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The Heroes in the Mist
Last edited by G in Japan; Aug 28th, 2016 at 09:18 PM. |
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Last edited by G in Japan; Aug 19th, 2017 at 08:21 AM. |
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__________________
Last edited by Sassafrass; Dec 15th, 2018 at 02:06 AM. |
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__________________
PCs: Dramoth "Nova" / Rhokax Soulreader / Kayne Cyire / Torm / Donovan Whistler GM: Scales of War 5e & Yeohven: Fall from Grace Real Life hitting harder and harder. Working on updates as soon as I can, please have pity (patience) on me! Last edited by MontageManiac; Aug 19th, 2016 at 05:58 PM. |
#6
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Name: Theria Orsh
Race: Human Class: Ranger Appearance: Theria is beautiful and elegantly styled. She wears the finest clothes over her wiry, athletic frame. Her hands are more flexible than you'd expect and bear scars that a women of her position almost never have - though she usually wears hunting gloves so her hands are seldom seen. Her hair is a dark, woodland brown and usually done up in a loose braid common to most huntswomen. Her eyes are a noble and piercing blue. Her skin is tanned, but it is clear that her 'natural color' would be a much paler one. Her bearing and appearance all communicate that of someone of noble blood. Theria's mouth is usually thin: even her smiles are thin and pale, and seldom seem to reach her eyes. On the hunt, Theria wear an elegant ensemble of a green hunting jacket, knee-high leather boots and black hunting gloves. She favors brown trousers for ease of riding and moving. A grey, leather bodice is padded to provide protection to her torso area. When not wearing her preferred, huntswoman gear she favors dramatic gowns and dresses that best show off her figure. That said, Theria tries to avoid formal garb - she likes to always be ready. Background Elements Back Ground 1 When her Grandfather, Edwardo Orsh, looked upon his male children in search of an heir, he found them wanting. Indeed, the only child who had shown any real qualities of shrewd, innovative and wily business plans was his only daughter, Lydila, who had always had a knack for the work. So Edwardo ignored the protests of the other merchants and nobles and passed his wealth and estates to his oldest child instead of his oldest son. It was a scandal, but Edwardo was too important to be bullied and was always something of a maverick that did not care what others thought if he found what worked. When he passed, his daughter proved to be worthy of the role and a begrudging acceptance among her father’s old business partners and friends: if only out of necessity. This all occurred when Theria was either unborn or still very young. But they were a big influence on her nonetheless: and many compared Theria's own cunning to that of her mother and deceased grandparent. And, of course, without this bucking of tradition much of Theria's own life would have been far different Back Ground 2: Lydila took to the role her grandfather had given her with a relish: proving every bit as capable of maintaining the Orsh estates and merchant businesses as Edwardo Orsh had been. She tried to impress upon her eldest daughter a similar love of business. But while Theria was cunning, she had little interest in business matters. She was always the child who wanted to go outdoors and explore the estates and woodlands around them. Things between Theria and her mother became more and more tense: but eventually they reached a reluctant and icy truce when Theria's younger sister, Julie, showed that while she was younger she was far more interested and capable as a merchant. This left Theria to pursue her own desires: at least until her mother sent her to a succession of schools for a proper education in other matters besides those of the wilderness Back Ground 3: Theria's indulgences of hunting were greatly assisted by her Uncle Onias. Onias was one of the only children of Edwardo Orsh who had not been put off from the life of a merchant by his father's decision to give the inheritance to Lydila. While his other brothers had retired to lives of leisure, content to feed of the glut of wealth from the family business, Onias had continued acting as a merchant. While not as good with figures as his sister, Onias is a man who has no fear of getting his hands dirty: often leading his own caravan trains and seeking trade routes with distant, even hostile, lands. As an ex-soldier, his business is direct and brutal. To Theria, her uncle was everything her mother was not: a person who was willing to venture from stuffy books and ledgers and march about forests and deserts telling fascinating tales of his adventures. From a young age, Theria joined her Uncle and his own two sons on their hunting trips and from him she learned much of the more formal craft and skill of weaponry and tracking Back Ground 4: When Theria was no longer a child, her mother decided that if she was not going to be a merchant, she should at least be a woman of intelligence. Her mother had never been found of Theria's 'obsession with the outdoors' or her closeness to her uncle. While Julie quickly began being groomed as the successor of Lydila, Theria was essentially removed from the presence of her Uncle and the estates woodlands: both of which her mother felt Theria spent far too much time around. Theria was sent to a succession of schools and academies for the next eight years. However, where other girls her age were confined to needlepoint and other 'lady-like' activities Theria was given the option of pursuing whatever her mother thought would 'improve her'. Curiously, Theria and her mother both became drawn to the study of philosophy. Even after completing other courses in mathematics and literacy, Theria chose to study philosophy further. For Theria: the pursuit of ideas and understanding became akin to the passion of hunting an elusive or rare creature... Back Ground 5: In her twentieth year, Theria returned home to her family estate after a long time studying as far away as possible. She found her sister had stepped quite firmly into the role of her mother's apprentice. Although her mother still was somewhat strained, she was pleased to find that Julie was still as loving and close to her as always. Julie had always had a degree of admiration for Theria's wilfulness and individuality: perhaps envy from one who more naturally preferred the role of being the dutiful daughter. She also found that her uncle and her mother had decided to engage in some trade together. Onias wanted to launch an expedition to some barbarian lands where he had found rich natural reserves of valuable metals that those who lived were ignorant of. He had established a connection with one tribe and provided them 'luxuries' from the civilized land (mostly spices, sweets and jewellery) in exchange for what the tribe saw as useless hard material. Julie was to leave with her Uncle Onias to 'see what it's like at the bottom' (as her mother put it). Theria wished to join for the adventure of it. Her mother was eventually swayed by Julie's argument that Theria was a capable person to have in the wilderness. From this tribe, the Desert Wolves (or so Onias translated their name as), Theria saw kindred folks in some aspects. At any rate, she observed their methods of hunting and their traditions revolving around this act, as well as how they talked of warfare, violence and the spirits of nature in all their fury, with awe and fascination not shared by her uncle’s view of them as simple savages and her sister’s outright fear of them. In particular, Theria found the words of their hunters about the space between life and death, where one's true selves are exposed before the spirits of the earth and sky, linked strongly with some of her own beliefs and even philosophical musings. Theria spent a year living here , and she enjoyed every moment. But, eventually, she received a curious summons from her mother to return home to the estate urgently. A puzzling summons, as neither Onias nor Julie received such a request. Begrudgingly, Theria bid farewell to what she had seen as an idyllic life and set off back home Theria's Goal Theria has little interest in wealth or power. But in many ways she is aware that to her mother and most of her family she is something of a failure. Theria wants to be able to prove to her family, especially her mother that her skills as a hunter can actively contribute in some way. She also, of course, has her own personal desire to seek out challenging and worthy quarry and defeat them Player Goal I don't think I have one... yet. I hope to give enough information to give the DM some ideas of how to give my character some personal conflict and such. Will think more on this alter though. Secret 1 (Known) Since becoming a teenager, Theria has felt a deadness inside. She has always found it easy to portray herself as an upper-class lady when needed: for in truth Theria's passions are almost never inflamed. The only time she truly feels alive is when she is taking the life of another creature. As she has grown older, Theria has also found hunting the 'common' animals is no longer as interesting. Nowadays her passion is truly only ignited when she slays a beast that is a worthy enemy: either a formidable predator in its own right... or an intelligent one. Theria keeps her coldness quiet: she has been good at faking emotion although perhaps one does not expect a high-born lady too show too much excitement. She also finds it hard to truly see others as friends: only her little sister still seems to be someone she truly cares and worries about. Secret 2 (Known) Theria became very close to the Desert Wolves. She kept it quiet and hidden from her Uncle and Sister but she often participated in far more of their rituals and hunts than she told: even such acts of apparent barbarity as fertility orgies and outright violent raids on enemy tribes. Theria has slain many people with the Desert Wolves: mostly other tribe’s warriors. But she also gleefully recalls the time her and the Desert Wolves burnt another village to the ground and killed all within: every last man and child. She has partaken of the Desert Wolves blood rituals and even worshiped their primitive spirits in shaman-lead rites involving the ingestion of potent and potentially toxic substances. The Desert Wolves never fully accepted her, but they did call her "the Rabid Bitch". She knew enough of their language to understand that they saw civilized man as over-indulged lapdogs who had forgotten their true selves: so she felt this was a compliment... At any rate, these behaviours were some of the few that penetrated her otherwise icy inner soul Secret 3 (Unknown) Onias is not as kind as he has let on. But, aware that he would be one of the most suspected individuals if anything happened, Onias has sought very hard to befriend his sister's children. He worked extra hard on Theria, believing she would inherit, and was secretly enraged when Julie became the clear next in-line feeling he had been thwarted by a flagrant bucking of tradition once again. Onias knows it is too late for him to inherit his father's empire, but not for his two sons. He has plotted and schemed for a long, long time to sweep away his sisters children leaving his family the only clear inheritors: with the brother between him and Lydila dead, Onias is now the oldest male heir of Edwardo. Much of Onias dealing with the Desert Wolves was part of an elaborate plan to have the daughters of his sister killed in the wastes, and to portray himself as an avenging hero (dealing with his now childless sister later). He was thwarted first by the refusal of the Desert Wolves to lay a hand on Theria. Onias quickly began cultivating contacts in a rival tribe and was set to spring the trap when Theria was called back home. But after so many years of being vexed, Onias was out of patience. He had the other tribe attack anyway hoping to at least remove Julie. Theria is aware of none of this at this point: or the ultimate fate of Julie or the Desert Wolves. Ally 1 - Lady Lydila Orsh Theria's mother admits her and her eldest daughter do have some things in common. They both had very little respect for occupying a traditional role, they both were independent and they both were clever. But Theria has been, in many ways, a disappointment to her mother if only because Lady Lydila has such a love and passion for mercantile matters, politics and acquiring wealth and power that she finds the complete absence of such things in her daughter disturbing. Still, Lady Lydila is very protective of her children. Her own life was spent competing with her younger brothers to escape the fate of most woman in her position: being married off to form an alliance. She strove doggedly to impress her father enough to convince him to change the status quo of inheritance in the Orsh family, and has no desire to see it pass out of the hands of her own children. Her own husband was somewhat carefully chosen: William was the younger son of a noble house fallen on hard times. She married him as he was a rather frail and shy man through whom she gained enough contacts to expand her influence and wealth. Of course, she insisted that he take her name: it was just the more obviously powerful name between the two of them. Theria and Julie remember their man as a kind, soft-voiced and gentle person who often seemed more content to study and tell stories than do much else. Lady Lydila had affection for him in her way: at any rate she had two children with him and since he passed from a heart condition when Theria was sixteen she has never re-married. Ally 2 - Julie Orsh Theria's younger sister always admired Theria. Julie was drawn to Theria's independence and enthusiasm. She just never seemed to have the head or the stamina to participate as fully in her sister’s games. But the two were close: Theria did not have many real friends so it was Julie that she confided in and turned to when she was sad. Julie has always argued for Theria's skills to her mother: to Julie there was always value in Theria's intelligence and ability as a hunter. These defenses were often tinged with a bit of envy: Julie has always felt that she perhaps had just too much of her father's softness to truly do what she wanted and found it more comforting to slot into the role her mother needed her to fill. Shortly after Theria left the lands of the Desert Wolves, Julie and the others in the camp were attacked by a rival tribe: The Bloodclaw Panthers. The Panthers, oddly, seemed more intent on slaying Julie's guards and capturing her than fighting their enemy. At any rate, they captured her and dragged her into the wilderness were they bludgeoned and slashed at her in a frenzy. After that... things get muddled. When Onias returned and found Theria had been sent away, he openly sought to invalidate Lady Lydila's claim of inheritance, drawing allies from those who still bore a grudge that Edwardo Orsh had not followed tradition and saw Onias as the rightful heir. At some point during this commotion a merchant cart showed up on Lady Lydila's estate claiming that it bore Julie: still somehow alive. Nobody has seen Julie since, but there are rumours. Some say the whole thing is made up, but others say the girl, showing strength that would've made her sister proud, somehow survived and crawled to where a merchant caravan found her: but she was so horribly disfigured by her wounds that her mother has hid her from site. There are others who say that what returned was not truly Julie but some unholy creature brought back by unholy spirits of the wilds to exact vengeance on the wicked: starting with her uncle... Some claim they have seen a wraith like woman of Julie's height, but with matted hair covering her face and body, symbols of blood magic visible under her gossamer clothing and her nails as long and sharp as a mountain cats, prowling the streets of the nearby town and slaying those who would prey on the innocent. At any rate, Theria remains ignorant of the happenings at home. Ally 2 - Lord Onias Orsh Onias Orsh was the third born child of Edwardo Orsh, and second-born son. When he was younger, he served as a soldier and his time on duty influenced his behaviours as a businessmen later in life: viewing business as a war in and of itself. Onias was one of the most resentful when his Grandfather passed his legacy to Lydila: even though at the time he still was not direct in line to claiming the inheritance as his older brother still lived. Since the sibling between them choked to death at a feast Onias was also attending, Onias has been plotting against his sister. He has been careful: knowing he would be a big suspect if anything happened to her. Onias played a good uncle, especially to Theria. His sister was always deeply suspicious of him, but eventually he offered her too good a deal to resist when he established trade with the Desert Wolves. Of course, Onias was hoping to use this connection to eliminate both his nieces. With that plan thwarted he has lost all patience and tact and now seeks to challenge Lydila directly. Onias sees himself as now at war with his sister, and is quite willing to sacrifice a few soldiers to win that war. However, his sister knows his cut-throat attitude while and Onias is inadvertently pleased that Lydila has shown herself to be just as capable of using violence as he in this conflict. As for rumours that Julie survived, Onias laughs them off as his sister desperately reaching for straws. But he still makes sure his loyal mages and priests keep an eye out against any mystical attack: one can never be too careful... Memories, Mannerisms, or Quirks Theria's typical mannerisms are that of a quiet, well-bred but intelligent woman. She doesn't anger easily, and remains polite and well-spoken unless seriously provoked or antagonized. However, if her temper is riled she will become extremely aggressive and is quite likely to overact to the one who drove her to breaking point. Her aggression is not loud, but the quiet threat of a hunting predator: Theria will pursue vengeance with a cold, focused determination. In dishing out punishment, Theria does not bother to try match the proportion of her revenge to the proportion of the wrong dealt to her. Finally, Theria is philosophically intrigued with the idea of death. She is especially interested in the grey space between life and death: she believes that in this area all man and beast reveal their true nature's. When she kills, she likes to be close to her prey so she can watch their eyes for this moment Personalities, Bonds, Ideals and Flaws Back ground wise, I will probably go with Waterhavian Noble, but I wanted to mix around these factors (with Gin's permission) and pick a few from the backgrounds that I thought most fit the character I am going for. To sort of help, these are listed in order of importance: so the ones at the top of the list are those most core to Theria as a character Personality:
Bonds:
Ideals:
Flaws: None of the existing ones really stuck out for me so I will suggest the following:
Fears and Hopes Fear 1: Theria fears being helpless: she is a self-reliant individual who firmly believes she is either smart enough or strong enough to escape any potential danger. To be put into a situation that is inescapable or to be against an invulnerable foe is a dreadful thought to her. Similar to this: she has a fear of being confined or restricted from movement Fear 2: Theria relies on her body: both her looks and her fitness. She fear being disfigured, maimed or crippled in such a way that it would hinder her passion for hunting and slaying with her own hand. Hope 1: Theria's greatest source of hope is herself. She trusts herself most of all and believes that she is clever enough too do anything she sets her mind to. She pays little head to those who would hold her back: she is driven by an immense sense of purpose and surety that she will prove herself to everyone Hope 2: Theria might not show it: but she hangs a lot of hope on her own family. In particular her sister Julie, who has always been her closest friend and confidant. She believes her sister will always be there with her. While things are strained with her mother,s he also does believe her mother will make things ok and will come to respect her: which is why she seeks her mother's approval. She even has a degree of hope in her Uncle who, as far as she knows, cares for her. [/SPOILERBUTTON] Last edited by Arachobia; Sep 15th, 2016 at 05:56 PM. |
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BG 1: Anikara is from the Beggar’s Nest district of Neverwinter. Her father, Rhint, is a fisherman and her mother, Honeybrush, was a seamstress. During an attack by undead creatures, Honeybrush was killed. Rhint took to drinking heavily and did little else. Anikara was forced to beg and steal in order to survive. Her mother had been working on an elaborate headdress with black veils before she died. Anikara took it for her own and wore it constantly. BG 2: Word was sent out to all able bodied men to form a posse to put an end to the undead. Ebon Fisk, the captain of the guard who held authority over Beggar’s Nest, led the expedition. Anikara volunteered to join the group, in an effort to exact revenge on the creatures who had killed her mother. Fisk laughed and reprimanded her for even asking. Her father, however, was allowed to go. The group left without her and returned without most of the volunteers. Rhint was counted among those that did not return. The undead had been routed, Fisk reported, though the toll was costly. This was of little consulation to Ani and the other folk who had lost their loved ones. Many speculated how strange it was that Fisk and his cohorts had survived while those from Beggar’s Nest did not. Anikara’s bitterness grew, holding both the undead and the guard-captain responsible for the death of her parents. BG 3: Undead were not the only threats to the residents of Beggar’s Nest. Press gangs, slavers and flesh-peddlers roamed the streets searching for fresh victims. Anikara fell prey to one of these groups, who chased her through the twisty byways of the town. The halfling knew she could never outrun the slavers. Out of an alleyway stepped a burly dwarf who blocked Anikara from the bad men. His name was Deacon Goldhammer and he was a paladin of Lathander. Singlehandedly, he took on the brigands and sent them packing. Goldhammer heard Anikara’s story and was moved to pity. He felt honor-bound to help her and offered to train her to fight and defend herself. BG 4: Training went well, as Anikara was a fast learner. In addition to martial arts, Goldhammer preached the precepts of Lathander. Anikara hadn’t really put much stock in the gods. She only followed the traditions of the holidays, but was not very pious. The dwarf introduced her to a group called ‘The Order of the Gauntlet”. The Order was looking into the undead attack and Fisk’s retaliatory strike. Anikara wanted to help, but Goldhammer felt she wasn’t ready. Amongst the Order was a woman named Talia, a monk and followed of the god Hoar. Talia saw the natural talent Anikara had for stealth and acrobatics and sought to help her improve those skills. In addition, she touted the virtues of her god. As she continued her training with both warriors, Anikara began to feel the pull of both gods vying for her allegiance. BG 5: As Anikara was going to her training, she felt a strange compulsion. Making a random turn, she found herself in a dark alleyway she’d never been to before. In an alcove was a shrine; a black glove upon which rested a coin engraved with two heads. She recognized the symbol of Hoar the Doombringer. She realized she had made a decision. Anikara felt a presence behind her. It spoke softly, “A vow of vengeance requires blood.” She did not hesitate. Drawing her dagger, she cut her arm, letting the blood drip onto the altar, which speaking the words, “Revenge to all who have wronged me!” She felt herself changed. Expecting Talia, she turned to look behind her, but there was no one there. Goldhammer noticed the change in her. He gifted her with armor, sword and shield and sent her on her way. Goal 1: Anikara wants revenge on the undead who killed her parents. But more than that, she feels a compulsion to help all people who’ve been wronged. Goal 2: My goal is to help create a cool and interesting story and watch my character grow in ways I probably haven’t even thought of yet. I’m looking for great player interaction and challenging situation. But most of all, fun. Secret 1 (known): As a lesson in stealth, Talia took Anikara to the graveyard at night. Undead, she explained, sense things differently than the living. They located some ghouls and were able to get quite close without being detected. Anikara noticed a small one, wearing a dress that looked familiar. As the ghast turned toward her, she recognized the face that was once her mothers. Ani ran away in horror. Secret 2 (unknown): Fisk has a deal with the undead of the graveyard. He provides fresh victims in exchange for jewelry and valuable the ghouls dig up from the graves. Content with this arrangement, the undead lords refrained from attacking the city. On one occasion, Fisk was away, leaving is underling to handle the delivery. The intended victims escaped. As a result, the undead attacked the district. To pacify the undead, Fisk brought them a group of fresh able-bodied men to feast on. Tied 1: Talia the Black (Friend) - Female Human Monk, follower of Hoar and Member of the Order of the Gauntlet. Talia is rumored to be an assassin for hire, but only if the cause is just. She is level headed and methodical, always planning her moved in advance and rarely trusting in chance. Unknown to Anikara, Talia is well-to-do Noblewoman Talia Blackridge (Friend of Nova). Tied 2: Deacon Goldhammer (Friend) - Male Dwarf Paladin of Lathander. The burly dwarf helped mentor and train Anikara to become a warrior. DIsappointed the she didn't choose to follow his god, he nevertheless respects her choices. Goldhammer has been actively trying to improve the quality of life for all the downtrodden residents of Beggar's Nest. Tied 3: Ebon Fisk (Enemy) - Guard-captain in charge of maintaining order in Beggar's Nest, the half-orc is a corrupt and untrustworthy fiend. He routinely accepts bribes from slavers and other humanoid traffickers so they can abduct fresh victims from the populous. Folk who attempt to cross him have been known to mysteriously disappear. MeMoQui 1: Feisty and Hot-Headed -Anikara sometimes lets her emotions get the better of her. MeMoQui 2: "Poor" mentality - She thinks 1gp is a lot of money. MeMoQui 3: Naive - She doesn't know much about the world outside of Beggar's Nest. Personality: I think anyone who is nice to me is hiding evil intent. I sleep with my back to a wall, with everything I own wrapped in a bundle in my arms. Bonds: No one else should have to endure the hardships I've been through. Ideals:I'm going to prove that I'm worthy of a better life. Flaws: I will never fully trust anyone other than myself. Fear 1: Crowds - When she was just a weeling, Ani got lost in the crowd during a holiday festival. To this day, she is still apprehensive seeing a forest of legs in a mass of humanity. Fear 2: Intimacy - Having lost both her parents, Ani is hesitant to get close to anyone fearing she will lose them as well. Hope 1: Closure - Anikara hopes that by exacting revenge on the undead creatures who killed her mother and the mechanization of Fisk the ultimately destroyed her father, she will find peace. Hope 2: A better world - She hopes to continue her crusade to help the lowly and downtrodden in order to made the world a better place for all. |
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Name: Union
Race: Amalgamated Spirits of Nature and Animals (mechanically a variant human) Class: Druid Sheet Appearance In its normal form, the being that calls itself Union is an intangible, invisible, ethereal gestalt of various animal spirits and primal energies of the natural world. Union has no real presence until it inhabits a body - which must be an empty shell. If the body is decayed, Union's druidic magic will restore it to a point where it can at least move around and has flesh - forming clothing, skin and muscles out of the essences of animals and nature. Union tends to look sexless and tends to 'grow' an expresionless covering over its face. However, it always has eyes that glow with a bright golden light. Union is more of an experience than a tangible thing. It smells of wet animals, moss and dirt. Its voice sounds like the distant howls of wolves, the quiet chirps of birds, the swish of wind through the leaves. Its skin feel like plunging one's hands into the soil, complete with a sensation like worms or insects are crawling over the skin. Last edited by Arachobia; Aug 8th, 2018 at 08:34 AM. |
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