With how the character is coming along, I guess I wouldn't want to miss playing with them.
Name: Xue-Mihun, Enrapturing Sorceress of Unsacred Rites and Forbidden Knowledge Race: Elf Character Number: (3)
Adventuring Gear:
Hollow needle ring (ruby gem, liquid compartment, retractable needle)
Sanguinada, Obsidian Dagger of Exsanguination
Blood-woven wyrm tattoo (SF, full-body)
Signature moves:
The Bood Reading Ritual: By drawing upon the connection between a person's blood and their soul, this forbidden art allows the blood mage to assimilate their victim's knowledge while circumventing the time it would take the blood mage to learn such knowledge by any common method.
Ancient blood magic (KS)
Known spells:
Name: Manifest Wyrm Effect: [Utility] The blood mage's tattoo comes to life and manifests itself as an avatar appropriate to the depicted design. The wyrm is a conjuration that is invulnerable to damage, but otherwise it has the physical attributes of a wingless dragon with dexterous claws, as well as the ability to fly and to blow magical fire. Its flame has an incredible intensity and can be applied to melt through metal and stone or to inflict gruesome wounds on a person. Upon a successful cast, the blood mage can direct the apparition to assume a single course of action. Any orders can be transmitted by thought alone and at any time the caster is able to share the wyrm's senses. Examples of tasks the wyrm might undertake could be distracting or attacking an opponent, fetching an item, or scouting ahead. The wyrm's claws and fire are versatile in the ways that they can interact with the environment, though the success of an action depends on how well the wyrm fares. The size of the avatar depends on the size of the tattoo and does not vary. Upon being dispelled, the wyrm disintegrates into a dispersing mist of blood and the tattoo reappears on the blood mage's body.
Name: Mesmerizing Charm Effect: [Debuff] The blood mage takes hold of the sensations of those targeted by the spell and sends them into a trance-like state of adoration. Depending on the receptiveness of the victims, the effects may range from losing their will to fight up to beguiled enthrallment. An enthralled person will try their utmost to please the blood mage even at the detriment of their own bodily safety. If one or multiple targets of the spell are particularly willful, instead of gaining control over them the effects of the adoration will send the targets into a frenzied blood rush and any attempts to influence their behaviour by the caster would be overruled by a victim's own desires.
Description: Xue-Mihun carries herself as an ethereal beauty among the members of the fair folk. Her long, flowing red hair is a rarity among her kind, though its colour only relates her to her art by serendipity. The sorceress is prideful and glamourous as she wraps herself in an aura of mystique that laces all her mannerisms in an exotic, yet distant elegance. She garbs herself in fine silks and diverse jewellery, even during the day-to-day adventuring where her care for the composition of her outward appearance seems impractical in front of the dangers of such a life. Xue-Mihun's decorum is not just to manipulate those that could be impressed by her outward appearance, she also places inherent value in distinguishing herself in the presence of others. Although in times of strife when insistence on such peculiarities might become a hindrance, it comes easy to her to do away with anything unnecessary.
Still, even in moments when she does not try to stand out, it is impossible to overlook Xue-Mihun by her presence alone. Her custom-made dresses expose her skin in many places, but this in fact is not for indecency, but much more to show off her biggest pride and magical achievement, an intricate tattoo in the design of a majestic wyrm that spans her pale skin in an eerily life-like fashion. What her dresses reveal too, is that the tattoo seems to encompass her whole body, and what might seem indecent to someone more inhibited is just an expression of artful beauty when it comes to her own opinion. Though leaving her tattoo exposed also has practical reasons. The ink that has woven the image of a wyrm onto her body is a crimson that is dark enough to border on black, but it manages to go well with the colour of Xue-Mihun's hair. While the extravagance of her appearance brings attention to the fact that Xue-Mihun likes to stand out, the elven sorceress does not mistreat those that might not put worth on status and displays of power in a way such as she does. While she is ruthless in the way she makes any decision, she always tries to remind herself not to be needlessly cruel.
Backstory: Liu was once just another elven girl, born into a forest village and to parents who were both kind and wise. In her childhood, she wished that she could become a scholar or mage, but her talents hadn't left her with the right propensity and thus her family guided her elsewhere. When she became of age, Liu chose to travel with far merchants originating from her home village, and on her journey across the lands, she came upon a city where she met a sage and arcanist, the ageless human Zuiren-Xu. He picked up on her long-forgotten desire for magical tutelage, and when he promised to grant her what she thought not achievable for herself, the elders of her caravan allowed her to stay with him because of the mage's status and renown as a wildly known benefactor.
As he began to teach the still young and eager Liu, by common methods of arcane study he led her from failure to failure while at the same time inciting her desire to do what she was unable to. When he finally gave her a lifeline in introducing his struggling pupil to the art of blood magic, Xue-Mihun, as was the new name he gave her, would only learn much later that buying knowledge at the price of blood had been her master's original craft. Through her studies, the blood mage led her down the path of becoming a blood witch, and in being much older and much more cunning, Zuiren-Xu managed to supplant the morals of Liu's parentage with a desire for power that would never leave her.
As Xue-Mihun branded herself in power and absorbed practices that would corrupt her unbeknownst to herself, she only realized how much she had changed when years after following into apprenticeship under the dark sorcerer, Xue-Mihun decided to visit her home village. Her parents were still loving and never suspected her daughter of anything even as she now wore a new name, but Xue-Mihun herself was confronted with the loss of her innocence that she only realized now as the life among her own kind suddenly seemed bleak and in a manner that she had never imagined, irrevocably lost to her. She extended her planned stay in her parent's home and after weeks of elven meditation and contemplation, she finally chose not to return to the side of her master. The price of his methods had been invisible to her throughout his manipulation, but now she saw how he had shaped her into something that Liu would have never accepted to become. Needing a new path in life but still carrying a deeply ingrained desire for self-improvement, Xue-Mihun left her village and turned to a life of adventure. She needn't become as monstrous as others would call her master if they learned of his true self, but either way, now she would gain her achievements elsewhere and on her own terms.
Crossing Companions: With the various skills that her blood magic and the knowledge of unsacred rites granted her, Xue-Mihun rather quickly specialized herself in fields that suited her methods and the application of her talents. Whether alone or in the safety of a full adventuring party, the sorceress mostly concentrated on jobs that featured a use of her skills in the gathering of intelligence and infiltration. Quickly Xue-Mihun distinguished herself in those areas and she also applied herself in various expeditions into ancient dungeons, and curiously also missions that were about escorting or protecting persons of interest with high status. By now Xue-Mihun has made various connections and a bit of a name for herself inside the Crossing Companions, but throughout she couldn't prevent gaining some renown about her practices not being tolerable to some of the more virtuous adventurers.
Dice Race:
d6kl6kh1
2
Dice Race:
d6
5
Well, I rolled the first time by accident when my tired brain meant for me to preview whether d6kl6kh1 would do what d4+1 should do for the CN.
When I realized that I posted it under race, which is an unmodified d6, I immediately rerolled without realizing that d6kl6kh1 does literally nothing different than rolling a d6.
I checked with Bhelogan via PM and he said to use the first roll chronologically. So an elf it is.
Dice CN:
d6
3
1st description before reduction: As a proper showcase of elven etherealness, Xue-Mihun stands nothing behind in outstanding beauty when compared to any other member of the fair folk. She has long, flowing red hair, which is a rarity among elves, though depending on the region it becomes less or more common. Rumoured to be distant and aloof, Xue-Mihun honors that preconception about elves particularly in regards to the detached aura of mystique that she carries around with herself wherever she stands, walks or sits. Proud, noble and distinguished, she wears predominantly fine silks together with an assortment of excellent jewelry. Not only when she takes a job at the guildhalls or for special social occasions, but also during her day-to-day adventuring Xue-Mihun goes beyond what would be practical for braving the dangers of the adventuring world and instead clads herself in her armor of choice. Her appearance is meant to be a brilliance of beauty, composed by a keen mind that arranges her finer attributes in a style that is meant to leave an impression on those who would look at her and be impressed by such things. But it's not all just a tool to manipulate appreciators of beauty, the proper decorum is important to Xue-Mihun even at times where her work becomes the opposite of pretty. Though in her mind, said beauty still lies in the eye of the beholder, and if it becomes a hindrance it is easily done away with.
Upon meeting the redheaded woman, before one would be fascinated by her hair, cloth or make-up, there is one more part that she is very particular to always keep on display. The reason her dresses are all custom-made becomes apparent on any first meeting, as they all have in common how much skin she is willing and clearly intent on showing off. But it's not about being purposely indecent, her choice of dress is self-evidently a matter of artistic expression as it highlights the symbol of her pride, a body-encompassing tattoo of a scaled wyrm that has been woven across her pale skin. It is marking her as a living art piece, and the design of the wyrm is not only intricate in how it was stitched, but it's a work so well done that its imagery becomes almost eerily life-like. The ink has an even darker tinge than the color of Xue-Mihun's hair, and as it is almost bordering on black it covers her shoulders, back, neck and cleavage, and going by anything else that her dresses might suggest also the rest of her bodily canvas. Whenever she has cause, Xue-Mihun likes to be the center of attention, but never offensively so; at least not by her mannerisms. How she interacts with others, it's clear that she thinks of herself as apart from what she might consider people of lower value, but she's not openly dismissive of others that might not put worth on status and an appearance of power in a similar way that she herself does.
1st backstory before reduction: Even as Liu had been born into a naturally magical race, as the elven girl grew into a woman of taste and beauty, she never quite had the propensity that she wished for herself when compared to those of her kind that would go on and make their elven village proud in the study of the arcane. While Liu was secretly jealous of others that had skills that she would have liked to imagine for herself, it was never that bad or relevant since she came from a stable family with kind parents, and in their wisdom, they could show their daughter other ways in which she could apply herself. Still, a certain forlornness never left the young Liu even when she matured into adulthood, though at the time she had thought to have gotten over her childish feelings and taken well to a life of archery, herbalism and calligraphy instead. She had almost forgotten the longings of her childhood when her parents deemed her sound and fit enough to leave the village and she then chose to follow the traveling merchants, eager to see more of the world as was common among elves of her age group at the time. And while journeying was never completely safe, the caravan was well protected and Liu followed along through an array of most interesting cities without ever any harm falling upon her or her own. But sometimes even innocent desires hold potential for stepping off the beaten path, and in one of the larger cities, Liu made an acquaintance that would change the fate of her life irrevocably.
At first, Zuiren-Xu was just like any other mage that Liu had sought out to talk about a subject that was beloved to her, but that her abilities had never allowed her to focus on: the arcane arts. True, for a human his ageless aura of power and authority didn't match his youthful body and appearance, but Liu was never one to be disturbed by superficiality. At least at the time. None of the merchants or Liu herself suspected that Zuiren-Xu would be anything else than the proper arcanist he claimed to be, but when Liu's confessed to the man that she envied the insight into the arcane and he revealed that he knew of hidden ways that even at her age she might still learn them, the young elf had been set upon a path that would direct the remainder of her life. Leaving a message for her parents with the caravan, Liu chose to stay behind and to study underneath the mage, and having gained the trust of her elders, the other elf left her behind under the assumption that she had grown enough to make such a choice. They were sympathetic that Liu had found a prospect which made her passionate about bettering herself and Zuiren-Xu was known in his city to be a kind and wise benefactor.
For the first months of his tutelage, Liu still overlooked the signs of what the mage was preparing to teach her, but the depths of the man named Zuiren-Xu would surpass anything she could have imagined. Had he been less patient and cunning, the kind Liu would have never gone along with what the mage meant to make her, but underneath his facade he was maybe a human, but one with more than a century of cunning underneath his belt. By the time that he revealed his true self as a blood mage, a holder of forbidden knowledge and claimer of lives for the sake of his own arcane potency, the Liu that had arrived in his city had already been influenced to be something not quite as ruthless as him, but desperate for power after he repeatedly had turned her to studies which had only led her to frustration and failure. Liu would only learn much later that blood magic was his original craft and not just his merciful lifeline towards his struggling pupil. But by then her name was already no longer Liu, she had taken the name Zuiren-Xu chose for her, Xue-Mihun, who was his pupil and to be part of his dark legacy. Before Xue-Mihun ever truly realized what she was becoming she already had blood on her hands, and eventually such matters would become something she wouldn't even think to shy away from. The mage's teachings shaped and corrupted what had once been Liu, and by the time that Xue-Mihun had woven the ritual to brand herself in power forever, she could only vaguely recall that the Liu of her home village would have been horrified of what Xue-Mihun would now be willing to do for the sake of power.
Xue-Mihun's life turned to one where knowledge was bought at the price of blood, and when she got sentimental enough to finally make a return to her home village, her parents were overjoyed that after years of only receiving signed papers they could find their daughter both healthy and the height of confidence. To them it didn't matter that Liu now called herself Xue-Mihun, and while they never managed to see underneath the facade of a blood magic practitioner, and it was on Xue-Mihun to find out for herself that after the path she had chosen to walk on, a life inside this elven village now seemed pale and downright restrictive. The blood witch that she had become surprised herself with the realization that she had at some point lost her place among her own, and while none of the village ever tried to make her feel that way, that lone fact rang true deep inside of her. Her visit that had been planned to become one of few weeks turned into a stay of half a year, and where Xue-Mihun had planned to return to study under Zuiren-Xu afterward, the loss of something invisible she had never imagined to lose came as a shock to the redhaired elf that let her freeze in indecision for some time. As her parents and the village never pressured her what was going on inside her mind, Xue-Mihun turned to the meditation of her ancestors and in the end decided on her own life choices. It was clear, that while she never had realized it along the way, Zuiren-Xu had robbed her of something that she didn't know to restore, and ultimately it made the idea of returning under him unbearable. But staying with her own kind had already lost its luster, and Xue-Mihun had to find something else. She deeply cared cared for power and status, and even more personal growth as the desire had been deeply instilled in her, but she started to ponder the cost of such things and what kind of person she wanted to be. Her mentor had managed to formulate theorems that had even appeared mostrous to her, but did she want to be a monster herself. When Xue-Mihun left her village for the second time, as that was now the name that suited her more, she turned on a path to take her talents and earn her achievments elsewhere. And as it so happened to many without a clearer direction, this path turned her to quite an adventurous life...
2nd backstory before reduction: Before her mentor eventually decided to gift her a new name, Xue-Mihun had been born as just another normal elven girl, daughter to kind and proud parents and no particular ambition aside from a slight forlornness in regards to her magical propensity, which wasn't quite high enough for her to follow the studies of those elves that would end up becoming elven scholars and mages. Her birthname was Liu and under the guidance of her family and village Liu grew into a woman in the image of her parents, well versed in valuable skills such as archery, herbalism or calligraphy, though maybe not a mage like the redhaired elf might have hoped during childhood.
When she became off-age, Liu decided to follow traveling merchants of her home village to see more of the world and it took her to see many far away cities and places that would open up her horizons. When she met Zuiren-Xu, a famous mage and sage in one of the larger cities, none of her caravan knew his true self and how much their acquaintance would set young Liu on a darker path than any of them, Liu included, could have ever imagined. Through fateful circumstance she confessed to the mage how she envied those that could live a life of arcane mastery, and when Zuiren-Xu took an interest and promised that he could give her that kind of life despite her shortcomings, his public status as a well-known benefactor had her say yes, and the elders of her caravan supported that decision in her favour.
Over the course of months Zuiren-Xu had her struggle under lessons that weren't cruel in of itself, but they left Liu desperate and feeling deficient when she was forced to fail at any turn. Through cunning and use of venomous words he manipulated the young elf to grow ever more wishful of gaining what apprentices with more affinity could have easily, and we when he handed her a lifeline in introducing her to blood magic, she never suspected until much later that this had always been his original craft. This path led her to studies where knowledge was bought in blood, and under the instructions of the wiser, but evil mage, Liu never noticed the border where the morals of her parentage should have let her stop or even flee from her arcane mentor. But as it was, Liu never flew and in time, when she became a proper blood witch herself, Zuiren-Xu chose the name Xue-Mihun for her and she never felt badly about taking that name.
Only after Xue-Mihun had branded herself with a desire for power that would last throughout her lifetime, she had already had followed years of study in the arts of blood magic before a sentimental notion led her to finally visit her home village. Zuiren-Xu had no reason not to allow it, but this event would change the life of who once had been called Liu once more. Her parents and all the other elves too were never suspicious of what she had become underneath, though they might have been curious about her new tattoo, but during her stay Xue-Mihun realized all the same that under Zuiren-Xu she had lost something more, something invisble which she had never expected. Among her own kind she could no longer fit in, a life such as her parents lived now seemed bleak and cumbersome, even as she still loved them dearly. When her visitation should have been over, Xue-Mihun couldn't bring herself to leave, and instead she turned to stay another few months in meditation and contemplation. Though she had been changed to something that Liu might have been horrified of, Xue-Mihun finally had to admit that she couldn't return to her old life. But after seeing the invisible cost of what her mentor had made her into, she also decided that she couldn't return to the side of Zuiren-Xu. In the end, the blood witch decided to go where many with talents and no other direction went. To a life of adventure, following a desire for power that had been deeply ingrained, but not wanting to become quite as ruthless as a master who had corrupted her in her youth. With her own path in life, Xue-Mihun was bound to find her achievements somewhere else, but now on her own terms...
Swamp Suit' - A stone grey cloak covered in moss and grass. When fully pulled about her it acts as effective camouflage in a range of natural environments.
'Herbalism kit' - a bag full of useful herbs, mushrooms and tinctures. Mostly these are medicinal, but it also contains some paralyzing and psychedelic elements, just encase…
'Whackin' Stick' (Spell Focus) - a gnarled staff Magna crafted in the swamp. It is made from an ancient vine and is embedded with magical stones. It has a hook on it for a lantern to hang. As well as being an arcane focus, it doubles up as both a walking stick and a blunt implement for hitting recruits with.
Signature moves-
"Nature's Medicine" (using 'Herbalism Kit') Magna produces a foul smelling tincture which can either remove wounds, or a desease or negative effect such as poison or paralysis. (1 per day)
Spell's known-
'Summon vines' A patch of sentient vines are summoned within visual range which obey Magna's orders. Particularly good at hanging people upside down by the ankles to be shouted at.
'Protection' Grants one ally an invisible shield to ward off attacks.
'Illusion' summons a realistic illusion which could be used to frighten or confuse enemies, or to disguise/duplicate an ally.
'Swamp Gas' Summons a cloud of noxious, flammable gas within visual range. This makes enemies lightheaded and confused as they inhale the fumes.
Physical Magna wears her advancing age without diffidence. Her face is stern but not unfriendly, and her silver and red hair is a nest of unkempt dreadlocks. There is a history of wild beauty in the lines on her face, and her keen eyes portray a mental vigor just beneath the surface. Her gnarled hands are the biggest giveaway to her age, but she remains relatively spritely in motion.
Mental Completely beyond caring what other people think of her, Magna always speaks her mind and has little patience for the folly of youth. She is independent, stubborn and gruff, but her years of traveling have made her wise and compassionate towards all walks of life. While she comes across as overly harsh, it all comes from a position of good intentions- her goal is always helping people to become the best they can be, It just so happens that she believes the stick is better motivation than the carrot…
The three lives of Magna Harper-Gravelmane
One - The Rambling Itch.
Magna Gravelmane was born to a family of talented but reclusive stonemasons, and spent the first few decades of her life diligently learning the ancient trade of her people. At the tender age of 40 she was sent on a study mission to another mountain, but as soon as she tasted the fresh air and saw the variety of life above ground she knew that she could never return to her home.
She roamed without plans or destinations in mind, soaking in every city, marveling at every natural wonder, and sharing meals with people from all walks of life. One day she met a human named Seline Harper, and they became instantly inseparable. Magna and Seline spent their years in unhurried bliss, drifting from place to place with no other goals but to see as much of the world as they could.
They married and had two children- conceived, born and raised on the road; and when their children grew and became weary of traveling, they left them behind. But Magna and Seline never grew tired of seeing the world, not while they had each other and a wealth of strangers to share it with.
Two - Magna the Swamp Hag.
When Seline died, Magna found that her other great love died with him. She now found traveling alone completely unbearable. Only the knowledge that she had chosen and accepted this fate when she married a human saved her from falling into absolute despair and self pity. Instead she buried her husband where they had first met, and retreated to the edge of a nearby swamp to live in reclusion.
At first she was miserable, craving her former life of exploration and extrovertism, but over time she realised that there were journeys to take which did not require travel. The swamp was a place of great magical power, and with time and patience- two things of which she had plenty- Magna learnt to control some of this magic, utilising it to help her live and thrive in the dangerous marshland.
When local children started snooping around her hut, whispering stories of the 'crazy old witch' who lived there, she embraced the persona with open arms. After a few decades she didn't even miss people, and she might have been happy to remain alone in the swamp forever...
Three - A Reluctant Reemergence
Then, one day her son showed up. While he was distraught to find his mother babbling to herself and surviving on swamp-rats, she was equally distressed to discover that he was already an old man. He had inherited Seline's short life-span along with his beautiful eyes, and when he begged her to return to the real world she was unable to deny him.
Falling back in love with the world and its people after so many years in solitude wasn't easy, but she eventually found her stride with the Crossing Companions.
Her worldly experience and intolerance for idiots made her a good teacher, and so she spent many years training new recruits and running drills for teams that needed them. Magna earnt herself quite the reputation for being harsh and unsympathetic with the fresh meat, often taking the term 'whipping them into shape' quite literally with her magical swamp vines. Those who survived her tough training came out the other side as well lubricated teams, and earnt the respect and friendship of each other and their brutal drillmaster.
After her son died, Magna insisted on leaving her position as trainer and venturing out into the world again. While the higher ups were sceptical due to her advanced age and recent loss, she was both liked, and infamous enough in her stubbornness that no one tried to stop her.
Alongside some of those she helped train, the old dwarf was once again on the road, and when all squads were summoned to Orchardbrick, hers was en route within the hour.
ok, let me know if it flies! I'm happy to change whatever doesn't fit.
__________________
My bones are lazy, but my soul's on fire. Share your art!
Away till the 15th. Stay weird.
Last edited by Bhelogan; Jun 25th, 2021 at 06:03 PM.
Reason: Secret block removed
Going to try it this year! - application now complete
Aegaras 'The Drunk', Half-elf CN3 Current Wounds: 0 Signature Moves: Charming Narrative: Aegaras can talk the hind leg off a donkey. More usefully, since meeting angry donkeys has not been a key aspect of any of his varied adventures, he can generally charm, convince, influence, and - if all else fails - outright beg people to see things his way. Some might view this as a leadership trait, but Aegaras is not enough of a planner to be a great leader. Known Spells (2): I have an armour of words: buff; language-dependent. Aegaras tells a story of heroic survival against the odds; the magic prevents the first Wound a character suffers. More successes on the casting roll means this affects more characters. Befuddled by the light: debuff; language-dependent. A barrage of words, some relevant, some not, quickly confuse an enemy, conveying a Debuff and reducing the likelihood they'll dodge Aegaras' allies' attacks. Mechanically, this usually works as a Buff (+1d6) to allies' attack rolls.
Adventuring Gear: Coin Purse: Aegaras has no head for figures, and is never entirely sure how much money he has to spend. When he attempts to purchase something, bribe someone, or similar, his Coin Purse may or may not contain enough for what he needs. Well-laced Boots: Aegaras always makes sure his boots are comfortable, waterproof, well-soled, and above all else well-laced. This helps if he's out for a comfortable stroll, crossing a rough surface, or running away from overwhelming odds. His Father's Sword (Spell Focus): Aegaras has still not realised that the sword isn't actually very good quality, or that he's not very good at using it. He can parry a blow, or make an attack of his own, but it's not as a sword that he really uses it. No: when you're going into battle, you feel a lot more confident with a sword, and Aegaras' father was wise enough to know that his son was not a swordsman and never would be. He handed over his third-best sword, told the young man it was a mighty blade, and watched Aegaras' face beam with pride and new confidence. This item does not count as a weapon for Adventuring Gear purposes and conveys no +1d6 on combat rolls.
Physical description: Aegaras is tall and slim, like most half-elves. His sandy-blond hair is tied back neatly in a pony-tail that reaches just below his shoulders; he does not wear a beard or moustache. One of his darkest secrets is that he once tried growing facial hair, when he was much younger. He persisted with it for longer than he should have, to his parents' dismay, and it was only when a girl he was courting rejected him brutally that he realised his error. She said it looked "like you are swallowing a gerbil, and its tail is sticking out". He is good-looking, but not as handsome as he believes; however his easy confidence and charm make up most of the deficit.
Backstory and Personality, including achievements: Aegaras is a merchant's second son; he has no head for coin and was, therefore, rather a liability to his mother's business. His father used to run the caravans, traveling far and wide to fetch the goods his mother would sell, and his parents always attributed the success of their marriage to "a good week together, and a better month apart". Aegaras, unlike his older brother, took after his human father and wanted to see the world; his mother is a more settled character (and somewhat older), and was content to stay in Harthford running the business. During their travels, Aegaras spent more and more time with the caravan guards, learning to fight (after a fashion) and, rather more to his liking, wield a little bit of magic. He could often befuddle bandits long enough for the caravan to get safely away: more profitable than hunting down the bandits and trying to claim the reward. However, Aegaras became frustrated that the bandits were allowed to get away, and the occasional monster that attacked enraged him even more. He eventually took up with a passing band of dwarves, saying a fond farewell to his father and sending his love to the rest of his family; he has visited a few times since then, but it is always a fleeting social call rather than an extended stay.
The rest, I will let him tell from his own perspective.
Aegaras the Drunk, in his own words.
That's unfair. It happened once. There we were, having just defeated the Lambton Basilisk, and of course we went for a celebratory beer. Or two, or three; you know how it goes. Anyway, I had been working with the Five Brothers - dwarves, all of them - and it's not my fault I can't match a band of dwarves round-for-round. They were a good crew. It's a shame they all died when we went up against the Hellhound of Bungay. Terrifying thing, that was. The locals said "You may know him at once, should you see him, by his fiery eye; he has but one, and that, like the Cyclops', is in the middle of his head." Well, they weren't as erudite as that, but that's the gist of it.
How did I survive? Well, there's a reason I'm a mage. I don't like to get blood on my clothing, especially if it's my blood. Sight of my own blood makes me come over all faint, and if you faint when you're up against a monster, that's it. So I was at the back, hurling spells as fast as I could, keeping them all armoured, but it just bit through the spells like it bit through their bodies. So I ran away. Top tip? Always keep your boots laced, just in case. At all times. I would tell you about the time after the tavern, in one of the more negotiable houses of the city, but there are children present. They'll learn about that sort of thing soon enough, especially the farm kids, but not from me.
And then I started working with the Witchfinders, of all people. They were on a job to chase off Nelly Longarms, from under the bridge at Seven, and since she'd been grabbing children I held my nose and worked with those who hated me. Wasn't my fault they refused protection; they didn't mind me fuddling her wits so she couldn't grab them as fast, but one swipe and their leader's head came off. We got paid, I left.
And after that, the lot I was working with to take down the Penhill Giant: they were a good crowd. Crossing Companions, they called themselves, and after the job I looked into it. Adventurers for hire, but better than mercenaries. Sure, we work for coin, but we won't bully or oppress, and we choose the jobs where we can do some good. So I stuck around. They bring the leads, the jobs, and I'm not as short of coin as I used to be. I bring the magic, helping here and hindering where it's needed, and fewer of us die on jobs. It's still a short life if you're not careful, but I'm always careful, and I keep my boots well laced, so I'm older than most around. Look here: a few silver hairs: and not many adventurers can lay claim to that!
__________________
Survived Covid - now catching up. Expect me to be back to normal by mid-Feb... Maps for Wrath
Pronouns: he/him/his, etc.
Last edited by Bhelogan; Jun 25th, 2021 at 06:04 PM.
To say that Hazeal was not a pretty Dwarf would be underselling her ugliness. To start with, the left leg was shorter than her right but it was the face that made most people uncomfortable. She was neither smooth faced nor well-bearded, her right eye barely opened, the corner of her lip drooped, and a leaky nose left her face-gristle crusty more often than not. It was a face only a mother could love except that woman had told Hazeal she was ugly starting at the age of sweet age of 1.
She had always a hard time with other people. When she was a young Dwarf of 25 the other kids would refuse to play 'Stone the Troll' with her. That is, until they decided to make her the Troll. She was so happy to finally be included that she was having fun...at first. She thought she just didn't understand the rules since she had never seen them play this game before but she soon developed the opinion that there were no rules. Still, it was nice being included. However, there's only so many hours in the day one can have fun being the target of rocks and after about 16 hours straight Hazeal decided to quit playing and ran off into the woods.
The forest felt like home, mostly because everything ignored or ran away from her; frightened by the presence of a grotesque monster. Still, being ignored was better than being made fun of so she liked it that way until she realized that she was very hungry; and she found she missed her mother filling up her slop trough every night. After a few days of wandering and eating whatever most resembled food she could get her hands on (which made her miss home even more) she found a small cottage where an old blind man lived. He welcomed her in, charmed by her pleasant voice, and she quickly settled in, helping him with all manner of things.
After a few years of her help he offered to teach her the ways of the staff and how to connect to the woods on a spiritual level. It was slow going since he could not correct her minute mistakes but she was young and had nothing better to do. His favorite thing to teach was a low swipe with the staff and he loved to yell mid-training, "Sweep the leg!" Then he'd chuckle and mutter jovially, [say]get's 'em every time."
After his death she was surprised to find herself lonely so she ventured forth into the world again and got a job at the first place where people didn't recoil because of her looks; a mercenary-type adventuring company called 'The Crossing Companions Adventuring Guild'. She thoroughly enjoyed herself there. At least until she found out 5 minutes later that she had had the misfortune of joining the same group as one of her childhood mates, a red-haired chap named Frank (Her adult mind realized he probably teased her to compensate for his own weird name), and he promptly dubbed her, "Troll."
Aside from the unfortunate nickname she fit right in with the group of rough and scarred individuals. Finally she had a happy, welcoming family who appreciated the talents she was born with and the skills she had learned. In particular she found out that sweeping the leg was actually a very effective move but that many found it to be unsportsmanlike and decided that it could very well be the reason her master had been blinded.
Hazael proved a fearsome combatant and frightening motivator to those not always inclined to be helpful to the company. On one job she crushed the kneecaps of a dozen goblins then scared the mayor who had contracted them into doubling his payment. Ah, good times. She never knew what job she would be placed on but always looked forward to getting out to see the world and enjoy the company of her fellow problem-solvers-for-hire.
Adventuring gear:
1 - Salt Lick - Animals may be repulsed by the sight of her but who can deny a salty treat?
2 - Ironwood Bracers - Pried from the trunk of an ancient, fallen tree these were fashioned into simple armor pieces. They once protected her from a bear! Well, a bear cub. Ok, it was at least furry.
3 - Spell Focus (Staff of the Forest) Her master left her everything when he died. Unfortunately all he owned was this old walking stick.
Signature Move:
1 - Sweep the Leg! *Chuckle* Gets 'em every time.
2 - Spells Known
Spells Known:
a - The Power of Allergies - Debuff - Flowers sprout, bloom, and cover everything with a creamy, pink pollen which causes those targeted to suffer a penalty from their sudden bout of allergic reactions.
b - The Power of Anti-Oxidants - Healing - Blueberry branches grow and fruit giving those who eat their bounty a healing boost.
__________________
Posting when I can around life. Thanks for understanding.
Last edited by Bhelogan; Jun 25th, 2021 at 06:04 PM.
Reason: Secret block removed
Adventuring Gear
1) No gem on this world can match the brilliance and clarity of these multifaceted orbs.Diamond Eyes (Spell Focus)
2) This large, durable cashmere blanket can cover two earth elementals while withstanding their jagged outcroppings.Super Soft Blanket
3) Superbly crafted from dense darkwood and flawless crystal, these bespoke glasses are the pinnacle of cool.Sunglasses of Infinite Coolness
Signature Moves
1) Spinning Maneuver (blanket) -- Twirl the blanket into coils around himself, then yank it like the string on a top to unleash a spinning attack.
2) Known Spell (spell focus) -- See below.
Known Spells (1) (Note: All magic will be fluffed as special racial abilities.)
1) Sand Form (utility) -- Disassociate into an animated, shapeshifting mass of sand.
Cantrips
1) Falsetto -- Vibrate quickly enough to speak at frequencies audible to humans.
2) Roaming Eyes -- Reposition eyes to any location on his body.
Description
Physical: Rocky is a towering, humanoid-shaped conglomerate of jagged gray granite. Behind a pair of incongruously stylish black sunglasses, deep-set diamond eyes glow with an otherworldly brilliance. His only other possession is a huge cashmere blanket that is typically wrapped around an arm, or fastened about his neck like a cape. Like all earth elementals, Rocky is strong but slow, with a lumbering, shuffling gait. He speaks in a low rumbling voice that sounds like someone with rocks in his mouth.
Metaphysical: Rocky is not a coward.
Yes, he avoids conflict whenever possible, and, okay, he eschews direct application of brute strength as a panacea, in marked contrast to the vast majority of his kind, and, true, if forced into a false dichotomy between fight or flight, he would surely choose flight, but he’s not really a coward.
He has a good heart—or whatever passes for a heart in an elemental—even if he might seem intimidating (it’s not his fault for being so big) and impassive (admittedly, it’s hard to discern emotion in a rock), and that goodness is why he is the glidee, not the glider, when passing through another earth elemental. Okay, maybe that goodness isn’t the only reason, or even the main reason, but it’s still present, somewhere, even if it's hard to find.
He resembles his kin in many ways—he can be obstinate yet patient, and has a soft spot for soft things. His intellect and vocabulary are limited, though less so—while no elemental is truly smart, he possesses a cunning flexibility that eludes his stubborn relatives. Surely having the good sense to move out of the way does not make one a coward? Rocky just has a different outlook—one that accepts and even embraces erosion, allowing him to harness a shapeshifting power beyond most of his kin.
Background
It began with the alien abductions.
Rocky had heard such tales since before he earned his eyes, but like pretty much everyone else, dismissed them as fanciful nonsense. Why in Earth would unseen aliens come to Earth to abduct them? There was no evidence whatsoever, unless one counted the occasionally inexplicable injuries in the self-proclaimed abductees, or their claims that comatose earth elementalsTerrans were rendered inert because their souls were stolen. Ignorance was bliss for the young elemental, and life proceeded normally as he learned how to fully bond with his recently acquired eyes. Then one day Rocky himself was abducted.
Without warning, he suddenly found himself in a strange air-filled room, surrounded by a circle of glowing runes, with a squishy Terran-like midget arrogantly demanding his service. Fortunately the planar binding spell was weak, and the wizard's contingencies prepared for him to attack, not flee, so Rocky was able to escape. For many years he hid deep below the surface, until a serendipitous encounter with a gnomish inventor obsessed with eyewear.
Bibblebobblebabblebubble (or Bub, as Rocky referred to him) was a kindly treasure trove of information about this new world. Rocky learned how summoning magic was used to force elementals to fight as disposable soldiers, how their souls were stolen and enslaved to power golems, and how the problem was not limited to just a few bad people, for mages worldwide treated elementals as brutish tools. His boiling anger was diluted by despair, for how could he compete against beings with the power to steal souls from another plane? And yet he could not return home. Not just because he didn't know how, but because he couldn't bear to face the ridicule he would receive as just another abductee, and because he would never feel safe there again--at least in this world he cannot be summoned. He had to make things right, and not just for himself, but for his family--who knows who might be abducted next?
And so, following Bub’s advice, Rocky joined the Crossing Companions Adventuring Guild: to prove that elementals are more than monsters, and to improve their reputation; to educate others about the evil truth behind summoning spells, and to enlist allies to his cause; and maybe even to attract the attention of the Nine, to end the abduction of elementals once and for all.
Beast Claws(gauntlets made out of heavy metals and the fangs and claws of defeated creatures.
Feathered helm of the Garuda(helm made to protect the skull and face of a beastman using the bones and feathers of a large bird)
Girdle of the peerless(a combination belt, pants and homage to the Namba tribe.)
Signature Moves
Fist of the beast king(heavy punch targeting ki points to explosively shatter enemy bones)
Tree splitter(crushing bear hug designed to break trees in half or snap an opponent in half.)
Menasse' is a half ogre bear man that is often mistaken for an owlbear variant due to his signature avian helm, burly body and physical decorations. His mane is kept in dreadlocks decorated with feathers, carved totems, shells and anything else earned and precious to him. All the parts of him not covered in thick protective fur, armor or clothing are traced with white and black grease paints to the point of making his lineage tough to identify at a glance. Taller and wider than most men, his unique heritage has been focused into equal parts training as a wrestling berserker and iron fist monk in order to both take advantage of and control his natural inclinations to swing his stone-hard massive fists. When travelling he shrouds himself in an oiled cloak of feathers to obscure himself and enhance his avian motif, but when battle is declared he is known to fling it aside and charge roaring into the enemy. It is clear that he believes all problems can be solved with the correct application of force, if force didn't fix it for you then you didn't use enough force or you used it the wrong way, keep trying! A man of few words, he is ever eager to trade blows without any lingering grudge. He holds exception mostly with those that take life without restraint or consideration.
Menasse' was left on the steps of a monastery as infant and as such has no idea whom his parents are and has little concept of normal social interactions outside of the order of aesthetics that raised him. Rumors among the younger, less disciplined members of the order suggest that he is the product of the nomadic hill giants finding sport with cave bears. Early in life this would enflame a rage in him that would end in gross injuries to those with loose lips.
But with a mixture of counselling, discipline and dedicated training Menasse learned to control and harness his rage and other energies for the battlefield. Taught a totemic style as a means to intimidate and confuse opponents in addition as to serve the tastes of the luchador-like sect, he proved quite ideally suited to carry their ways into the world once he came of age. Due to being raised almost exclusively around other males in a combat sect, his manner with females can be confusing, brusque and even insulting but never intentionally, he just doesn't always understand the differences in gender, manner or fashion choices...don't even get him started on bodyfat location and content.
After leaving the order Menasse' lived a nomadic life for many years, constantly seeking strong opponents to battle and test the teachings of the order in order to prove to himself that he is worthy of one day passing said teachings on to another generation. Travelling, hunting and fighting being enough for a good amount of time until he came across a contracted adventurer defending a homestead from a gnoll raiding party. He of course joined the fight for fun and impressed the minotaur with both his strength and stature. Subsequently he learned then of adventure guilds and the Crossing Champions...a means to constantly test himself, help others and ear the means to establish a new branch of his sect wherever he chooses to settle down in the future? How could he not join this cause? How many problems would now be crushed to crumbs and dust beneath his fists? It is questionable if his exploits are legendary or infamous, but many know to respect his fists and to question his heritage at their own risk. A staunch ally of dedicated healers and beast tamers, Menasse' is also known as a lover liquor and has allegedly gone on some impressive rampages while inebriated as the spirits bring out the competitive nature of his giant's blood. Legend has it he earned his title after a drinking game that had initially been set up to try and see if they could get the muscle headed brute to talk to a female party member alone despite his lack of social understanding and instead turned into a bet that he wouldn't go and hug a nearby tree as hard as he can, for that is what wins the favor of female adventurers. The story alleges that in his drunken stupor, Menasse' wrapped his arms around the tree(which was described as the size of a ship's mizzen mast) and tore it from the ground before breaking it between his arms and torso. Menasse' has no recollection of this adventure nor many other supposed drunken exploits of absurd physical feats, but it has been proven without question that without strong drink or a tough fight ahead Menasse' does prove stiff and awkward around females, though less so those that have a place on the battlefield.
Last edited by Bhelogan; Jun 25th, 2021 at 06:05 PM.
Reason: Secret block removed
As if I didn’t have enough characters already… Well, I’ve never done Outplay before, but pianoman90 invited me to try it out. So let’s roll some bones.
Dice Race random roll:
1d6
5
Dice Character Number (CN):
1d6ro1
4 (Rerolls: less than 2; greater than 5)
Name: Jyllaina "Jyl" Quickstep
Race: Halfling
Adventuring Gear:
1. Pair of engraved steel daggers
2. Well-worn lockpicking set
3. Tattoo of a raven on her inner wrist (Spell Focus)
Signature Moves:
1. Slice and dice: dual dagger attack
2. Known Spells cast with tattoo (Spell Focus)
Known Spells: (1)
Vanish (turn invisible until aggressive action taken or dropped)
Physical Description: Jyllaina "Jyl" Quickstep is the older sister of Jekarrin "Jak" Quickstep, and certainly the fairer of the two. Sporting lovely locks of chestnut brown hair that curls no lower than her ears, she has a pretty smile and kind light brown eyes. Don't be fooled - just because she looks sweet doesn't mean she won't stick a dagger or two in your kidney if you cross her. Jyl is skinny for a halfling, all the better to sneak into tight spots, and pulling off late-night heists meant she was a bit of a daysleeper, so her skin is also paler than the average halfling. Couple that with the black mascara and lipstick she wears, and you might think you were looking at a tiny, knife-wielding vampire - which, aside from the teeth, would be perfectly apt. After all, she's drawn her fair share of blood over the years.
Backstory: Born into a poor halfling family on the streets of Gradsul, Jyllaina "Jyl" Quickstep learned from an early age that no one gives anything to you - you have to take it. Her younger twin brother Jak was an annoying little thing, but he was bold, and he knew how to pick a lock or scale a building. What he wasn't was a killer, at least in Jyl's opinion. He's too soft, she thought often. Jyl much preferred knife work. The streets were cruel, and halflings were already looked on as inferior for their short stature. Jyl fought against those stereotypes everyday, and was never one to back down from a fight. Unfortunately, she found herself on the wrong side of the law when she fought the wrong man, a young teenage brat with more coin than brains and a spiteful gleam in his piggy little eyes. Well it was after she'd cut him down that she found out he was a nobleman's son out slumming for trouble, and there was a bounty on her head. Jyl had no doubt she'd hang for her crime, so she took the few goods in her name, stowed away on a trade vessel, and sailed off to a faraway land, far away from Gradsul and her family.
Motivation and Achievements: Jyl has a simple life with a simple code: fight or die. She's a new member of the Adventuring Guild, and she's determined to grab her slice of the pie one stab at a time. Of course, if someone's willing to work with her to fulfill a contract, she's alright with that - as long as they understand that all shares are equal, and anyone who says different will answer to her. Beyond that, she's a real sweetheart. Really.
Achievements: Jyl's kept a low profile as befits a wanted killer, so she doesn't have any sort of plaque or participation trophy. But she's ready to earn what's hers and maybe show the Guild that she belongs.
__________________
Derek Zoolander : "If there is anything that this horrible tragedy can teach us, it's that a male model's life is a precious, precious commodity. Just because we have chiseled abs and stunning features, it doesn't mean that we too can't not die in a freak gasoline fight accident."
Last edited by Bhelogan; Jun 25th, 2021 at 06:06 PM.
Reason: Secret block removed
Signature Moves:
1) Awesome at the Last Minute: Can rapidly produce high quality paintings, graffiti, and related works. For theatrics, Sorbo can make it look like the work is going to be shoddy until the last strokes. Uses Painter's supplies.
2) Known Spells
Known Spells:
1) Happy Accidents. Cantrip. Multiple effects (e.g., changing color of non-living material, summon butterflies, etc.)
2) Liquid White. Debuff. Evokes freezing rain in a 20' radius, 40' tall cylinder, with a maximum range of 300 feet from the caster. All surfaces within the cylinder are coated with a thin layer of white ice. Affected surfaces become very slippery so movement is slowed and ground-based creatures have a chance of falling prone. Flying creatures caught in the cylinder must land.
3) Sorbo's Disruptive Giant Tree. Utility. Summons a treant to fight for the caster, with the size depending on the number of successful rolls, which appears within 10' of the caster.
4) Sorbo's Distracting Shack. Utility. Conjures a rustic shack somewhere the caster can see. The shack has a 15x15x8' interior. Creatures with hostile intent toward the caster are irresistibly drawn to it if they can see it, and move as quickly as they can to get inside. Inside, creatures enter into a trance-like state and do nothing. The duration of the shack's existence and number of creatures affected scales with the result of the Outplay Roll, and when it vanishes affected creatures behave normally.
5) The Things I Paint Come True. Utility. Creates an illusory environment up to 4000 cubic feet (e.g., a 20x20x10 room) centered on the caster, including full sensory effects. The illusion lasts for as long as the caster remains in its area of effect. Affected subjects have the potential to become charmed by the caster for the spell's duration, during which time they will be amenable to the caster's suggestions as long as the caster continues to speak to them or about them. The suggestions will fail if they would cause the subjects to cause damage to themselves or their allies, or if they would not make sense outside the context of the illusion. For example, the caster may convince the spell's subjects they have wandered into a barber shop in the middle of a dungeon and extract payment for a shave and a haircut, or to remove their armor before dining in a fancy tavern.
Origin Story
Sorbo leapt forward with his shield raised and knocked the goblin spear aside just before it took Grethir in the back. The dwarven swordmaiden whirled, her blade blackened with the blood of the orcish captain. She laughed. "That would have been anticlimactic." Sorbo hurriedly brought his axe around to separate another goblin skirmisher from its head, "Aye, love." No more time for laughter now, but it seemed as if there would be soon. Together, the betrothed warriors pressed forward, their company shattering the enemy line and sending orcs, goblinoids, and kobolds into a howling retreat back toward the lower galleries. Commander Jarlthr'kon shouted, "Wyvern Company...don't let 'em regroup!" Sorbo charged forward implacably, the fletching of a kobold arrow brushing his ear on the way past. Methodically and without any of the exhilarating battle lust that fueled his comrades, he weaved among the retreating monsters, and none that he passed were left to stand. Only as he reached the tunnel mouth did he realize he fought alone. He stopped and turned, and beheld a stunned Jarlthr'kon standing above the body of a dwarf. Panic gripped Sorbo now, and he broke off his attack and ran back to his Commander's side, and there saw his Grethir, lying still with a kobold arrow protruding from her left eye. The Commander looked at him mournfully and placed a hand on his shoulder. "Lad..." But with an incomprehensible howl, Sorbo shoved his commanding officer back and tore off down the tunnel, bloodthirst and a need to lose himself in the moment gripping him at last.
The Dwarven Druid "Good afternoon, friends. Well, you know my name is Sorbo." The assembled crowd of young humans leaned forward in anticipation. The bearded dwarf with the shock of curly brown hair paused, smiling beatifically at his pupils. The silence dragged on, prompting scattered cries of "Say it! Say it!" A moment's hesitation more, and the dwarf flourished an ash-handled paintbrush and with a broadening grin announced, "And the things I paint come true!" The audience erupted in raucous cheers and hoots of appreciation. Sorbo chuckled to himself and allowed the din to wear itself out of its own accord. Eventually a reverential silence fell over the outdoor studio. The dwarf smiled again and turned to the canvas standing under the eaves of the ancient oak. "But remember, my friends, every time you put paint to canvas, you are performing magic." As he spoke, his deep, calm voice rang hypnotically through the dell. Sorbo mixed three pigments on his palette and began to color the top part of the canvas in purple-pink sunset hues, "for art creates worlds, as rich and wonderful as the one we are blessed to wake up in every morning." As he spoke and painted, the normally flippant and self-conscious young women and men found themselves caught up in their mentor's sincerity, and each one now gave him full attention, eager to begin creating worlds of their own. But the Master himself was troubled beneath his perpetually serene visage. News had come from an emissary of the Crossing Companions, and it would soon be time to leave Mossdale. From the time Sorbo entered into a self-imposed diaspora from The Dwarvenhome all those years ago, he knew that one day a cause might arise that would force him to abandon his dearly-held pacifism and use his talents for the greater good. It seemed as if that time might be approaching.
The Crossing Companions "You what?" Lord Santos crossed his arms and watched the dwarf thrust his brush rapidly into the white canvas, creating the impression of bluish-white clouds. The druid glanced at the nobleman. "I'm the Guild's Chief of Overt Operations." Lord Santos shot his footman a bemused half-grin, then turned his attention back to his visitor. "And what is that, if I may ask." Sorbo selected a palette knife, scraped some crimson pigment into a thin line along its edge, and began to sketch in the outline of a mountain range. Sorbo answered matter-of-factly, in his reassuring deep voice, "When the Guild needs someone to walk right up to a target and explain to them openly and honestly what we intend to do to them, they send me in." The Lord's eyebrows shot up. "Oh really! I guess that makes me the target. So what do you intend to do to me, pray tell?" His mountains complete, Sorbo selected a fan-shaped brush, dipped it in dark green pigment, and started dropping indications of fir trees around the back shore of his lake. "I intend to sell you this painting for a thousand gold, to finance the Guild's current venture." Sorbo was treated to what he realized must be a guffaw. "You're hilarious, my good man, so I won't lock you up for insolence. But you're also deluded." Santos peered at the landscape taking shape on the canvas. "You work fast I must say, but it's not exactly masterwork, is it?" Sorbo cleaned his knife and scraped together white and crimson into a pinkish mix. He lightly edged some highlights onto the mountains, the trees, and the shoreline of the lake. Then with a clean brush, he swiped back and forth to create the impression of reflections in the water. Lord Santos' jaw dropped and he boggled at the nearly finished work as the dwarf signed the corner in red with a thin brush. "I say, it did all come together rather suddenly, didn't it?" Santos clapped a hand on the dwarf's shoulder, who flinched inordinately before recovering his composure. "You know what? You can take your gold back to the Guild, as long as you promise to come back and do that trick for me again." Sorbo bowed. "With pleasure, my Lord."
Appearance and Personality:
I tried to have these come across in the narrative.
Name: Essarion Olorhin Race: Elf Character Number: 4
Adventuring Gear:
Sword
Shield
Jeweled Headband (Spell Focus)
Signature Moves:
Blinding Bash (shield bash, with a chance to stun the target)
Known Spells cast with Spell Focus
Known Spells and Cantrips:
Cantrips
Sparkle: Cleans all grit and grime from Essarion's armor and shield, allowing their brilliance to shine forth like a beacon of hope to all friends, and a fiery warning to all foes. Gentle Breeze: Creates a soft breeze that blows into Essarion's face, causing his long blond locks to flow behind him, granting a sense of confidence and tranquility to his allies.
Spells
Dazzle: Fascinates one or more targets, making them susceptible to influence/suggestion.
Essarion stands well over six feet tall, his lithe form encased in shimmering mail; his brilliant blond locks flow down well past his shoulder blades, contained only by a slender golden headband, inlaid with a brilliant amber stone. His shield gleams with an almost unbelievable luster. It bears a hippogriff emblem in its center - the symbol of his family - composed of dozens of inlaid pieces of metal in various colors, reflecting the light in a dazzling display.
Essarion is the eldest son of a minor noble of the Elven High Court, and as such has prepared his entire life to take on a position of authority. He received the best schooling and training as befit a person of his high status: history, riding, swordsmanship, poetry - everything a noble would need to make his way in society.
Unfortunately, Essarion's father had a weakness for dice...and lacked the skill to overcome it. For many years he was able to deftly juggle the family's books, but eventually his indiscretions caught up with him, and the family was bankrupted. Having been a source of embarrassment to the rest of the Court, the family were outcast...left to their own devices to make their way in society.
With his primary source of income torn away from him, Essarion was forced to find a new way to support himself. By selling most of his possessions, he was able to earn enough coin to pay his way aboard a caravan to take him far, far from home, to a place where the name 'Olorhin' carried no taint; where he could start a new life and make a new fortune. Upon arrival, he was able to parlay his social and martial skills into a position with the Crossing Companions Adventuring Guild...becoming the first of his family to earn a 'proper living' in six generations.
Last edited by Bhelogan; Jun 25th, 2021 at 06:07 PM.
Reason: Secret block removed
Alright, I'm going to throw one in. I did file a request to get the GPC of 2008 recognized as a sort of Prototype/"Outplay 0" and did promise that I'd volunteer to judge Outplay's after I won one, but I figure that for this year even if it does go through it's too late to hop the judge's table. Y'all got somethin' goin' already. Let me know if I'm wrong.
For this app I'll be going for the random Race and Character Number. I have a concept in mind though that requires Magic Use, so the plan is that if I get a 5 or a 6 for CN I'll subtract 3 to keep it fairly random. If that's not random enough for the bonus point with the CN, fair enough.
Might be a moot point though.
Dice Race Number:
1d6
3
Dice Character Number:
1d6
4
Edit - And Looks like it was a Moot Point. 3 and 4. Half-Elf, 1 Non-Cantrip Spell.
Description: It’s very common for Jiaze the Heavy to be misjudged, especially by those who know her title. Actually petite and waifish even by Half-Elf standards she’s physically almost the opposite of what you expect for someone called ‘The Heavy’. Her hands are used to getting dirty with the actual work even if magic is frequently involved. *For a mage* her hands are rough and callused and she’s put her back into her work more than once. Excited eyes, brown hair, its not uncommon for her to dress in protective gear with symbols showing she’s a proud member of the Practical Magician's Trade Union.
Jiaze the Heavy is a Union Woman, through and through. Let the Kings and the Lords and the Pompous Wizards play their games, there's actually Work to do. Especially when one remembers that she’s basically a mage her Blue-Collar, Down-to-Earth and Practical Attitude seems outright bizarre. She's not casting spells to gain forbidden secrets or twist reality to her whim, she’s doing it because she’s got a job to do and someone has to keep the pipes moving and put up the buildings. This also means her sense of comradery is strong, and with a healthy serving of Spunk she'll remind you that nobody gets left behind.
Biography: There’s nowhere quite like the city of Oakenbrick. Quite literally, something about the local ambiant magical fields interacts with Gravity. As a result, there are whole areas where Gravity is noticeably weaker than the rest of the world, Gravity altering Magic also gets a noticeable boost in power and duration, there’s even rumored to be a couple places in the city where the ambient Magic has cancelled out Gravity entirely. This means Oakenbrick has been built Up just as much as its been built Out with all the Mad Glory that implies.
Which of course means it’s a town for the Unions. Sure, officially Oakenbrick is in the province of a minor lord, being as its location has flipped between Human and Elven kingdoms several times over its history. Officially the Unions just get a minor advisory position in the court of whatever lord is in charge of the area – but try getting something Built without the Unions giving it the okay. See what happens.
Which if you’re a kid in one of Oakenbrick’s orphanages does come with a perk. When its clear that you aren’t going to get adopted by actual Parents the assorted Guilds and Unions get to pick through the Orphans and see if they can use any of them. Jiaze was one of these orphans, when she was getting too old to get adopted the Practical Magician’s Trade Union made the shocking discovery. The Practical Magician’s Trade Union claims that *most* sapient beings can be trained to be able to cast at least some basic cantrips. The training program can take years if you’re not particularly disposed toward it but they believe that it can be done. Jiaze on the other hand not only has a knack for magic but has magical potential to the degree that if she had been a little luckier with the circumstances of her birth and childhood she probably could have been molded into a competent-if-unremarkable Wizard by an Academy if they had found her. When she finished her training as a Magewright she officially signed on with the Practical Magician’s Trade Union and never looked back.
By reputation a Magewright is a magic user of limited potential and they stress spells with Practical Applications. Lighting Streetlights, Sorting Mail, Repairing Infrastructure – things along these lines. However, the Unions have a nickname for Magewrights like Jiaze who have raw power comparable to a proper Wizard – “Heavies”. Not just called that because of their raw power, a “Heavy” is usually trained in Gravity Manipulation Magic, allowing them to be utilized more along the lines of a piece of Construction Equipment than a laborer. From the day she started doing jobs for the Unions Jiaze has been *a* Heavy, but she became *The* Heavy on a High-Rise Construction Project when an accident led to the site collapsing, sending an entire crew of laborers to what would have been a fall to their deaths but Jiaze managed to improvise with her spells and saved their lives.
Now there’s crews among the Unions that request Jiaze by name for jobs when they need a “Heavy”, including the Crossing Companions when get a job that also requires some Construction expertise. She considers herself a member of the Practical Magician’s Trade Union first, but she loves getting work with the Crossing Companions as it’s always an interesting challenge. Not to mention the friends she’s made, in this “Adventurer’s Union”. Jiaze the Heavy, Ready to Work.
Why?: On paper this is an interplay of Union politics. Viewing the Crossing Companions as an Adventurers Union, Jiaze the Heavy originally started doing the occasional jobs with the Crossing Companions as a hired outside expert on Construction. That’s how it started anyway. Jiaze the Heavy will deny it if asked of course but she has gotten a bit of a taste for the adventure for herself. Her loyalty isn’t divided, she knows which side she is on – but she also enjoys the occasional job from the Crossing Companions as a unique challenge that tests and expands her abilities. She’s made friends among the Companions, and the following up with Companions jobs with contracts for the Union has put some coins in her pocket as well.
Jiaze the Heavy’s magical abilities are Utility oriented but with creativity and her unique approach to problems she’s accomplished some surprising feats.
- Preventing the Rise of the Mad God by attacking the foundations of the temple itself, collapsing the ritual space before it could be completed.
- Solving the Labyrinth of Artos by constructing a bypass tunnel to the exit.
- Ending the Siege of the Red Fortress with some creative uses of Gravity magic.
Name: Jiaze The Heavy Race: Half-Elf Character Number: 4
Adventuring Gear Spell Focus: The sigil of the Practical Magician’s Trade Union also serves as the Spell Focus of a Magewright, usually worn on a large ring. The symbol has its own roots in Alchemy, a practical magical art.
Magewright's Lamp: A famous tool of the Union, a six-foot rod with a metal caged glass chamber at the top. The glass treated such that a Candlelight Cantrip directed inside the chamber lasts several hours. The whole thing is also reinforced so that it can serve as a blunt weapon.
Magewright's Vestments: The name makes them sound fancier than they are as a joke. Really, it’s just a set of protective gear, meant for environmental and construction hazards. Possibly magically or alchemically *treated* but rarely magical in themselves. Magewrights are trained to cast their spells while wearing it, and while they were designed with environmental or construction hazards in mind it’s about as protective as studded leather armor in combat situations.
Signature Moves: Spellcasting: Magewright spells were designed to be simple, versatile, practical, and were not designed with combat in mind. It’s usually safe to assume that they are all Utility type spells and that if used in a combat they’ll do no *direct* damage, but are versatile enough that they can function as other spell types with creative use.
Rolling Up Sleeves: Used to some level of physical labor Jiaze the Heavy isn't *completely* useless in a physical fight, at least relative to the normal mage. Bonuses to melee attacks after literally rolling up her sleeves.
Known Spells: Cantrips: The Practical Magician’s Trade Union believes that most sapiant beings can actually be trained to cast at least some Cantrips and has a few of their own variations on some classics. The most dramatic difference is a Fabricate cantrip that, if supplied with outside materials, can be used to put together or fix small, mundane, simple objects. It gets attention because the size and complexity of the object the spell can fabricate or repair actually increases the longer the spell is cast.
Heavylifter – Utility. The signature spell of the “Heavies” among the Union, the spell alters the direction and magnitude of gravity in a limited area. The spell is usually used to cancel out the weight of heavy construction materials for easier transport and positioning on a job site. If used in a combat situation the spell can’t do *direct* damage but with some creativity can simulate other spell types. Setting a small area's gravity to "sideways" to give enemies a push toward a hazard for example.
Alright, think that's okay with the word limits. A bit fuzzy on some things that might or might not count later but for now we'll go with this. Now comes the tweeks to get approval as I understand it?
This next part is just a bit more I wrote for fun. Nothing below this point is required for the app. It might be fun reading or useful for fleshing out ideas though.
Whose side are you on?
Whose side are you on?
Stand Up with Your Brothers
Do Right by Your Sons
The way they tell it, supposedly the Union’s almost as old as the Arcane Universities themselves. The Wizards like to claim that the ability to weave Magic is a rare gift that has to be carefully searched for and tended before it dies on the vine. The Union’s claim is almost the opposite though. According to their version of events, the original purpose of the University was to allow the rich and powerful to horde Magic for themselves. According to the Union, in fact *Most* sapient beings can be trained to cast at least basic cantrips, at least in theory. It’s just a question of training, practice, and talent.
From this the Magewrights were Born. Far from the Lofty Academics of the Wizards or the Profane Players-of-God of Warlocks, the Magewright usually has limited potential and as such their training stresses useful, simple, practical spells. Wizards and Warlocks may Disintegrate their Enemies or Summon Demons; a Magewright usually uses their powers to do things like light streetlights, repair pipelines, sort mail, or assist in construction projects. Wizards may design Cities, but the Magewrights are the ones that actually end up building and maintaining them.
Politically, this is the true power of the Magewrights. By reputation they’re not particularly Powerful, or even particularly Clever – but they are Useful. While most Wizards like to achieve Political Power based on their rarity and power, the Magewrights took a different tactic and Unionized. Union Chapters run their own training centers and, in their programs, they claim that they can teach just about anyone to cast at least basic cantrips, if they admit that this can take years if you aren’t particularly inclined toward any type of spellcasting. They also claim that once you complete one of their training programs, you’re practically guaranteed employment and that is *technically* true, if sometimes the job requires moving.
And usually when they do suggest moving, where they want you to move is to Union Chapter 3. The Practical Magicians Trade Union Chapter 3 is based in Oakenbrick, possibly the largest known city in all the kingdoms. It got its name from the original Elven settlers of the area when they noticed that the trees in the area grew much taller than their counterparts elsewhere. Something about the local magical fields interacts with Gravity, giving magical effects meant to manipulate Gravity boosts in power and duration. There are some places in Oakenbrick where Gravity is noticeably weaker than normal, even rumors of a few places where Gravity has somehow been cancelled out altogether. As a result Oakenbrick was allowed to grow upwards just as much as it grew outwards when it was made into a city with buildings that seem to climb into the sky itself and entire tiers and levels of new city, eventually becoming a major travel and trade center.
And Oakenbrick is a Union City, and they won’t let you forget it. True, the official power structure of the area puts the Union as low-level advisors of a minor local lord at most – but try getting something built without the Union’s approval. Of course, there’s always rumors circulating of Corruption in the Union leadership. Sometimes, some of the rumors are even True. As a rule, the Union is never quite as good as its supporters claim but never quite as corrupt as its critics and detractors claim. It’s more powerful than some nobles feel comfortable with, and that always gives legs to the stories.
One “rumor” that is completely true is the existence of “Heavies”. Usually, a Magewright is much weaker than a proper Wizard but sometimes they get someone in the training programs that actually had the potential to be a proper Wizard, they just didn’t get into the proper Academies for one reason or another. Usually, a “Heavy” just didn’t have the political connections or the money to get the tuition. “Heavy” also refers to a special set of spells they can be taught centered around manipulating Gravity, an extremely handy skill to have with Construction projects. Outside of Oakenbrick these spells are noticeably weaker, but still can be very useful. Canceling out the weight of a heavy stone column at least long enough to move it for example.
The demon leaned over his notes, scrunching his brow in frustration. With a sigh, he hit the buzzer on his desk.
*Yes, sir?*
"(Charlene), could you come in here for a moment? I need a second set of eyes."
He released the button and continued his scrutinization until a moment later when his assistant walked through the door, adjusting her wide-rimmed glasses as she made her way around the desk to stand at her charge's side.
He tapped a line near the top of his document, then dragged his claw across the page and down a few rows. The glyphs glowed a fiery red as the digit passed over them. "What do you make of this?"
The woman held her spectacles as she leaned over, furrowing her brow to examine the contents. Her lupine features stretched as confusion began to show on her face. "There appear to be some inconsistencies, sir."
He smacked the page and leaned back in his chair with a grunt of displeasure. "That's what I thought." He rubbed the back of his head. "I found a few other sections with similar discrepancies. They go in both directions, so on the whole it's almost correct, but the numbers don't add up. Someone's hiding something. These records are supposed to be absolute, infallible. We're losing track of souls. Souls, (Charlene)! It's unprecedented."
He tapped the back of his quill on his desk, his frustration clear in this accelerating movement. Eventually, he flattened the implement with his palm and nodded resolutely.
"We're going to have to investigate. It's been a while since I've had to venture into the field, but I think the situation calls for it. These reports aren't telling the full story, and I didn't get to be Executive Vice President of Otherworldly Accountancy by relying on half-truths."
"Very good, sir." With a flourish, a clipboard appeared in the woman's hand. She scanned it quickly, tapped a few different lines, then nodded. "(Kenji) can handle the Q2 debrief, and senior management has granted clearance for your fieldwork. They're willing to postpone your A1 presentation until your return. I've cleared the rest of your schedule for the next three weeks, minimum."
"You're a lifesaver, (Charlene). We can start on the material plane and follow the numbers. There's an organization called the Crossing Companions with a foothold in region 36A8JU77B3J. The audit stipulation in the Huxley accord should be sufficient to grant access to their records."
He pushed his chair back as he stood, placing his hands on his hips.
"I'm optimistic. We're getting to the bottom of this, or my name isn't (Daryl)!"
Role: Demon accountant, come to audit the crossing companions and make sense of the numbers CN: 3
Gear:
A case of the Mondays: A metaphysical manifestation of ennui; hits you when you least expect it... or at least once a week
Abacus (spell focus): Good for Quik Maffs™, as well as granting the wielder access to the magical powers of logic and organization
X Æ A-12 (AKA Charlene), Daryl's personal assistant
Signature Moves:
"Hold my Calls": have Charlene remove distractions, allowing Daryl to cast his spells in peace
"Don't get me started on TPS reports": physically strike someone or something with the case of Mondays
Known Spells:
Hellfire (Damage): Summons the fires of hell to engulf foes
Going Postal (Buff): Targets one character per success rolled; unlocks each target's inner rage, granting them an extra 1d6 on their next roll
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I have taken the Oath of Sangus Starting to get back into the swing of things
Last edited by Bhelogan; Jun 25th, 2021 at 06:07 PM.