piercings: He has plenty of scars and a story for most, but no tattoo's. Day To Day Attire: Simple robes and basic rags with an underside of leather greaves and bracers. Always kept clean. Azerus does not wear fancy clothes or a lavish attire, merely clothes of practicality and purpose. However he does favour a hood for discretion. Strengths: Max of 3Martial Combat Weaknesses: Minimal of 3 Psychological Attributes Focused * Arrogant * Trait * Trait Sexuality: Under a vow of celibacy. Relationship Status: Devoted solely to the church Personality: Azerus has little appreciation or sense for humour. It is not to say he is not kind, he is just very serious and strict. Habits: Vow of CelibacyVow of PovertyVow of CleanlinessVow of fastingVow of Truth Hobbies: Azerus is truly a fanatic of the church. It is all that occupies his time and thought leaving little room for simple pleasantries. Outside of meditation, prayer and training he does manage to find solace in listening to music and strategising over a game very similar to chess. Fears:The darkness within MagicLosing control of his own mind or spiritBeing disowned or shunned by the church Likes: Followers of the church LightLaw & Order Dislikes: 6 minimalThe academyPractitioners of magic ChaosLiars Skills Magic resistance: Description Create light: Description Knowledge anatomy: Description Knowledge tracking: Description Skill: Description Skill: Description Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting True sight: Azerus eyes are consumed by a soft glowing light as he is granted the divine gift of true seeing. Illusions, lies, trickery and magic all become seen for what they are. To call upon such a gift Azerus must recite a short prayer and close his eyes for a moment. To see as the light sees is tiring and disorientating for a mortal mind, therefore it cannot be held for prolonged lengths of time. Spell: Description Spell: Description Spell: Description Spell: Description Spell: Description Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Animals: Have a horse or bird? Animal: Description Pack Contents: What do you carry in you pack when traveling Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description Magical Items: Item: Description Item: Description Potions: Premade or prepurchased potions Item: Description Item: Description Item: Description Item: Description Item: Description Creation Materials: Anything used to brew potions or for alchemy Item: Description Item: Description Item: Description Item: Description Item: Description Item: Description History Childhood: Fed lies his entire childhood youth of the corruptive and vile nature of magic, young orphaned Azerus was groomed into the perfect tool for the church. His memories of his loving parents tarnished by the poisonous tongue of those with selfish agendas and truths to hide. Still to this day he foolishly believes that magic corrupted and killed his parents but he couldn't be further from the truth. Adulthood: Special Moments: Things that stick out in you characters mind most often Current Events: What brings you here? What were you most recently up to? What's a character like you doing in an rp like this? Extras Character Quote: Those that fear the dark haven't seen what the light can do. Theme Song: Aura Color: An electric light with jagged sharp lines. Scent: Anything Else:
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Guthrie Location: Barracks Interacting with: Zara & Spencer The break from the judging eyes of the Twins and Vamon didn't last long as a voice spoke to him outside of the barracks. He assumed it was him that the voice, one of a woman he could tell, was speaking to. He had seen her before he heard her, or more precise it was Theo who had seen her. Guthrie had seen Theo react to her approach by standing up on all four and staring at the woman. "She's in there somewhere, ask for Captain Nevan." Guthrie patted Theo as he stood up himself, thanking his canine companion for being his alert eyes and ears. He knew that if something was lurking around them, and now the group, Theo would spot it. But his eyes was fixed on the woman now standing in front of him, and what she had on her back. No, not something; someone. "Why is that girl on your back? What have you done to her? Is she hurt?" Guthrie recognized the girl immediatly, she was the one from the alley. She had broken off in a panicked run from what he could gather, seen as he didn't notice her escape. But now that he got a second look at the girl, he didn't see any pain in her face, nor any wounds or blood. She was...what, she was smiling? "...what's going on with her? Why's she so...happy?"
Name: Guthrie Jean Harlanson Aliases: «Blade» Age: 31 Race: Human Place of Origin: Bori Gender: Male Class/Job: Fighter/Mercenary, ranger or guide Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 17 Dexterity: 14 Constitution: 15 Intelligence: 9 Wisdom: 11 Charisma: 9 Physical Attributes Height: 1,76M Weight: 80kg Build: Muscular Eyes: Green Hair: Light brown Skin Tone: Light tanned Tattoos/Scars/Piercings: A narrow scar runs across Guthrie’s left eye, amazingly leaving his eye unscaved. Another pair of scars run across his chest and stomach, and one where a dagger was thrust into his side. Day To Day Attire: Guthrie cares little for fashion, preferring to wear comfortable and easily maintained clothes over what those tall-nosed nobility in Belizarius wears. He can be seen wearing a plain, white shirt with leather threads to adjust his chest and sleeves. He wears (mostly) dirty and roughen-up brown pants and sturdy leather boots. If the cold sets in, he sports a thick fur-coat across his shoulder. Strengths: Max of 3Strong Good sense of direction Adaptive Weaknesses: Minimal of 3Illiterate Never backs down from a fight Weary of magic Psychological Attributes Loyal * Unforgiving * Determined * Hard to express his true feelings Sexuality: Hetersexual Relationship Status: Single Personality: When you first set eyes upon Guthrie and exchange words, you will get the impression that this man lives and breathes for what he carries at his side; His blade. Guthrie is the type of man who is at his best when in a fight, either battling foes of his own nature or against whatever creatures that lurks in the darkness of the tunnels. In-fact, some might think that lacks emotion, simply staring down (or up) at you wondering whether to strike you down or to accept your coin for protection. While that is true for Guthrie the “Blade”, Guthrie Jean Harlanson is far from emotionless once you get to know the man beneath all that armour, especially over a glass of mushroom brew. Some might say that his mood reflects his blade; when drawn, he is sharp and ready for blood. But while sheathed, he’s mostly harmless and comfortable to be around. He enjoys the company of trusted and loyal friends, laughs at their jokes and mourns in their own sorrows. The only thing he doesn’t is speak of his own sadness and troubles. Then the blade is drawn once again. Habits: Minimal 2 Spits at the ground Cracking his knuckles and other joints Hobbies: Grinding his sword, training and sparring, and learning the geography of the underworld Fears: 3 real fears that make your character unhinged Dying by magic Being buried alive Whatever murdered his parents Likes: 6 minimalA good and worthy fight Mushroom brew His canine companion, Theo The light from a fire His sword True friends Dislikes: 6 minimalLosing a battle Not being able to read The Mines Pacifists Magicians Being judged because of his illeteracy Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Navigation: Guthrie is proficient in remembering landmarks and such, in order to remember previously taken routs and where to travel to get somewhere quicker and/or safer. Tracking: “No, that’s not a normal spider mark. See the way the print leans slightly to the left? That means that it’s a deep-cave moss spider. Though normally harmless, they can be dangerous when met in numbers. Luckily it was alone and heading in that direction, so we’re safe.” First-aid: With the usual combat, Guthrie has also learned how to dress wounds and make sure they re-grow properly. It wasn’t always just as easy to find the nearest town to get himself patched up; sometimes he had to do it himself. Weapon & armour maintenance: Guthrie prefers to maintain his weapons and armour the best he can. It’s cheaper, and quite useful out in the field. Cooking: When outside of a settlement and in need of food, Guthrie is able to cook up something that doesn’t taste too horrible. Sword fighting: What is there to say? Guthrie had handled a blade for as long as he’s been an adult, and hasn’t died fighting yet. Leather working: His time working with his mother taught him the basics of how to work with leather. He’s able make not overly complicated pieces of leather-apparel, including his own leather armour. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Clothing: As mentioned earlier. Coin purse: 8 gold coins and 3 silver pieces. Leather pouch: Pouch containing dog food for Theo and other stray dogs in need of a snack. Item: Description Item: Description Item: Description Weapons: Personal weapons, no magically enhanced items Steel sword: A one-handed steel sword, about 2’5 feet long and visible used. The same sword his father gave him for his 16th birthday, he’s over the years etched in various marks into the blade, resembling various creatures that Guthrie has slain. Steel dagger: A simple steel dagger for cooking and gut-poking if needed. Shield: The shield is about 3’5 feet in diameter, made out of his a wood base and reinforced with steel bands. Item: Description Item: Description Item: Description Armor: Base armor only, no magically enhanced items Leather armour: Guthrie wears leather armour that covers his torso and arms down to the elbows. It bears marks of wear and tear, while some pieces seem brand new. Steel platings: Steel plates cover Guthrie’s weak spots; his torso, shoulders, knees and thighs, and elbows and wrists. While reasonable heavy and clunky, Guthrie is trained in wearing this to the point that it rarely bothers him. Item: Description Item: Description Item: Description Item: Description Animals: Theo: A loyal canine with the appearance of an Alaskan Malamute Pack Contents: What do you carry in you pack when traveling Flint and steel: For making fires. Grinding stone: Guthrie uses this to sharpen his sword and dagger, and reluctantly others who might ask. Waterskins X2: Water enough for nearly a weeks need. Sleeping bag: Leather sleeping bag with wool sewn inside for a warm and comfortable night’s sleep. Torches: Simple map: While Guthrie cannot read or write, he can draw a simple map of his surroundings with surprisingly accuracy. Potions: Premade or prepurchased potions Antidote X3: Antidotes against the poisons of various spider and snake species. History Childhood: Guthrie was born into what you could call a normal poor man’s family on the outskirts of Bori. His father worked as a miner in the iron mines when they were still open back in the day, and his mother a seamstress sewing new and old clothes for the miners to keep the family fed. And it wasn’t long Guthrie followed his father down into the mines. For a while working down in the mines was bearable enough for Guthrie, who still small and slender was perfect for those tight spots where the grown-ups couldn’t reach. And when he became too big to fit into those tight spots, he joined his father in digging deeper and deeper for that previous iron. His father must have been proud of his own son, growing into a strong and able man who could pay for his own needs. And then the cave-in happened. Guthrie was buried alive for two whole days before he was found, barely breathing after having his ribs cracked and lungs full of dust. His father had been lucky and was just at the entrance when it happened, but he feared that he had lost his only son. That fear grew to love once Guthrie was found, but also a determination that he should never set foot in the mines ever again. Which he never did, especially not when the mines were closed because of the Belizarius-Zalu dispute. Guthrie began to help his mothering sewing, while his father did his best to get work wherever he could, though neither of them really missed the mines. Adulthood: As Guthrie turned 16, his father gifted him his old sword, whom his own father had handed down to him and his father’s father to his father. It wasn’t until he was 18 that he used it, working as a caravan guard travelling from Bori to Belizarius. And it was then that he learned something about himself; he could stand is ground in a battle, better than all the other guards. This was when he decided to learn how to wield his blade like a master. He continued his work as a guard, ranging from caravans to nobles in Belizarius. And though he never learned how to read or write, he was happy to earn his living and keep his family fed. Special Moments: It was seven years ago that Guthrie received those words that would change his life; his parents were dead. Dropping everything at hand, including his client he was supposed to protect from a band of peasants, he rushed home to find that liar who told him such horrible tales. But it wasn’t lies; they were in-fact dead. Guthrie never learned what really killed them and why they of all people, but he learned two things from his short stay; it sucked all the blood from its victims through their eyes, and -according to a rather drunk bum – it had eyes as red as fresh blood. It wasn’t a whole lot to go after, but Guthrie decided that from that day on, he would chase down whatever had murdered his parents and take revenge. And so he spent more time searching the tunnels, both mapped and unmapped, hoping to find that awful beast who had taken his only family from him. While he did find various creatures that he would learn to avoid, to slay or to befriend, such as his loyal canine companion Theo, he never found anything other than hints to the beast’s existence. Until now. Current Events: Now Guthrie stands at the outskirts of Shezze, a small and insignificant frontier-village. Word has it that something deadly had been spotted in the vicinity, and Guthrie will waste no time in his quest for revenge. Extras Character Quote: “If it bleeds, we can kill it.” Aura Color: Fiery red though with hints of a cooler shade of red around his chest. Scent: Sweat and dog. Anything Else:
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Vamon Location: BarracksInteracting With: Sala & Vala, Guthrie, Spencer, Nevan, Zara “It defiantly is an interesting place” Vamon said with a smirk as the door swung open. Vamon admired the captain’s strength, as well as her generosity as he inspected the goods. There was plenty here that he could put to good use. He looked up to thank the captain to see that his companions had already begun changing their clothes. He felt his cheeks redden a little as he glanced away, but the girls had donned their new clothes just as quickly. “Yes, well that is a- a very good skill” Vamon said, still a little flustered. He liked to think of himself as more composed, but he never was very good with situations like these. That said, the girls didn’t seem bothered at all. He let out a quiet cough before turning to answer the captain’s question. “He went outside to get some air. I’ll fetch him for you” He said, quickly standing and making his way through the barracks. He let out a small sigh as he passed through the busy room. Weaving in between the soldiers, he quickly made his way out to the front of the barracks to see his companion standing with a woman who appeared to be carrying a child. “Guthrie, there you are. The Capitan wanted to give…” He stopped for a moment as he took a better look at the woman. Or more specifically the woman that appeared to be riding her. It seemed to be Spencer, but something appeared to be a little off about her. It might be something about the way she was being piggybacked through town, or perhaps the fact that she seemed to be enjoying it far more than one would expect. Never the less, it was an odd sight to say the least. “Well, Spencer, it’s- uh- good to see you again” He said with a small wave. He suddenly remembered his initial reason for coming out and turned his attention back to his companion. “Aah yes, the Captain mentioned she had something to present you with personally. I believe she is still in the study” He said, glancing up at his companion. He eventually glanced down at the hound near his feet. He slowly reached out a hand and petted the dog for just a moment. He always had liked animals, but found the idea of keeping one for himself too distracting. If he had to worry about feeding and taking care of a creature other than himself, it would cut too deeply into his study time.
Name: Vamon Koarmez Aliases: “The Heretic” “Son of the Priest” Age: 26 Race: Human Place of Origin: Belizarius Gender: Male Class/Job: Alchemist Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 7 Dexterity: 16 Constitution: 12 Intelligence: 20 Wisdom: 12 Charisma: 8 Physical Attributes Height: 5”9’ Weight: 140lbs Build: Thin Eyes: Red Hair: Light Blonde, almost white Skin Tone: Pale Tattoos/Scars/Piercings: A brand across his cheek that he often covers Day To Day Attire: Large dark clothes and cloaks Strengths: Encyclopaedia like knowledge of Crystals and AlchemyHearty tolerance towards gasses and poisonsAbility to brew potions as well as create volatile extracts and poisons Weaknesses: Lacking physical strengthDifficult time in social situations due to his brandEasily recognised and disliked by members of the Church of Light Psychological Attributes Paranoid * Distrusting * Pessimist * Critical Thinker Sexuality: Bisexual Relationship Status: None Personality: Vamon was once a bubbly and happy youth. He eagerly looked forward to completing his daily duties and happily spending late night studying crystals. But after his exile he became a much more reserved and quiet person. He will often stay quiet when people are conversing around him unless he is called upon or has important information. Despite his quiet nature though, he is caring and defending of people that he considers true friends or allies. But if the conversation switches to Alchemy or Crystals he immediately shows interest. When he gets started on a topic he is passionate about, his old personality starts to show itself. He will often find himself rambling about his discoveries or findings until someone interrupts him or he becomes aware that he has been talking for far too long. Habits: Minimal 2 Praying before he sleeps at nightTaking notes on his surroundings Hobbies: Studying crystals and finding new uses for them Fears: The Church of LightThe concept of something being unable to be understoodBeing discovered to be a heretic Likes: StudyingDiscovering new thingsExploringCrystalsThe smell of sulphurBrewing potions Dislikes: The DarkThe Church of LightClose minded peopleBeing academically stumpedNot understanding the situationBeing spoken down to Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Scent: Vamon has a very keen sense of smell and can detect the unique scent of alchemical materials from a distance. It also helps him to identify potions and poisons without having to test them. Bombs: While not the most used tool in his arsenal, Vamon carries around a selection of carefully crafted vials. These vials contain separated chemicals that when come into contact with each other cause interesting reactions, functioning as a miniature thrown bomb. The bombs don’t explode, but instead form an acid that gets onto anything hit, burning it severally. Brewing: In the dark and foreboding tunnels there is danger around every corner. You are likely to be injured or even worse. So Vamon studied up on potions and the various types of things he could create with materials he could carry around with him. He is well versed in creating potions ranging from helping you see in the dark to even healing scrapes and wounds. Dueling: Surprisingly enough, Vamon was well versed in the art of the duel. He often partook in duelling during his time in Belizarius, and became rather good at the sport. His skills are somewhat transferable to combat, but the lack of rules often catches him off guard. Poison: By combining various chemicals, or in some cases simply harvesting it from an animal, Vamon can collect and apply poisons to his weapon or the weapons of people around him. He generally avoids letting others know that he has poison, as it can be seen as a bit of a bad character trait to have, but in a life or death situation he will advise allies to use them. Good with Animals: While he doesn’t have any pets of his own, Vamon is rather good with animals. They have an odd affinity for him and he trends to prefer the company of animals to humans. He hopes to find a pet one day, but most of the animals he has come across in the tunnels have been less than accomidating. Sneaking: Under the right circumstances, Vamon is rather adept at sneaking. Magic A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting Push: Vamon has very little knowledge of magic, but in his time he did manage to learn two spells that are somewhat useful to him. The first is push, a spell that creates a force that pushes an object away from him. It is not very strong, and is highly unlikely to knock a person off their feet, but it can move small objects with ease. It happens almost instantly and its only cost is draining a little energy from the user. Vamon generally avoids using magic if he can though, more as a personal preference than any ideology. Pull: The second of these spells is, inversely, pull. Pull is similar to push as it allows the user to pull something towards their hand. This spell is mostly useful for quickly retrieving items while he is working, but he has had to use it a few times to retrieve a disarmed weapon. Possessions Possessions Generally On Person: Clothing, coin purse, money, etc Item: Dark Baggy clothing. Item: Coin purse containing 80 silver coins. Item: Facial masks and scarves to hide his scar and protect him from fumes. Item: A set of holy beads that was given to him by the Church of Light Weapons: Personal weapons, no magically enhanced items Item: A Rapier that he keeps on his person at all times Item: A dagger kept on a thigh holster Armor: Base armor only, no magically enhanced items Item: Basic leather armor that he wears under his cloak Animals: Have a horse or bird? Animal: None Pack Contents: What do you carry in you pack when traveling Item: Bedroll Item: Rations Item: Waterskin Item: Sealed Alchemical supply bag Item: Set of Alchemical tools Item: Notebook and pencil Magical Items: Book of Secrets: The book that he got from the old man’s body was more than he had originally thought. The book was passed from alchemist to alchemist, containing many lifetimes of work. The book chooses an owner when its previous one dies. It latches onto the next person of considerate intelligence that approaches it. When the book chooses an owner it is bonded to it for life. The condense of the book that were once magically coded become readable. Any that the owner permit to read the book are allowed to read the contents of the book for as long as the owner decides to allow them. Only the owner can write in the book, and anything written into it immediately becomes encoded. Potions: Premade or prepurchased potions Potion of See Darkness: x 3 – Allows the drinker to see much better in darkness, but makes them sensitive to light. Potion of Healing: x 2 – Allows the drinker to heal wounds that would normally take a long time to heal. Potion of Hiding: x 1 – Allows the drinker to blend into their surroundings. Does not offer true invisibility, but in the darkness would make it very difficult to see the drinker. Alchemical Bombs: x 8 – Acidic bombs that are made with careful combinations of chemicals in specially designed vials Creation Materials: Anything used to brew potions or for alchemy Arsenic: x 4 doses Magnesium: x 10 doses Sulphur: x 20 doses Lamp Fuel: Crystals: x 10 Vials: x 20 Ephedra: x 10 doses History Childhood: Vamon had a privileged childhood. He was born as the only son to a high ranking member of the Church of Light. Naturally he was taught the teachings of the church from a young age, and started to work towards being an upstanding member of both the community and the church. But he discovered the intoxicating draw of alchemy one day when he was running errands in the city. He was drawn in by the intoxicatingly disgusting smell wafting from an alley. It was a mix of smoke and sulphur that lead him towards the lifeless body of an old man. He was about to call someone to help when he saw a book. He was inexplicably drawn to it, and opened it to reveal a book of alchemical recipes and secrets behind crystals. Adulthood: The day in the alley changed his life forever. He spent less time working for the church and progressively more time studying the book and finding his own alchemical solutions. The exposure to the fumes slowly bleached his hair, turning it almost white and giving him a grizzled voice that sounds almost intimidating. The church disagreed with what he was doing, but they allowed him to operate mostly because of the influence of his father. But that all changed when he pushed his luck a little too far. Special Moments: His interests turned to crystals as his studies continued. He is currently working on research that would allow him to imbue spells into a crystal to allow them to be used by anyone and reusable multiple times. He wanted to study the Sun Shard to see if it could get him any more information, but he was caught in the act. The church wanted to immediately execute him, but his father managed to negotiate a deal. They branded his face with the mark of a heretic and exiled him from his home for the rest of his life. Current Events: Since his banishment, Vamon has been struggling to find a place to settle down. He managed to stow away with a convoy making its way through the tunnels, but was discovered along the way. It turns out that sulphur has a very distinct smell, one that can often get you discovered in a sticky situation. Now he is left in Shezze with no idea where to go next. The only goal driving him is the pursuit of further knowledge, and the hope that one day he could finish his study on a Sun Shard. Extras Character Quote: “The Church doesn’t understand that the pursuit of knowledge is the only way to make progress.” Aura Color: A deep greenish yellow aura would suit Vamon best. Scent: A deeply ingrained smell of sulphur and dust lingers where he goes.
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Spencer Location: Barracks, ShezzeInteracting With: Zara, Guthrie The grope-fest lasted all the way till the barracks, though aside from Spencer's gleeful disposition, it wasn't necessarily easy to tell by regular bystanders, not that there were too many out at this hour anyways. Spencer happily continued her perverted practice even during conversation, though her hands generally seemed to be playing with Zara's assets rather than doing anything sensual. "Mmmmmmmmmaaaaaaahhhh~! I think... that's a pretty good idea!" Responded the vampire merrily, taking just a gentle whiff of her scent, as though to creepily indicate what she was responding to. Zara's question about going to the barracks was completely overshadowed by the 'tasty treat' offer, which lead to a definite "Yes!" from Spencer. For the most part Spencer remained motionless on Zara's back, save for the lazy groping, however as soon as she saw Vamon, it was as though Ira had jumped to life. "Vamon~!" She exclaimed, suddenly coming to life, almost entirely losing her drunken stupor. Almost. "How are you doing, Vammy~? Are you good... er, gooder? Gooooooooood! Yeah, goodie!" Seemed as though Spencer wasn't quite the same as before, if he hadn't already sussed that out...
Name: Ira-Anne Spencer Aliases: Spencer the Vampire; Spence; Spencer Age: 53 Race: Vampire Place of Origin: Ess’zia’zalu Gender: Female Class/Job: Merchant, Bard (no magic properties), and Swordsman Stats Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. Strength: 8 Dexterity: 14 Constitution: 9 Intelligence: 17 Wisdom: 5 Charisma: 17 Physical Attributes Height: 4'11 Weight: 41kg Build: Thin. Very. Eyes: Ruby red. Hair: Short, dark brown; so brown it's basically black. Skin Tone: Pale. Tattoos/Scars/Piercings: Two scars on her neck from when she was first bitten. Day To Day Attire: Put simply? This. Strengths: Max of 3Nimble/Swift/Agile.Good with people.Doesn't require much sustenance. Weaknesses: Minimal of 3HATES blood; will not drink from a healthy, living being unless absolutely necessary. Only drinks from those close to death, recently dead, or in a frenzy upon entering a manic state.Delusional when hungry. Which is most of the time.Allergic to garlic, sunlight is painful, and silver causes serious trouble.Blood eyes and fangs for easy identification.Is rather... emotional.Isn't always the most articulate. Psychological Attributes Delusional * Scared * Bipolar * Somewhat childish Sexuality: "Sexa-what?" She has no idea. Relationship Status: N/A Personality: Ira isn't perfect when it comes to her personality. In fact she faces numerous mental illnesses which make everyday living for her as unique as those in her favourite novels! Generally Ira is a lot like a constantly frightened little girl who suffers from delusions, although these delusions are often what make her personality fluctuate between upbeat and terrified. When not suffering from delusions, at least not for a long period of time, her mood is a lot lighter and she is far more outgoing. She likes to sing, dance, sell things in her shop, read, write, play games with herself (or others if she has company), practice speeches and public speaking, do bad impressions, and sometimes adventure. She's a lot more joyous and likes to spread that joy with others. Although she talks loud and often, Ira tends to not always be the most articulate speaker, accidentally saying things that may be insensitive or inappropriate, her emotions often being the guide for her speaking ability. She's smart, though, and enjoys messing with puzzles, often randomly issuing them to strangers to see if they are capable. On the other hand, Ira has her... less joyous side. Terrified out of her wits and quiet, Ira's delusional state involves her nerves being on-edge and her accomplishments declining to a sharp and sudden zero. She fears doing things because she doesn't want to go into a frenzy, and so usually just studies up on cures, ways to make blood, what the most human blood one can find underground is, or plan her next victim. If left unable to do those things, however, Ira will essentially do nothing but eat, sleep, loiter, and defecate. While rather level-headed and capable in combat when not in this state, she will almost always attempt to flee in terror when faced with danger in her frightened mindset. This is sometimes accompanied by Ira desperately clutching her Sun Shard amulet and rocking back and forth, weeping. Habits: Minimal 2 Clutches her Sun Shard amulet when nervous or afraid.Raises her hood in public for fear of being recognised by members of the Church, or more superstitious folk.Adjusts her glasses.Muddles her speech. Hobbies: Enjoys writing, reading, singing, dancing, playing violin, practicing swordsmanship, and resting. Well, in a good mood. Fears: 3 real fears that make your character unhinged Death, both for her and innocents.Going into a frenzy.The delusions she has.Losing her amulet.The dark.The Church.Hunters.The creatures in the tunnels.People shaming her. Publicly, obviously.Her extra weaknesses as a vampire.Getting her extra strengths as a vampire.Humans. Likes: 6 minimalBooksSinging/ComposingPeople who aren't especially judgmentalGood humourBeing so young stillFriends Dislikes: 6 minimalStill not 'developed'NightmaresHer glasses getting dirtyBloodHer vampiric featuresCriticism which isn't asked for Skills A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges Vision: Mostly due to her vampirism, Ira is a lot more sensitive to light, and thus tends to see a lot better than most people. In fact, with her little Sun Shard amulet, she can navigate and make out the area ahead of where the light for most people loses it's effectiveness. This ability has steadily gotten better over time, though of course has a loooooooooooong way to go. Also, direct sunlight, as in that from the sun, is not only blinding, but painful for her. Better Senses: What sets her vision apart from the rest is it's many lengths more potent than, for example, Ira's hearing. However, her other senses are still quite a bit more potent than the average human. Able to hear a whisper from across a street (although not well) and able to smell a select person's blood as though she were a hound, in order to track them. These senses are used often for exploiting people in her shop, however, and can sometimes be a hindrance in combat (e.g. unable to hear due to the loud noises). Swordsmanship: Though not excellent with a blade, Ira can handle herself if the situation calls for it. Though she's usually a lot more skilled at avoiding fights or planning escapes routes, she can still use her intelligence to out-smart an enemy with a blade. A People Person: Despite being a vampire, Spencer is good with people. Well, when she's not delusional, anyways. She is great at handling others' emotions, offering support and helpful advice, though occasionally muddles her speech. This can lead to some humorous misunderstandings and Ira's unique and estranged laugh, which often has people laughing harder. Tactical: Due to all the texts she's read and games she plays, Spencer has a pretty solid understanding of tactics. She's good with her decision-making and knows how to handle various situations, be it in combat or in conversation with someone, as well as anything in between. Though she lacks much experience in actually applying this with others, her outgoing personality leads her to being capable of issuing orders or making plans. Healing: Yes, Ira can self-heal, however the ability isn't quite as powerful as one would think. The process takes almost a half-hour to kick in, and has varying rates dependent on where the wound actually is. Wounds at her core heal the quickest due to their close proximity with the stomach, in which a blood vile (the trigger for the healing process) would go when ingested. Wounds to her head, forearms, hands, fingers, calves, feet, and toes all are significantly slower. Additionally, more blood is required to properly heal the more intense wounds, draining Ira's supply. Wounds in the past have ranged from an hour to heal to several days, depending on intensity and blood on her person. Out of desperation instincts may kick in and Ira could go into a frenzy, draining whoever or whatever is closest to her in order to heal herself, though if too much of her own blood is lost, this frenzy dies with Ira. Possessions Generally On Person: Clothing, coin purse, money, etc Sun Shard Amulet: This is Ira's most prized possession, and she NEVER lets it out of her sight, or even off her person. It emits light like all Sun Shards, though is somewhat dimmer than others due to it's long-term use. The Sun Shard itself is actually carved into a hexagonal shape, with a perfect sheen and cut, lacking even a single chip. It's a priceless artifact. Usually the Sun Shard is hidden beneath her cloak, though she will occasionally reveal the item for light or comfort. Glasses: Large, round, nerdy glasses. What you should expect from someone like her. They help her read up close, though she will usually just wear them regardless of the situation. They get dirty easy. Handkerchief: Exactly what you think it is. Used to clean glasses, wipe away tears, or to cover her mouth in especially dusty/dirty areas. Her Coin Purses: Keeps all her money on her, though in various purses. And pockets. Weapons: Personal weapons, no magically enhanced items Silver-tipped Steel Sword: Clue is in the name. Ira's sword is made of a thin, refined steel, with a literal silver lining at the tip extending ten centimeters along the blade's edges. Is a little longer and thinner than most blades, but will still get the job done. She was self-taught with it, and wields it in a left-handed reverse grip. Yes she's aware that's wrong, but it works! Steel Dagger: Lacks a whole lot of practical use, and is her last-resort weapon in case she loses her sword or bow. It's quite sharp, but requires close proximity. Bow and Arrow: Yes she has a bow, but really needs to learn how to use it... Armor: Base armor only, no magically enhanced items Cloak: It doesn't offer much protection except for being really dark. Makes hiding a bit easier. Pack Contents: What do you carry in you pack when traveling 7x Viles of Spare Blood: Not always fresh. It's Ira's sustenance, the only stuff she really needs. She can survive for months off of it if she doesn't exert herself much, but considering her trade it's hard not to run into trouble occasionally or be forced to travel. Thus it'll only last her about a week, usually, and tastes horrid. Might make her sick in the process, too. She'll be forced to drink a vile if entering a combat situation or when wounded, making managing her sustenance a bit more difficult. Additionally, while this triggers her healing process, the process is slow and will require more viles for more intensive wounds. Her Wares: Carrying ones wares around with them is a little extreme at times, especially without vampire super strength. Still, these are usually just expensive trinkets, small weapons, goods, books, sometimes food, and alchemical things. Though lately all she has on her is a rusty dirk, three necklaces, five different books (four philosophical texts, one literature), and a vase. Her Violin: Yes, carrying the violin around as well makes things heavier, but she likes her music. Somehow always manages to carry it despite what she also has in her bag. Magical Items: The Big Book of Everything: Once you write something into the Big Book, it's cataloged into it's pages for eternity. If you were just an ordinary person opening the book on a whim, then you'd find that it has absolutely no writing in it whatsoever. However, if you were looking for something which has been entered into the Big Book, then you're in luck! See, upon writing in the book, your words will disappear from the page you wrote it on and only show if you desire to see the knowledge. The book has some sort of mind-reading capability, and if someone wants something from the book, it'll display it on a page, so long as it's been entered. Ira has only recently got her hands on the artifact and has treasured it second only to her amulet and guitar. Weak Illusion Potion x3: Aforementioned big book of everything managed contained a rather useful illusion potion. It's nothing especially strong, but it changes the colour of Ira's eyes to a deep blue instead of red, and her fangs are slightly less visible. The potions, despite not being especially powerful, have a long effect time of four hours, and the ingredients are fairly common in the tunnels. History Childhood: The start of Ira's young life was grand. She was raised to a loving priestess mother and funny violinist father. A unique blend to be sure, but the two cherished one-another, as well as their only daughter, all throughout Ira's childhood. Ira's mother was one of the good kinds of priestess', and though she didn't condone what those who were corrupt in the Church were doing, she was smart enough not to question them. She raised Ira by inspiring her with faith in the Church, setting her daughter onto a path of righteousness and kindness, but also intelligence. On the other hand, her father treated her more like an equal, like a friend, like a mentor. He taught Ira the joys of living, those being in music, literature, and good humor. Both parents had desires to raise their child the right way, and they trusted one-another to make sure their little girl grew up to be a good person. And for Ira-Anne Spencer, this process was a smooth and happy part of her life which still bring a tear to her eye to this day. Mostly in happiness, but also in traumatic sadness... Ira's upbringing had been rather smooth until she was ten, when she and her father were attacked by a man -- though he seemed more creature than man -- and were sucked almost bone-dry of blood. Ira's father had been killed, however Ira survived as the guards arrived in time to drive the beast off thanks to the commotion her father made during the scuffle, as well as Ira's own cries for help. Tragedy struck, however, when the signs of vampirism started to appear on the young girl in recovery. Everyone, including her own mother (likely out of grief) blamed Ira for the events which transpired, and Ira was to be executed for being both a demon spawn and a murderer. She was still in recovery, not even conscious, when the election of execution was made, however Ira's mother plead to spend the night with her child one last time. Somehow, Ira doesn't quite know, but somehow she managed to do so. That was when Ira and her mother became public enemies of both the Church and, in many peoples' eyes, all living beings. Ira awoke the night her mother stayed overnight, and her mother filled her in on what had happened, and what was to come. Though obviously torn in her decision, Ira's mother decided to risk her own life to save that of her child. She already had an escape plan hatched (it helped knowing the city due to her being a priestess), and, knowing there was no going back, the two enacted their escape from Zalu. The road was tough, needless to say, but the two were close. However, just as they were reaching the outskirts, they ran into a large patrol of guards and were forced to run. Ira didn't have the strength yet, so her mother had to do all the work. While they were attempting to escape, Ira's mother had been shot multiple times with arrows, and found herself leaving a trail of blood for the guards to follow by. Her strength was weakening and they were running out of time. Time that she didn't have. But Ira did. The last of her mother's strength was sapped by none other than Ira herself, when she drained her mother of blood to recover her own strength. After slitting her own throat with her husband's sword, Ira's mother handed her daughter her prized Sun Shard Amulet and the sword she'd just used to take her own life. Her dying wish was but three words long: "Run... and live...!" So Ira ran. And ran. And ran. She didn't stop until she couldn't run any further, and when that happened, she cried. Yet she didn't even have the strength for that, and fell asleep soon after her collapse... Adulthood: She stayed like that for days. But eventually, she got too hungry to continue laying on the ground. She found herself drawn back to Zalu, in search of food. Yet the only food avaliable was an old man in a dark alley on the very outskirts of town, sickly and starving himself... The two talked, the old man telling his story. He was a noble once, but was found corrupt and tried, all he stood for ruined. He'd lived on the street for far too long now, and he knew his time was up. He said that killing him in such a state would be considered merciful and would be praised by people like him - that death was the best thing for him. Though she barely knew this man longer than a couple of hours, that lesson ended up shaping all of Ira's coming life. She gave the man peace, and was blessed with what little life he could offer. Though Ira hated the blood, she saw just how happy death had made the man, and experimented. She learned only to take the lives of willing participants, or drain small amounts of blood from unsuspecting individuals to get her by, so to not completely delve into her vampire self. She aged to look a bit older, somewhere in her mid teens, however it stopped after a certain point and her aging slowed to a crawl. She's lived her life as closely to what her parents would have wanted for her since then, though of course there are some exceptions like being a vampire or being wanted by the city of Zalu (and sometimes beyond). She opts to drink blood as little and far-between as possible, going for long periods starved of the stuff now, fasting. Due to a certain event that happened long ago, Ira makes sure never to starve herself too much, and has learned that the sacrifice of the few is optimum to save the many. Nowadays Spencer the Vampire roams the underground to try and make an honest living, though not everyone takes to vampires very well... Special Moments: Her parents' death plague her mind and often bring about most of her fears and delusions. Her mothers death weighs especially heavy on her conscience, and Ira feels guilty for not being able to save her. Also her freak incident in the past haunts her, and acts as a constant reminder to never starve herself to the point of near-death... Current Events: Shezze is a safe haven for Spencer. The people out there are on hard times, and Ira makes exceptions for them, cutting down prices till it's a dime a dozen. They keep out of each-others' way, though trading relations are good, and Ira has steadily begun earning something of a place there, though it may be awhile yet to find that. Of course... it would all come to an end if she were to be found out as a vampire... Extras Theme Song: A Dream is a Wish Your Heart Makes; Happy Theme; Delusional Theme Aura Color: Red and grey. Scent: Blood. Pretty straightforward, I know. Anything Else: I didn't completely fill in the stats because I wanted a more accurate representation of her strength and constitution without advancing other stats, though if it's essential to the app then I'd just up the strength and constitution to 11.