The map is not drawn by me, but graciously provided for free by this website. I only removed or moved some towns and put in the nametags.
Status and Locations:
Spoiler Alert, click show to read:
Thomas (with Gilford & Wizard): On sea route to Leon - Late Afternoon D3 Alain, Rufus (with Dietrich), Drax, Princess, Glungurd, Alaria: Docks of Leon - Late Afternoon D3 Guantano, Alyssa: Road south of Leon - Midday D3 Frijyk, Morangul: Woods, en route to the southern road - D3 Tawariell (with Raina): currently inactive Glungurd: KIA
The history of Lassara:
Spoiler Alert, click show to read:
Men have not always lived in the lands now known as Lassara. Centuries ago they have arrived on ships over the great sea, of where they originated nothing is known to this day, only that their lands lay far in the east and that to return there should never be desired.
They first landed on an island, and their Leader, Lord Cantus, called it Cantun, which later gave name to the surrounding Bay of Cantun. Two settlements they built and named them southern Cantun and northern Cantun, or, in their old language Nir Cantun and Tar Cantun.
Spoiler Alert, click show to read:
The town of Tar Cantun
The days were happy in the first time on this new land and quickly they populated the island and, after first settling on a nearby island, founding the town of Ova they decided to send a scouting party to the mainland.
Under the leadership of Cantus’ son, the prince Leon, they set foot onto solid land near the mouth of a river and there they set up and outpost called Birun. The first thing they did was to follow the river to a Lake, which they named after their outpost, Lake Birun and then continued on at the shores of the lake. It is then that a letter from Leon arrived at the court of his father, now crowned as King of Cantun.
Originally Posted by : Dear Father,
We have set up a strong foothold and I gave it the name of my sister, which I love, Birun. Following the river we spotted when landing we reached a lake just a few days later and followed the shores northward and to the east, marching around the lake. It took us about a week to reach the westernmost point of the lake and we have not encountered a single soul until now.
[the letter contains many details and information on this land and is too long to be covered here so only what is relevant is copied into this historical document]
No man seems to live here, even though the land is rich and the animals are many. There is good soil for farming and we have found sources of clay and strong wood for our first settlement. Only yesterday have we encountered the first signs of civilization. A trail of smoke appeared to be emerging towards the sky from a position far to our west. We will follow this route now and you will hear from me again when we have met whomever is living there.
In love, your loyal son, Leon
The father received the news with joy. Not only had his son lived and prospered, he had also confirmed that the land was good and ready to be taken over, because the island of Cantun was getting smaller and smaller for the growing population of his kingdom. He was sure that Leon would be able to reason with those that were already living there. They didn’t seem to use much of the land and so they would surely allow Cantunese settlers to seek their fortune there. A few days later another letter arrived, but this time the parchment was stained by blood and seemed to be written hastily.
Originally Posted by : Father,
The indigenous population we have encountered is not as we are. They seem to be human but they are not. I cannot go into more detail as time is short but they are hostile and I fear we have made them aware of us being here. When we first entered their city we were met with hospitality but it was only to lure us in and so we readily shared with them where our kingdom lay and who we are. Their Lord, Darganta, seemed to be an honorable man but he isn’t, in fact he is a creature of darkness, but I didn’t understand this until later. Please forgive me if this causes the people of Cantun to fall into danger as it was my mistake but I will seek to correct it. Our scouting party was too small to fight them when we learned that they only tried to get more information from us before we would be killed and so we led them to believe there was more to learn and one night made our escape. They followed us and some of us lost their lives to give the others time to escape. I myself have been hurt badly but I will get through. We are making our way back to Birun now, to set up defenses there and defeat their small host before they can set over to Cantun. Look to the north and pray to the gods that we are strong. But be watchful.
Leon
The news shook the father and the whole court with grief and fear. They set up guards in Tar Cantun, looking northward. They could not see the lands north but on the sixth night there was a red glimmer in the far north and they had to assume that fire had reached their outpost. The king decided to wait if there would be any more signs from his son but the following night he had a dream, where his goddess of Light, Lassa, visited him and told him that time was short. He had a vision and saw many strange creatures prepare primitive ships and boats, behind them he saw what looked like a human settlement burnt down and he knew for sure what had happened. He asked the gods for help but Lassa explained that they could not directly intervene, as these creatures had their own gods and a war between the divine beings was nothing they wanted or at least it was not Lassa’s to decide it. All she could do was to enchant the king’s sword, Neril, with a spell that would help him to prevail against the magic that Darganta was wielding and to speak a blessing over their host that would put fear into the enemy they had to face.
King Cantus, although of old age now, immediately ordered the preparation for departure and two days later the Cantunese army was ready to sail but the king hesitated. He waited for another week and only his closest advisors knew for what reason he did this. When they finally set sail they were not on the water for long before meeting black ships, or rather boats that were on their way south. The king knew he had waited for the right amount of time because the one advantage the Cantunese had was the sea. They were experienced sailors and warriors on ships, while their enemies had never set their eyes onto the sea before. With very few losses they were able to sink all the dark vessels and many strange creatures were feeding the fish that day.
Encouraged by this they quickly set foot onto the mainland, near Birun, where they discovered the burnt remains of a small town and after mourning the loss of good men they continued in the direction they assumed the enemy to live. Every night Lassa returned to the king in his sleep to guide them and let them know the way and only four days later they reached the black citadel city that Leon had told his father about.
The next day they engaged the enemy but of the heroic deeds of the battles in these early days no accounts have survived or at least, none that we know of. We know that after a long and fierce battle the Cantunese force finally prevailed, only Darganta himself was still fighting, believing that no man could kill him he slew hundreds of soldiers until Cantus himself faced him in battle. It was a fierce duel but in the end Cantus’ sword Neril found an opening in the black armor and pierced the skin of the dark Lord who fell, under the magic spell of Lassa.
Spoiler Alert, click show to read:
The cavalry charging in, led by the king's friend and advisor Galan Undine The swordfight of Cantus and Darganta
The rest of the dark forces had retreated and after the defeat of their Lord they surrendered to the host of Cantus. It was decided that they should be spared but not allowed to live there anymore. Their leader, the right hand of Darganta, Lord Vayne, suggested they would be sent to an alternate dimension, they called it “the void”, from where they originally had come, as, so they said, they were only able to reproduce and rebuild their people there. Thinking of Lassa’s words, Cantus did not want to upset their dark gods any more than necessary and agreed, using the sword of Darganta, the only tool that could open a gateway to the void, to send them back.
As they entered the real of the void though, Cantus realized that he had, like his son, been betrayed by these evil people and they tried to move a large host of their creatures back through the Gate, led by Vayne. He was the first to step through and in that moment Cantus realized their betrayal and attacked Vayne, wounding him deeply across his chest before being slain by Vayne himself who was struggling to keep the gate open. It was then that Birun, who had snuck onto one of the ships, disguised as one of the wizards who accompanied the army, stormed forward, tears of anger and grief in her eyes, after losing her brother and father to these enemies, weaving a spell that wrestled Darganta’s sword from Vayne and pushed him and his host back into the void.
Spoiler Alert, click show to read:
Birun closing the gate
The gate closed but at what price? Birun had exhausted herself and without the will to go on, she could not recover and so, arm in arm, both father and daughter died that day, saving their people, who were now without a leader. No one knew of the fate of Leon and so it had to be assumed that he died, defending the outpost of Birun.
In the aftermath of the battle it was decided that Galan Undine, Cantus’ closest and most trusted advisor, should become king, as the old king had no other heir to take the throne. Galan knew of everything that Cantus had known, so he honored Lassa for the help she had given them, against the council of the other gods. He decided that the kingdom of Cantun was no longer and there should be a new one, named Lassara with a capitol built right there, at the site of their most tragic hour, as a sign of the power and will to overcome, that was in all men. The island of Cantun was to be part of the realm, reigned by a nephew of Cantus who did not want to leave the islands but agreed to set the house of his uncle up as governors of Cantun, subject to the kingdom of Lassara which was to be reigned by the House of Undine for all time, should the gods so will.
Spoiler Alert, click show to read:
The capital, Lassara A glimpse into the streets of Lassara
The sword Neril was deliberately broken and shards of it have been forged into seven weapons to disperse the vast divine power that was sealed within the blade. They were given to the greatest heroes of the realm, to be used as weapons to defend Lassara but six of them have since been lost and only one of them remains in the hands of the kings of Lassara. The sword of Darganta could not be destroyed, not my physical or magical means and so it was sealed in a chamber beneath the castle of Lassara’s capitol to never be used again. It is guarded by a special corps as it is rumored that the hosts of the void would still answer to the sword, should they be called.
In the following centuries the realm was strengthened and expanded. Soon the rebuilt town of Birun and the newly founded town of Leon were thriving and the kingdom expanded further. Right now, eight hundred and seventy years after the founding of Lassara, the realm reaches south to Epayl Nir, the spear point of the south, eastward to the peninsula of Avin and west unto the great western mountains, the Ayal Royad hyo. The southern peninsula was colonized along the shores as the southern desert, Mayandar nir, was almost impassable and so settlements were only built on the shore and on the islands of Quin and Ai. Later a group of settlers followed a river north of Quin and founded Yonal in the southern reaches of the western mountains. Beyond these lay Ayal Mayn hyo, the great western sands. Nomads live there and over the years past they sometimes have raided the countryside west of Leon, so the two watchtowers of Null and Varim were built, to safeguard the western borders of the kingdom. They have since been almost deserted as relatively stable peace with the nomads has been reached about two hundred years ago. They didn’t like Lassara nor did most Lassarans like them but goods from the kingdom were needed in the west and vice versa, so a lasting trade relationship has evolved between both people, replacing the wars of their early encounters. Still all trade goes through Null and Varim and the garrisons are ever watchful to what happens in the great sands. Tarania, the northern realm, is a hostile land, not because of civilizations living there but because of the harsh weather and dangerous animals. None of the two usually crosses the northern mountains, guarding the kingdom's northern borders, so the Lassarans are happy, not knowing much about these lands.
Through all this time the House of Undine has prevailed and a descendant of Galan was always ruling in Lassara. Until now… The old king, Ramin Undinde II has died in a hunting accident without leaving an heir of age, only his daughter was left behind but she was only six years old when her father left the realm of the living. The laws stated that she could rule from the day of her sixteenth birthday, until then, three consuls were to rule the kingdom as stewards. This day is today but the expected coronation of Queen Amalia Undine I was not going to happen the way everyone expected…
Lassara's Religions:
Spoiler Alert, click show to read:
The Old Gods:
This is the belief in the old gods, the gods Cantus and his followers already believed in when they set foot onto Cantun. They do not know much about their history before their journey to these lands but they have remembered all about their gods. It is by far the most common religion in Lassara.
Pantheon of the Old Gods:
Astaron: He is the head god of the old Lassaran faith. The founder and father of the people they originate from and he is the mightiest among the Lassaran gods. The Lassarans do not believe that their gods are the only gods that exist, neither do they believe that their god, Astaron, has created the world or other gods. He married Lassa and convinced her siblings, Bylaeid and Cayhalla, to join him in protecting his people, the people that Cantus and his followers came from. Over the while more divine beings joined them or were born into their ranks, making up the whole pantheon of the old faith. Astaron himself has power over the winds and air, over the creatures of the heavens and over the minds of men. He is a mighty warrior, his most common avatar being in the form of a knight, carrying a lance and a longbow, riding a winged horse. Astaron is also the god of night and darkness. His center of worship lies, together with his wife Lassa, in the royal temple district of the capital but both are worshipped throghout the country.
Lassa: Though not the head of the Lassaran pantheon, Lassa is the most beloved godess of her people because she was the one to appear in Cantus' visions, revealing to him the way to defeat the army of the void and enchanting his blade Neril to accomplish this deed. She is a loyal wife to Astaron, ever supporting of her husband, only once has she acted against his council, when she aided Cantus in those fateful times. Lassa is the goddess of light, song and beauty. Of all the gods she is most prayed to because she is said to listen to the prayers of men more than the other gods. Her most common appearance among men is that of a fair lady, clothed in a shining, white robe, not bearing any weapons. In addition to the temple district of the capital there is a huge temple, solely dedicated to Lassa, in Tar Cantun.
Bylaeid: Lassa's older brother and, after her, the first to join Astaron. He is the Lassaran god of water and the sea and all marine creatures. It is said that the old people of which the Lassarans originate were great seafarers and Bylaeid was one of their most important and worshipped gods but in Lassara seafaring is not such an important part of life and thus the importance of Bylaeid is somewhat diminished. He usually appears as a tall, muscular man, clothed in rough leather, armed with a giant battle axe and he is rumoured to roam the seas on his mighty ship Vanrim. The center for worship of Bylaeid is Avin, as well as the islands of Quin and Ai.
Cayhalla: Cayhalla is the younger sister of Lassa, a wild and ferocious character. She is also playful and loves a good challenge, showing that when not immediately agreeing to join Astaron but letting him take a few tests to prove his power, one of these tests being the defeat of another divine being in battle, a suitor Cayhalla wanted to get rid of. She is the goddess of war, the hunt and all land based creatures, appearing as a woman in chainmail and a red cloak, bearing a spear and two sabres. Cayhalla is worshipped mainly in the southern parts of Lassara, with a great temple in Epayl Nir.
Sylka: Sylka is the wife of Bylaeid, married to him before they ever met Astaron and she joined him together with her husband. She is the Lassaran goddess of fertility and all growing things, bestowing her blessing onto the farming population of the country, being mostly worshipped in the rural and agricultural areas. A large temple in Leon is dedicated to her. She usually appears as a young woman, dressed in green garments and carrying a long, wooden staff.
Lot'al: The Lassaran god of magic, wisdom and study. Like his brother he is interested in the arcane but his temper is much more stable and he is more interested in the controlled use of arcane powers than in the destructive unleashment of raw energy his brother seems to be so fond of. He has married Cayhalla and thereby joined Astaron whom he has come to respect greatly and his temper has made him a perfect counterweight for his wife. He is worshipped mainly in the royal temple district of the capital but there is also a large temple, dedicated to him, in the city of Anaba. Usually he appears in colourful robes, as a rather old man, bearing a scepter.
Faarik: He has joined Astaron after his brother Lot'al was married to Cayhalla. Being a natural wizard and cunning deceiver he has become the god of witchcraft and trickery. His love for the Lassaran people is limited and these feelings are mutual. Only some sects worship Faarik and he has no large temple or cult areas. He appears as whatever he feels like, not having a common form, although lately, over the course of the last two- to three-hundred years, he hasn't appeared much at all.
These are the seven head gods of the Lassaran old faith. There are several lesser divine beings associated with Astaron's pantheon as well, some regional, some attached to certain aspects of life. Gods are immortal, which means that they do not age or die of sickness or anything else, they can, however, apparently be slain, because Astaron himself is said to have slain a divine suitor of Cayhalla as part of her tests. It is of course very difficult to slay a god and in fact this occurence during Cayhalla's trials for Astaron is the only known death of a god.
The Lassarans know very little about the time when Astaron first approached their people because an important element of the old faith is that knowledge of the time before Cantus set his foot onto the island now known as Cantun should not be pursued.
The Lassarans have no god for the underworld or the dead because they believe that all dead souls will be judged before Astaron and, if they are worthy, they will enter his realm where they will live eternally in joy and peace. Those that aren't worthy are not spoken of and most religious leaders assume that they simply cease to exist.
How are we gonna do this? (Rules)
Spoiler Alert, click show to read:
The World of Lassara
There is a ruling class, the king's House of Undine and the nobility. A big majority of people in the kingdom are in the upper or lower middle class. They are living in relative wealth although they aren't of noble birth. There is the lower classes as well, they aren't as numerous in most places but Lassara is no Utopia it has poor people, bandits, rogues and a list of other problems as well
The currency is simple, there are coins made of gold, silver and copper with decreasing value. You don't have to go into great detail and exaclty list how much gold your character has, but describing how poor/rich they are and if they have regular access to gold is a very good thing
The military of Lassara might not have to fight big battles or win great wars, as the country lives mostly in peace but even in a kingdom like Lassara there are bandits, pirates and other brigands to fight and the military also has the duty to man the garrisons of the western watchtowers and guard the mountain passes into Tarania. This is probably where most fighting happens, especially during the winter months, when freezing temperatures and lack of food drives hordes of hostile creatures into the south. Their history has also taught the Lassarans to remain vigilant and ready for anything, so their military is very well trained and equipped although a lack of real combat experience might still be a disadvantage in a full blown war, at least for part of the army. There are women serving in the army.
There are elven tribes that have been found recently in the southern woods, by the settlers of Yonal. They are peaceful and technically there has been an alliance established with the kingdom of Lassara but encounters between men and elves are rare.
Technologywise this world is at a similar stage as classical fantasy settings like LotR. You can be creative with armor and weapons. Magic can be a good substitute for technolocigal parts and again, be reasonable and know that this is about working things into the story, not "powergaming", which is not possible anyway, since items and equipment don't have "stats"
Characters
Everyone who wants to participate: simply state it in this thread. Then create a character and post it here.
Create a character for yourself. I will start the cahracter thread with a character of my own, so you can follow that example but you can even add more detail if you want to.
Once player character per person, you can create NPCs though, for example if you need them for your character arc or something else...
Your character can be of any race or creature imaginable, you can use creatures already known in the realm. There could be other civilized creatures inside the kingdom of Lassara that have only been discovered in those years that I didn't really go into in the backstory. Or you can have a character coming from a place outside the game map.
You can create any "class" you can imagine. We will try to keep it fair, so don't shun away from characters that seem weak if it fits what you wanna do, this is more about story than overpowering others.
I have the final say on characters, I might ask you to change things to keep 'em a bit balanced, please ask if anything is unclear
If you have any questions regarding character creation, please just contact me via PM. If you can't find a picture, AFTER TRYING ;) - you can ask me, I might find something you like
Playing
We will play by simply posting what our characters do, say, sometimes what they think, etc. You are completely free what you want to do but of course it would make sense to join in on the main story, otherwise I'd recommend just writing a book ;)
Posts in past tense and third person please
There is no posting order but be reasonable. If someone is in a conversation with another char and you are in the same group, it doesn't really make sense to post how the group packs up and leaves... Unless your character tells the two ingame to stop chatting and get going :P
It is allowed to "plan" certain things with other players via PM or other means, to post larger dialogues at once or things like that. Sometimes it makes sense but don't do it with everything. Surprise us
I have the final say on posts so if something just doesn't fit I may ask you to remove it. This may never happen and if it does I expect it to be very rare. If you want to do something that seems rather "stretching" you can always contact me beforehand
Battles
You can initiate or engage in a fight with NPCs anytime you want, depicting the battle any way you want, although sometimes you'll have to pay attention to what the others are doing. Also, try to be reasonable. Posting how your character kills an army of five thousand single handedly might make it hard to balance him and I might ask you to remove that post after you pot so much work into it, which is not favorable
Don't hurt or kill NPCs that are created by other players and have their own entry in the characters thread. Cannonfodder can be destroyed at will even if "created" by others.
PvP
You can engage another character in battle anytime you want, whenever that happens the game will switch to "turns" and all characters involved will post in a order I will set from battle to battle.
Every character involved will post three times depicting his moves and reactions, after that all involved characters will discuss in the OOC thread and try to reach a conclusion that they all can agree upon.
If no consensus can be found, I will decide who has the upper hand and how strong the advantage is
After that (no matter if the players agreed on who has the upper hand or if I have to decide it) I will do a biased random roll, to determine the winner, favoring the one in advatnage of course.
After that the results have to be worked into the story, it will be discussed beforehand if it is possible for a player character to be killed during that battle
This sounds more complicated than it is, let's get to the first PvP battle and you'll see ;)
All these rules are subject to change at any given time. If during the course of the game an issure comes up where you don't agree with the rules and it has support from the majority of players I have no problem tweaking them to what is wished.
After all, this is about having fun and creating a story together. I will work as a GM, steering the story a bit, which means of course I have a story in mind but it could be completely altered and changed by your actions and choices.
A character sheet should include the following info:
Name: - character picture - please put in Spoiler-Tags - and/or Description of appearance: [esp. if there are recognizable, unique features] Race: [if invented by you, please share some details] Age: Class: [if invented by you, please share some details] Occupation: Weapons and other equipment: [You can also put magic abilities here] Special Skills: [Anything your character is very good at]
Type: [PC or NPC] Status: [Alive/Dead/Lost/etc...] Current Location:
Short background:
You can copy/paste this form and just fill it out if you wish. You an also add any other details but this is the required information.
EDIT: forgot to add the prefix "Non-Mafia-Game" so if any mod could add it, that would be highly appreciated
Race: Human Age: 28 Class: Knight/Warrior Occupation: Captain of the Lassaran Royal Guard Weapons and other equipment: Sword/Bow and Arrows, he also wears the rare armor of the royal guard. It is platemail, designed in a special way and magically enhanced to offer highest protection to the user while decreasing his flexibility and movement as little as possible. Special Skills: Masterful rider and swordsman, very good bowman, tactical abilities, great leader of men Captain of the Royal Guard: In case of an emergency of the kingdom, where the lives of the royal family are at stake he can enlist ANY member of the Lassaran military, active or retired and even those higher in rank than himself (e.g. Generals), technically the noble families are also obligated to supply with their private forces should the need arise Military survival training: It involves treatment of wounds, anything from firemaking to tentmaking, building of temporary fortifications and such...
Type: PC (played by Host) Status: Alive Current Location: Lassara/Palace
Short background:
Alains father had served in the military all his life and the young boy's dream had always been to follow the old man. The military of Lassara might not have to fight big battles or win great wars, as the country lives mostly in peace but even in a kingdom like Lassara there are bandits, pirates and other brigands to fight and the military also has the duty to man the garrisons of the western watchtowers and guard the mountain passes into Tarania. This is probably where most fighting happens, especially during the winter months, when freezing temperatures and lack of food drives hordes of hostile creatures into the south.
Their history has also taught the Lassarans to remain vigilant and ready for anything, so their military is very well trained and equipped although a lack of real combat experience might still be a disadvantage in a full blown war, at least for part of the army.
Alain started to train for this when he was six. It is at that age that future soldiers begin their education and in addition to history, mathematics, writing and other scholarly activities they lern tactics and start their physical training. By the age of sixteen he joined the army and after eight years of service, both in the western desert and in the nothern mountains, he was promoted to the royal guard.
He showed great talent, both in fighting and in his understanding of tactics and thus, three years later, he was second in command, only inferior to the guard captain Dale Conraith. Short after Conraith was dishonorably discharged under unknown circumstances and the whole affair was declared a secret by Consul Lyana, the consul in charge of the military.
From that day Alain was captain of the royal guard and he has since made himself known as a captain that was strict but good to his subordinates, one leading the guard in an honorable, worthy way. Now, not even a full year after his promotion, he has the duty of preparing security for the day of the new queens coronation.
Name: Thomas Targryn Race: Human Age: 18 Class: Noble
Weapons and other equipment:
Essa: the shining one, dagger, noble’s attire, vambrace on left arm, right arm vambrace in pack. Pauldron on right sholder(He thought it looked stylish more than anything else), Schynbalds on legs, family crest slotted into the front of pauldron strap. Money pouch: 20 gold 50 silver and 20 copper pieces
Special Skills: Rich: He has a large stipend from his father that can be withdrawn from any of the banks. Every week this character can withdraw up to 500 gold pieces from a bank and can request more by sending a letter to his father explaining the need; anything frivolous will be denied. Well known: his family name commands alot of influence in human society and as is given special treatment when dealing with humans who respect nobility, note: will not work with foreigners wildmen, non humans not intergrated with society and criminals. Ransom: His family is known for being the second most powerful and rich family in the world as such instead of killing him any NPC that places value in gold will instead capture him and his companions in hope of making a profit. Educated: can read and write Noble armourer: All his armour have been guilded to him and give extra protection when used by him and a penalty to anyone else trying to use it. Skeletal hand: due to a curse his right hand and forearm has been reduced to bones, kept together by magic his hand is now immensely strong and practically indestructable but all feeling is gone and it is unable to perform particualy complex tasks due to lack of touch. Each joint can be detached and theoretically he can still move the fingers when the hand is off, though he cant do anything with it reliably without line of sight. Hell of a firm grip.
Type: PC Status: “Very much alive and I hope to stay that way” Current Location: Birun's streets.
Short background: Heir to the Targryn family the rulers of Tar Cantun, This lad was raised his entire life to become head of the household, being taught how to fight and how to behave in court, but shows some signs of becoming soft in such a sheltered life. To avoid ending up with a weak heir his father sent him to be squired to a knight in the family’s service on his Eighteenth name day and sent out into the world to gain an appreciation for real life. Young, naïve and arrogant his several months of roaming has lead him to Lassara where he hopes he can find something to prove to his father he is worthy to lead the family, or at least end this poxy pilgrimage.
Race: Lich, believed to once be human. Age: Unknown Class: Necromancer Occupation: None Weapons and other equipment:Staff of Worms, Krivbeknih, and ancient Archmage Robes Special Skills
1)Morangul has a vast wealth of knowledge at his disposal, allowing him to solve any problems he might come across quickly.
2)Should someone (like a Paladin) decide to foolishly challenge him, Morangul has a vast array of Destruction spells (i.e fireballs, lightning, etc.), as well as Defensive spells such as Stoneskin, should said Paladin manage to close in on him.
3) As a Lich, Morangul has a Phylactery, a place for his soul to flee to if his body is destroyed. Or at least, he did have one. (read my story!)
4) Morangul did a lot of pillaging in his heyday, and as such, he has amassed a treasure trove of gold, which is kept in his sunken fortress, although he is able to access it quickly with a simple spell.
Type: PC Status: Undead and loving it! Current Location: At his now sunken fortress, somewhere in Ayal Royad Hyo
STORY TIME!!
Centuries ago, Morangul was a terror in Lassara, constantly destroying small towns and villages, and adding the newly deceased inhabitants to his undead army. When he was at the height of his power, when his undead army could crush everything, a lone Paladin rode out to his fortress, challenging Morangul to a one-on-one battle. Morangul, believing (rightfully so, at this point) that he was invincible, took the Paladin up on his offer, intending to crush him quickly. What Morangul did not know, however, was that the Paladin wielded one of the seven weapons forged from the shard of Neril. After a long and destructive battle, Morangul lay defeated at the feet of the Paladin.
But instead of destroying Morangul outright, the Paladin sealed the lich in his own fortress and sunk it into the ground with a single mighty spell. However, the Paladin did destroy Morangul's Phylactery, meaning his soul would be destroyed if his body was destroyed as well, and cut-off Morangul's necromantic powers, making it impossible for him to raise an undead army again.
So time passed, and the name of Morangul, and the tale of the Nameless Paladin, faded in the minds of Men. But now, something has caused the seal on Morangul's prison to weaken, allowing him to escape. However, Morangul is now a changed man lich. No longer does he want to destroy and conquer. At the moment he wants to figure out what is going on in the world, and, more importantly, figure out how to make another Phylactery (the knowledge of making one was conveniently forgotten).
And so, Morangul sits in his crypt today, scrying the capital city in order to watch the coronation ceremony.
In time, Morangul may decide it is time to enter the world of the living again, but for now, he watches.
Things to know
1)Since Morangul is a lich, he just can't go running around; he'll just scare everybody.
Therefore, Morangul can use an Illusion spell to disguise himself as a human.
However, Paladins and clerics will still be able to sense Morangul's evil presence, and Morangul has an aversion towards holy relics and holy sites.
2) Morangul is a powerful Necromancer, but his powers over the dead have been cut-off. He must find a way to regain his necromantic powers.
Description of appearance: She is an illusionist, and is thus able to change her appearence at will. However, her true form is that of a green-haired elf-like creature with two small horns. One of her eyes are also red while as the other eye is blue. Her preferred appearence among humans, however, is a peasant girl. Race: Fey (They are creatures of the forests of a far far away land, with extreme proficiency in the magic of casting illusions. They are extremely long lived, and adults of their race is capable of deceiving even the most powerful archmage. The secrets of their illusionic magic comes from their great empathy gained by their minor mind-reading abilities) Age: 98 Class: Illusionist (No duh) Occupation: Travelin'
Weapons and other equipment: Fey Dagger (A VERY sharp blade that she doesn't really know how to use, but allows her to use advanced illusion magic due to its handle being crafter of wood from her own forest). Fey-weave traveler's cloak (made of spidersilk). Reed flute Special Skills: Fey's Tongue Alaria can communicate with any creature in the world using a special language that only other feys and beasts can understand. Illusionist Alaria have a host of illusion and mind altering magic which can fool some of the most powerful individuals in the realm. Minor Mindreading: Alaria can detect other people's hidden intentions quicker due to her weak passive mindreading ability. Knowledge of the forest Alaria can determine whether or not something is safe to eat, by FEY STANDARDS, and is also able to see the utility of other "gifts of nature". Tough Stomach: as a fey, Alaria can withstand eating and digesting food that may be dangerous or even fatal to a normal humans Fey Shapeshift: Feys develop the ability to shapeshift into other creatures and in fact, grow permanently more and more inhuman as time passes on. Alaria is still a child and she can only shapeshift into a tiny version of herself with butterfly wings. Fey blessing: Feys give off a huge amount of magical presence, meaning that things around them turn more magical. Animals in the forest they live in, for example become larger than they normally do (and more intelligent), and plants grow quicker. Humans can also be affected by this if they spend much time with Feys in their youth.
Type: PC
Status: Alive
Current Location: Near the city of Leon
Short background: Mortals are evil creatures, filled with cruelty, greed, and sinisterness.
Or so Alaria's parents told her when she was 21 years old, mere toddler by their standards.
In truth, however, Alaria was always curious about the mortals of the far-away lands. The tales of their "barbarity" interested Alaria rather then frightening her. One day, while playing with other creatures of the forest, she had her first encounter with a human, a woman and a man. She hid herself from their eyes and spied on them as they giggled and giggled and ran off into a cave together, their passionate thoughts intriguing her more than any Fey were able to.
When she was 96 years old, still a child by Fey standards, she fled from her forest, intent on discovering more about the humans. She convinced the Great Eagle which lived in her forest to assist her by taking her to a place ruled by humans where no Fey would be able to take her back against her will. Despite its warnings that she was acting rashly, Alaraia was insistent upon her demands, and the Great Eagle obliged, carrying her across the sea into the Kingdom of Lassara.
Things to know
-Fey body parts are valuable magical reagents and resources. Their horns are capable of amplifying magical abilities when incorporated into a staff, for example, and their spit and blood can be used as a potent base for potions. Fey's heart, when consumed, allows the consumer to gain much magic potency.
-As a fey, she is not knowledgeable about any of the recent history of humans nor their culture. Therefore, despite her disguise, she would stick out like a sore thumb wherever she goes.
-As a fey, she becomes stronger in the forest.
-Despite being 96 years old, she's a child. Expect her to be a bit naive and trusting and incompetent, despite the fact that she has a gift of mindreading.
-Feys are almost unheard of in this land, or anywhere else for that matter..
edit: It ain't easy finding pics of green haired horned elf :p
Spoiler Alert, click show to read:
Although this comes pretty close, I guess. Maybe this one's Alaria's mother or something.
Race: Human Age: 28 Class: Bandit/Rogue Occupation: Currently on a break. But usually involving anything from pillaging, stealing, raiding, assassinations to protection missions. Weapons and other equipment: Broad sword, three daggers, long sword, crowwbow with bolts, leather armour and shield.
Special Skills: Raiding: Fast and strong attacker, skilled in striking hard and fast. Thief: Can steal from others. Always has a supply of cash. ;) Dextrous: Skilled in multiple styles of fighting, ranged, melee style, brawling, assassinations, etc. Educated: From his upbringing, he knows how to read and write and use numbers. Intelligent: Not a slow, dimwitted brute, he can think for himself and well. Strong Willpower: Can't be blackmailed, domianted, etc. Won't give up.
Type: Player Character Status: Alive and threatening Alain Current Location: Hut on the roadside.
Short background: Born and raised in Lassara, Rufus was born to middleclass parents. He recieved an average education, smarter than most, but unwilling to pursue any kind of academic career, he joined the army at the end of his education, at 18. He was assigned to a scouting division, and while exploring various locations out in the desert, they were set upon by local nobles. Fighting them off and killing a few with the scouts, they were reported to Lassaran authorities by the surviving nobles. He offered to take the blame, and has become a wanted man in Lassara and the surrounding areas. After the fight with the nobles, he lived off his wits, stealing what he could, threatening and bluffing to gain food and shelter. At 22 however, he realised he had a problem. He got in contact with his scout leader, Dietrich, and asked for some help. Dietrich, becoming disillusioned with the Lassaran way of life and justice, offered to set up a mercenary force with him and the other scouts.
For two years they set up a mercenary company and it worked well. But not good enough. The pay wasn't great and the treatment of them was poor at best. So they decided to start ripping off their customers and in time became a bandit company that terrorised rural villagers, small towns, trade caravans and ships. Their notoriety increased, and eventually they were hired to do jobs for people who needed certain things done (Murder, raid, assassination, protection). Now, Rufus is currently waiting for a job in Lassara. Because the citizens and guards of the city doubted that he would ever go to Lassara again, he is quite safe. Though he usually wears a hood to cover his identity.
He has his own honour code, but he doesn't particularly care who he works for or what he does.
Also, he has a particular hatred towards nobles and elfish lovey dovey things (Fey stuff included). He is not an evil man (Or at least he doesn't think he is), he doesn't enjoy slow deaths of his victims and refuses to perform torture.
Name: Indrax Dwymmer, formerly of House Fay’ra, Drax to friends
Spoiler Alert, click show to read:
Indrax after levelling up a few times
Description of appearance: Average looking young man with unkempt blonde hair, not physically imposing at all. Looks nervous and agitated most times, as though he has something to hide. Normally wears apprentice robes, but since he is now on the run he is trying to blend in with the local population and so adopted the clothing of the citizens of Lassara.
Race: Human
Age: 19
Class: Apprentice Alchemist
Occupation: Formerly an apprentice, now full-time fugitive
Weapons and other equipment:
A small amount of silver
A few explosive/sticky/healing potions he was able to snatch when he decided to run away
Some basic alchemical supplies – herbs/dusts, enough to make a few more weak potions
A basic training wand, nowhere near powerful enough to channel a deadly spell
Commoner clothing
Special Skills: Potion-making – dependent on how many recipes he knows though, currently can create basic potions such as healing, explosive and sticky. Basic magic training – can cast cantrips and various utilitarian spells – Acid Splash, Rays of Frost etc, the kind of spells that will mildly annoy an enemy, nothing more. Unnerving luck – for a strange reason, Indrax has always been a very lucky man, avoiding injuries whilst others were seriously hurt in various magical accidents from his time at the academy Minor Arcane Knowledge – though he is not a great user of magic, Indrax did take the time to study ancient texts at the Academy in his attempts to find out more about the mysterious beings who attacked his village so long ago. If minor magical problems comes up, Indrax will probably know the answer
Crippling Flaws: Terrifying Secret – keeping a secret is not easy, especially for a low-born orphan thrust into the height of Lassaran society. As such, Indrax lacks the social skills you would associate with a retainer of a noble house. His time at a magical academy didn’t help matters. Physically weak – apprentices don’t tend to exercise a lot, a fact he is sorely regretting now that he is on the run. Magical incompetence – though he could cast spells if he concentrated heavily on formulating the spells, Indrax is simply not a talented magic-user at all. Who knows, maybe he’ll find his true vocation one day…
Type: PC Status: Alive Current Location: Somewhere in Lassara, precise location unknown
Short background:
An orphan from a village devastated by unknown attackers, he found shelter at the home of the local feudal lord, Lord Carus Fay’ra. As he became older, Indrax became an unassuming apprentice at the magic academy funded by the House of Fay’ra, a small but wealthy noble House that has holdings across the kingdom. Though studious, Indrax was a not a good user of magic and was seen as a disappointment to his sponsor despite his early demonstrations of magical talent. The recent murder of Lord Carus however changed everything – suspicion was immediately upon Indrax, for he disappeared from the academy that very night…
Name: Ser Gilford Millicent Race: Human Age: 40 Class: Knight
Weapons and other equipment:
Longsword, chainmail armour, Steel Plate armour, Family great helm, Kite shield, Great Sword, Silver horn. Noble silver cloth cloak, Clasp= family crest. A multitude of potions. Money pouch: 50 silver, 30 copper pieces
Special Skills:
Old soldier: He has fought as a knight for 25 years and while he hasn’t got any flashy moves he is one of the best swordsmen in the world, as such any swordsman without any special ability or magical weapon will have a hard time besting him in fair combat. Bodyguard: whenever Thomas targryn is attacked in this character’s presence outside of open combat he will automatically be forced to try and kill the soldier before he even gets near Thomas. Friendship from birth: This character has been the teacher and friend to Thomas Targyryn since he was a year old. In combat if Thomas Targryn is injured severely this character will go berserk killing any foe PC or otherwise that tries to go near his squire disregarding his own health and even shrugging off critical wounds in an effort to get his charge to safety. Silver horn: After an incident in their travels he was separated from Thomas targryn this character decided to come up with a counter measure in case it happens again. Enchanted by an arch mage in the town of birun, when blown this horn will automatically summon Thomas to his side. Unfortunately the mage was somewhat old and prone to making mistakes, the presence of a magical spell or item, even a light spell or a weak holy amulet, in close proximity of the horn or the target will cancel the summon, in which case the location of Thomas is telepathically given to him instead. Currently in posession of Kaz Softchizel a runesmith in birun.
Type: NPC Status: Alive Current Location: Wherever Thomas is.
Short background: The Millicent family is an old family of knight retainers of the Targryn family that traces its lineage to the days of Cantus. Mentor, bodyguard, knight and friend Gilford Millicent is the only companion outside of the family Thomas Targryn has, like his father before him when the first Targryn heir was born Gilford, as the oldest heir of his own family, was chosen to be the lad’s protector and teacher. When Thomas came of age it was obvious who would be chosen to squire the boy and when told to experience the world who else would be chosen to be his first companion?
Name: Alyssa Fangstrike Image: Later! Description of appearance: A young woman of middle height, with long chestnut brown hair and green eyes in a fair, pale-skinned face, Alyssa is a beautiful young lady. Her forms are gracious, if humble, and she is stronger than many would expect from a woman of her stature. Her left hand is a tainted, black colour which gives the impression of it having been burnt, but this is in reality due to a disease she has had as a child, which is why she often wear long gloves that cover this deformity. Her ears are pierced to allow earrings, which she normally wears simple so they won't get in her way. Race: Human Age: 28 Years Class: Wanderer, Bard and Sellsword. Occupation: Alyssa is currently without employment, having just finished a job of escorting a caravan to Lassara. Weapons and other equipment: Dagger, short sword, heavy axe, light leather armour (w. long gloves), sleeping cot (rolled together), shortbow w/arrows, a small backpack currently containing spare clothes and a bit of jewellery, a family brooch for her hair, a small lute, and a courser for riding. A small pouch of money pieces. Special Skills:
Combat Profeciency: Alyssa has experience in many types of combat, mounted and foot, melee and ranged.
Silver Tongue: Few can resist Alyssa's wits and words.
Educated: Alyssa knows the major language(s) of Lassara spoken and written.
Cunning: Alyssa is good at scheming and better at seeing through schemes.
Blooded: Having seen her share of hardships, things that would revolt less hardened individuals barely shock Alyssa.
Type: PC Status: Alive, if a bit tipsy. Current Location: A tavern in Lassara.
Short background: Alyssa is born into a minor noble family, the Fangstrikes, and as such she has been raised with proper education that naturally befits the upper class. She had many older siblings, though, and was never meant for anything great, and neither was she a favourite of her parent's. A swampland pox almost killed her as a child, which is why her left hand is strangely deformed. Her sickness also further strained her parents' devotion to her, and after recovering, she ran off at a relatively low age. Since then she has been through her share of hardships, most of which are unfit for child's ears but including a vile assault and (nine months later) bearing a rapist's son, losing that infant son, and plenty of other, minor disturbing experiences. Her harsh life has made her a lonesome and often depressed woman, and turned her otherwise brilliant intellect into a cynical and cruel cunning. She is no doubt skilled at plenty of things, but her countenance is unpleasurable and devastating.
Race: Elf Age: 75 Class: Druid Occupation: None/hermit Weapons and other equipment: Staff, short sword, simple clothes. Special Skills:
Transmutation- break down materials into their raw components, and create friction(ignitions/fire, turning water to steam, etc...)
Command of plants- can command, enlarge, and animate plant life.
Basic healing magic- can heal minor wounds, stitch flesh, but more severe injuries(severed limbs, etc....) are beyond his capacity.
Wilderness savvy- experience has taught him essential skills not only for surviving, but thriving in the wilderness.
Elven language- a native speaker of the tongue.
Type: PC Status: Alive Current Location: Outskirts of Ayal Royad Hyo Short Background: Kyran was born to a clan of elves living south of Yonal. His first twenty years were a fairly standard experience for his people. On his twentieth birthday, he was "exploring" a section of wilderness with a female acquaintance. At a moment they were particularly distracted, his acquaintance accidentally stepped too close to a highly venomous snake, which bit her lower thigh before slithering off. Kyran attempted to bring her back to the clan, but she died in his arms while he was at least twenty minutes away. Distraught and ashamed, he left her near the camp, hoping she would be found, before departing for the north. Too afraid to commit suicide, but unwilling to face his clan, he settled at the base of a wooded mountain near Ayal Hyo. Since then, he's spent his years attempting to come to an understanding of nature, on his own. Early on, he took to the nearby city on occasion to steal food and clothes, but since has become proficient at acquiring and creating such sustenance for himself. The animal kingdom remains elusive, but the rudimentary magics he learned in the clan have blossomed in solitude, with little else to distract. He is generally a polite fellow, but his decades of isolation have dimmed his communication skills.
Race: Odglok Age: 77 Occupation: Shepherd Weapons: large hammer, throwing stones Type: PC Status: Alive Current Location: in prison, inside the capital city of Lassara
Racial Information / Physical Description
Odgloks are a subterranean race native to the northern wild lands of Tarania. They are shorter than Men, about 4 feet (1.2 meters) tall, but stockier, similar in build to the Dwarven races of other lands. Unlike Dwarves, they are nearly hairless, possess toothy maws, and have deep-sunken beady eyes; an appearance which, upon first sight, leads most to assume them evil or dangerous. But they are not a generally hostile race, though they can be rather standoffish toward Men, with whom they are not especially familiar. They live much longer than Men, but invest little to none of their time in academics or study.
In-Depth Racial Background:
Spoiler Alert, click show to read:
Odgloks live exclusively underneath the thickly wooded hills of Tarania. They have little contact with the Men of the Lassaran Kingdom to their south, as neither tend to venture across the northern mountains that form a natural border between the two regions. Odgloks are rather primitive compared to the Men of Lassara, lacking many technologies and goods that are considered standard in the Kingdom, but their knowledge and skills suit their way of life rather well.
They live underground, in complex cave networks that have been expanded and shaped to suit their needs. They eat most anything, staples of their diet being fish, salamanders, frogs, and mushrooms, which can be found underground most times of year. Limited contact with Men has led to the development of above-ground agriculture, evidenced by mushroom farms, fish ponds, and even sheep pastures. The only real innovations of their own pertain to burrowing and trap-making. Clever Odgloks have found fascination with gears and pulleys, sometimes providing improved quality of life for their fellow denizens, but more often resulting in fancy game traps and absurdly complex forms of security for their burrows (which are rarely threatened by invasion anyway).
Militarily, the Odgloks have not made much a name for themselves. Though they have a tendency toward petty thievery and occasional nastiness to outsiders, they rarely organize large-scale raids, and any "wars" that break out between neighboring burrows will be extremely brief, as few Odgloks have serious interest in dominion over others. Odglok government is probably the most difficult thing for any Human to comprehend, having numerous offices without any apparent hierarchy, and no real influence over daily life. Most Odgloks do as they please and have no clue who their mysteriously appointed officials are. Most officials don't even know who the other officials are.
Personal Traits:
Physically, when compared to the race of Men in Lassara, Glungurd posses good strength and constitution, terrible agility and reflexes, but above average hand-eye-coordination. Mentally, his intelligence is lacking, his charisma is terrible, but his wits are at least average.
He has held a few occupations in his life, but his latest was as a shepherd, which meant spending a lot more time above ground than most of his kind. In this profession he became intimately familiar with the art of fence building, which required much practice with the maul (two-handed hammer). He also became quite skilled at throwing stones to keep predators away from his herd. Though he is not considered a warrior by most standards, these proficiencies have made him more formidable than most Odgloks (they typically don't train for war or craft weapons, preferring to use their familiar trade tools with deadly efficiency).
Special Abilities
Apart from his expertise in the relatively new field of sheep herding, Glungurd is not a very noteworthy individual amongst Odgloks, and the only things that really make him stand out amongst Men are things which are common to his race. Subterranean Navigation: Like all Odgloks, he is extremely well adjusted to living underground. He can easily sense his direction without the need of the sun or stars, rarely getting confused by winding passages. Fungal Herbalism: He can identify most every type of edible fungus and gather enough to make a decently filling meal in almost any natural location. He even knows a few medicinal uses that might not be common knowledge in the Kingdom. Strong Digestion: Odgloks aren't picky about what they eat, especially when it comes to mushrooms, and can even handle minor poisons without problem. Venomous creatures are still a threat, but aren't as likely to be lethal as they might be to a human. Enhanced Vision: Living underground means rarely having the benefit of sunlight, and Odgloks' eyes have adapted well to their low-light environment. Not as potent as true night vision or heat vision, but they have a noticeably easier time in the dark than Humans. Find Traps: From the time they can walk, Odgloks must become intimately familiar with the precise locations and triggers of all the overly abundant traps laid throughout their burrows by impetuous security engineers, who view their work as equal parts art and protection. Even above ground, the ever increasing demand for food has led hunters to adopt trapping in an ever increasing variety of forms. As such, by the time an Odglok reaches adulthood, he can spot a new mechanical trap in his familiar territory without making a conscious effort. Outside the proximity of his home, he is still ever vigilant at spotting such contraptions, albeit with less chance of succeeding.
Weaknesses Outsider: Glungurd has only recently arrived in Lassara for the first time and has no idea what to make of his surroundings or the people who inhabit it. Furthermore, his race is viewed with suspicion by most Lassarans, making interactions difficult. Illiterate: Glungurd speaks the Common Tongue nearly as well as anybody in the Kingdom, but has never had the opportunity to learn reading or writing it. His own people have a very basic form of writing, similar to runes, relying on symbols to portray whole words or ideas, but few understand even the concept of an alphabet.
Short Background
The first 68 years of Glungurd's life were as unremarkable as possible. At that point he decided to try sheep herding, a very new enterprise amongst Odgloks, which was (and still is) considered a rather dangerous and undesirable occupation. Nine years later, he had nearly gotten the hang of keeping "wild" animals confined to a manageable area (Odgloks are very slow learners) and had become fairly self-confident by surviving several life-threatening events. Spending the majority of your time above ground means being exposed to all kinds of dangers that the under-city doesn't have to worry about. Cave-ins, toxic gas exposure, unexpected magma flows, Hellgate openings, and Abyssal incursions are all fairly mundane risks for subterraneans, but the wide open side of the world puts you face to face with things like rain, wind, snow, and occasionally wolves and bears, which most Odgloks aren't accustomed to dealing with. Glungurd had smashed in the skulls of several beasts in order to protect his flock, getting clawed a few times. Twice he had even been caught up in skirmishes between two groups of Odgloks. Neither time had he known which side, if any, he ought to have fought for, but he protected his sheep heroically. Odgloks only raid for resources, and any of them would be thrilled to carry away a sheep, goat, or pig from a battle. So Glungurd was battle-hardened by his people's standards, despite being completely undisciplined.
In his 9th year as a shepherd, however, Glungurd's life would take the biggest turn yet. He awoke one day to find half his flock missing. Grabbing up his maul and a sack of his favorite throwing stones, he headed off in the direction his fugitive sheep had most often fled - south. He hadn't traveled more than a mile before he ran across a group of humans. Rare as such encounters with humans were for Glungurd, he was accustomed to seeing small, lightly armed trade caravans. But this occasion caught Glungurd completely off guard, as the first human he saw was mounted atop a horse, clad in brightly adorned armor, a sight rarely seen in those parts. In the thick brush, the horseman passed by Glungurd without notice, until the Oglok struck him in the back with his great hammer, bringing the rider down to the ground in a shriek of pain. To Glungurd, it somehow seemed logical that this man, being such an unusual sight, must be responsible for his missing sheep. It was only seconds, however, before several more armed men arrived in response to the cry, and it took only a few more seconds for Glungurd to be disarmed and beaten to the ground.
Fortunately for the Oglok, they did not kill him. When he awoke, he found himself in the presence of many more men, whom he soon learned were members of the Lassaran military. They had been on a training exercise in the northern forest, and to them, Glungurd seemed like a murderous brigand. Glungurd did his best to justify his actions to the captain, but it would seem that attacking a Lassaran soldier without provocation was pretty much inexcusable. Especially for a foreigner as ugly and different and crude as this Odglok. So it was without much delay that Glungurd found himself marched across the mountains, into the capital city of Lassara, and directly imprisoned with little explanation of what was to be his fate.
Race: Human Age: 38 Class: Warrior/Rogue Occupation: Veteran Mercenary Weapons and other Equipments: Gutripper (Longsword), Gnasher(Short Sword), Throwing Knives, Small Bombs of All Varieties, Jet Black Iron Armor, Light Clothing, Misc Equipment (Cooking, Skinning, etc)
Special Skills: Battle Instincts - In his earlier days, having always been in the first wave, Guantano was forced to adapt, or die.
Sharp Wit - Notorious for his charms and subtle manipulation, Guantano is able to coax information and more out of people, disarming them with words
Agile Reflexes - While brute strength is sometimes good, Guantano manages to combine speed and strength in a dazzling mix
Type: PC Status: Alive Location: Lassara, The Three Brothers Inn
Short Background:
Guantano was born in Larassa itself to a minor noble and a peasant woman. His father left the very night he was conceived, and his mother died while giving birth to him at an inn. He was taken in and raised by the barman, who desperately wanted to have children. In an interesting turnaround of fate, Guantano soon had three other brothers growing up with him. On his twentieth birthday, Guantano was serving a round of drinks to a lot of mercenaries who were celebrating after a hefty job. Their stories of battle, glory and riches captivated the young Guantano, and he resolved to run away and join the mercenaries just as they were leaving. Caught by his adoptive father, Guantano initially expected to be beaten and scolded, but instead, the barman sent him with his blessings, and giving to him an old sword from past days, insisting that "my boys won't need it anyway".
It was not long before Guantano realized that the mercenary company hired itself to armies, and was typically placed in the front lines to charge the enemy lines, or storm the walls. Sent again and again at the front, Guantano managed to survive with uncanny luck. By the time he turned twenty-five, Guantano was soon mockingly dubbed, "the Cannon Fodder", for his seeming inability to die despite being sent in the first wave.
Now, Guantano is a name which inspires fear in enemies who fight this man, and for a hefty sum, many nobles and generals are willing to fork out silver aplenty just for this one man. In possession of the blades Gutripper and Gnasher, Guantano is a seasoned veteran who can rip through men. Instantly recognizable by his long raven hair and his jet black armor, Guantano is the last person whom you want to see with his blades drawn, advancing towards you. Known for his quick reflexes and dangerously skilled blade work, Guantano is more than a match for almost any man on even terms. If not, he always even the odds.
Now Guantano is taking a break in Lassara at the family inn, where he freely spends the coin he earns. Being a mercenary is a thirsty job, and since celebrations always means lots of toasts, Guantano decided it was high time he visited home again.
Description of appearance: With tanned skin from her extensive travels and a tall, athletic frame, Tah doesn't cut the typical portrait of a Bacilnan elf; a short bob of ruffled chestnut hair ensures that her hazel eyes are always able to focus on their prize without fear of obstruction, while her mouth rarely cracks a smile until her target lies dead. Despite her lifestyle, she maintains good care of herself, as best she can.
Race: Elf Age: -unknown- Class: Ranger/Huntress Occupation: Wanderer Weapons and other equipment:
Spoiler Alert, click show to read:
- Bacilnan longbow (crafted from the boughs of the sacred eirtheon, though it's been repaired over the years with sturdy boktah vines) and a healthy supply of arrows (around ten remain from her eirtheon stock, the rest are newly-made from trees native to Lassara)
- Bacilnan curved shortsword (forged from voltasu, a lightweight, obsidian-coloured Aegleron mineral akin to steel, though the blade's black hue has worn away over time and use)
- Bacilnan warrior's armour (also forged from voltasu, in the style of human chainmail, has also lost most of it's obsidian luster)
- Utility knife for skinning/fletching, several pouches containing salt/herbs/spices/poultices, a travel cloak woven from an unknown creature's pelt that repels harsh weather, various other items
Special Skills:
Spoiler Alert, click show to read:
Survivalist - having travelled for so long, Tah has become accustomed to living off the rich bounty that nature provides; she has no qualms with hunting or foraging for her next meal, and she has developed vast knowledge of animals, plant life and herbal medicine/poisons as a result.
Animal Friend - Tah has an empathic affinity with beasts of all kinds, whereby even the most hostile creatures can potentially become docile in her presence.
Skilled Combatant - between her superior marksmanship, her proficiency with shorter blades and her sheer athleticism, Tah makes for a fierce opponent... or a steadfast ally.
Off The Beaten Path - Tah has an extraordinary sense of direction and location that ensures she does not need to keep to the roads to reach her destination; this makes her a valuable asset when straying from the beaten track, and she also makes for a stronger combatant when the terrain is in her favour.
Weaknesses:
Spoiler Alert, click show to read:
Outsider - while Tah may be well-travelled, she cannot count many settlements among her visited locales as she is obviously extremely weary of humans; consequently, there will no doubt be many concepts in Lassara that are entirely foriegn to her, causing her to clam up or attempt to distance herself from the situation entirely.
Loner - having spent so much time away from civilisation with only Raina as company, Tah isn't the most sociable person, thus she struggles to open up and trust other people; this is only exacerbated by her refusal to speak in Common, despite knowing much of the language, instead preferring her native language of Lammirna or basic hand gestures at a push.
Magical Disdain - with fleeting memories of her past life come vivid recollections of fierce and destructive magic; initially, Tah will not react favourably to anyone who practices magic, regardless of their intentions.
A Broken Bond - as much as she is a strength, Tah's feline friend remains a potential weakness too; Raina's death would have disastrous consequences for Tah's state of mind.
Type: Player Character Status: Alive Current Location: Not far from the road connecting Leon to Vintom.
Short Background
Tawariell recalls little of her former life in Bacilna, the principal elven settlement in the vast mountainous region of Aeglerona, far to the north of Lassara; she recalls her time in the thick of battle, with elves and humans trading arrows and fireballs across the region, raging from the deepest valleys to the tallest peaks, year after year; she can also remember the first time she killed a man, with an arrow crafted from the sacred eirtheon's boughs; she is certainly unlikely to forget her first encounter with Raina, the majestic feline caught in a human trap designed for their elven foes.
Yet she could never remember the circumstances that led to her flight from Aeglerona; to Tah though, these were elements of her past life, a life that she had obviously sought to disconnect herself from... the details were unimportant, because all that mattered to her now was the well-being of Raina and herself.
Raina
Spoiler Alert, click show to read:
Name: Raina (pronounced Rine-ah) Description of appearance: Large and powerful, yet graceful and majestic, the aistari are a sight to behold; their arctic-hued pelt is marked with obsidian stripes not unlike voltasu, and the fur is soft and cushion-like to the touch as it traps air between each hair, keeping the beast insulated during Aeglerona's harsh winters while ensuring that it can keep cool during the summer months. An aistar's teeth and claws are particularly deadly to anything that has the misfortune to be on the end of them, which is usually their favourite prey, the hardy shalondir.
Alpha Predator - aistari are the alpha predators of Aegleron, possessing senses of smell, sight and hearing far beyond the range of humans and elves, which they use to ambush and overwhelm their foes; Raina is no different and, along with her mistress, she forms a potent fighting duo that can take down opponents beyond their strength and number as long as they remain a cohesive unit.
Majestic Aistar - most animals are prone to feelings of respect or fear when faced with an aistar, thus becoming more docile in Raina's majestic presence; any signal of aggressive intent will overwhelm the creature and cause it to flee or fight, however.
Camouflage - just as their fur adapts to changes in temperature to ensure that the beast remains comfortable regardless of climate, so too does it adapt to it's surroundings, it's brilliant white pelt subtlely changing hue to match the locale that the aistari finds itself in; examples would be a slight veridian tint in woodlands or a khaki sheen in deserts.
Weaknesses:
Spoiler Alert, click show to read:
A Broken Bond - as it applies to the mistress, so too does it apply to the beast; Tah's death would lead to Raina becoming entirely feral, seeking blood-laden vengeance against her friend's killer.
Type: Non-Player Character (controlled, to an extent, by Secura) Status: Alive. Current Location: Not far from the road connecting Leon to Vintom.
Race: Fay (you know of them by the few examples that slipped into human folk tales. Strange creatures that don't morally ambiguous by human standards. Simple folk would say that Fay act mischievous at best but perhaps it's more accurate to say that they simply act upon their nature) Age: not relevant but young in spirit at the very least Class: Bard Occupation: writing and performing lamentations Weapons and other equipment:
- no weapons or armor
- a tasteful dress which seems to change unnoticeably in such a way that one can only assume the dress always looked that way.
- a small peculiar string instrument that when played can sound like a group of women keening. No soul is left untouched.
Special Skills:
- sensing the drama: Nualla has the somewhat unsettling habit of turning up just before something dramatic happens though she never seems to be affected by the events itself.
- enchanting: Her music can enthrall others to the point that one isn't sure anymore that their acts are their own.
- interplanar travel: Can appear nd disappear almost anywhere at will
Type: PC Status: Alive Current Location: In between worlds.
Short background: Little is known about Nualla. She seems to come and go as she pleases and can appear in places to far apart to travel so fast. People who have come in contact with her reckon she is a fay because of the way she acts but she has never been anywhere long enough for that to be put to the test.
The Borians are a little-known human tribe that pre-date the arrival of the Lassarans. In ancient times they populated more of the continent, but when the dark creatures found them they were driven high up into the snowy mountains that today separate the castles of Null and Varim from the core of Lassara. The few Borians that survived the slaughter have since made their home in the mountains; the harsh conditions caused only those best suited to the environment to survive- namely, those with strong constitutions and innate magical prowess. As such, most modern Borians have some natural skill with the arcane arts, and from living in a land with little sunlight their complexions have become fair to the point of a bluish-white skin tone. They continue to live in isolation, and their long-standing sense of tradition and xenophobia means that their elders will not lawfully permit the tribe to leave its stronghold- for all they know the dark creatures still roam the lowlands, thirsting for the blood of innocents. It does not help that no Borian who has left the tribe has ever successfully returned. Today, their tribe numbers around 1000 and is beginning to dwindle due to unusually cold winters.
The Borians are completely unknown to Lassara, but their greatest pride comes in their artisanship. Often they have traded handcrafted tools and well-forged weapons with wandering Odglok who have tunneled their way into the mountains, in exchange for stories of the outside world - a possible source and/or fuel of the Odgloks' penchant for mechanical devices. However, the Borians generally mis-interpret the Odgloks' stories of "mean people" in the south, falsely believing they are speaking of the ancient dark creatures and not the Lassarans who have replaced them.
Age: 23
Class: Spellsword - Excels at quick bladework and has the ability to enchant weapons and equipment with magical power. Can also cast small-scale offensive or defensive magic.
Occupation: Wanderer
Weapons and other equipment: Bladed Rapier (main weapon), 2 Throwing Hatchets, Small Dagger, Leather Armor, several Herbal Remedies for sicknesses, Salted Meat and Cheese (provisions), Lucky Charm
Special Skills: Skilled at swordplay, hunting, and survival (knows how to live off the land). Thrives in a cold environment but may find himself in trouble in a desert. Has innate magical talent but little formal training, and knows a few useful spells (can start a fire or enchant a weapon with ice magic). May be able to learn more powerful spells with better training.
Type: PC Status: Alive Current Location: Forest road south of Leon
Short background:
Frijyk is the son of the head of the Borian Night Watch, those who guard the perimeter of their settlement from the ever-present threat of the (never-present) dark creatures and the occasional wild beast. They also double as an unofficial police force. From a young age, Frijyk was groomed and aspired to join the Night Watch himself.
It also happens that Frijyk's grandfather is a member of the Council of Elders. Since coming of age at 16, Frijyk has showed an unusual interest in what lies in the outside world. He has seen the bleak future of his tribe and wants them to move down from the mountains to save themselves- the Elders, his grandfather, and even his father, however, believe him to have foolish, immature, and radical ideas, and do not take him seriously. However, Frijyk managed to convince his grandfather to propose that a small expedition be sent to explore and report back.
Frijyk's grandfather's proposal was shot down ruthlessly by the Council, and he was publicly ridiculed and stripped of his rank. Frijyk's family reputation has been ruined, and Frijyk sees only himself to blame. After gathering the necessary supplies, Frijyk - with knowledge of the Night Watch's shifts - succeeded in sneaking out of the settlement alone.
He carries with him a teardrop-shaped sapphire hung from a necklace, given to him as a coming-of-age present by his grandfather. It serves as a lucky charm and a reminder of his new mission: to explore the world, return to his people, ensure his tribe's future survival, and restore his family's honor. So far, his journey has lead him east to the city of Leon. He garners many odd looks from the occasional passerby, but he is essentially human and is able to blend into a crowd. He has learned the Common Language previously by speaking to the odd Odglok, but has an untraceable accent.
Personality-wise, Frijyk is generally good-hearted, but is entirely goal-driven and willing to do what he believes is necessary to ensure the prosperity of his people. He has not yet formed a full opinion on the Lassarans or any of the other races on the continent, and as such his future interactions with them may determine his stance toward them. His alignment would roughly translate to Chaotic Good.
Race: Human Age: 16 Class: Cleric Occupation: Princess of Lassara Weapons and other equipment: No weapons or armor at the moment, a clerical staff for use of clerical magic. Special Skills: Her beauty and intelligence have set her apart all her childhood and youth. She has diligently studied history, sciences, writing and reading, diplomacy and clerical magic. In general she has been well prepared to lead her people as queen.
Type: NPC (only to be controlled by host) Status: Alive Current Location: In flight
Short background:
Amalia is the only child of the late king Ramin Undine II and his wife Gala. Her mother died when she gave birth and when her father lost his life in a hunting accident Amalia was merely six years of age. She has since been educated and trained to become a queen at her sixteenth birthday. Yet nothing happened as she thought it would and now she is a refugee in her own country…
Description of Appearance: Samson, standing at six foot ten inches and weighing near 250lbs, possesses a robust and muscular frame supplemented by immense almost bear-paw-like hands. His upbringing in the harsh lands of Augury, found across the Great Western Ocean, has chiselled his body, put callouses on his palms and strengthened both his resolve and spirit. His shoulder-length brown hair is loose and ruffled and he sports a mild beard of lengthy stubble. Two features are immediately apparent when observing Samson. Firstly, his eyes seem to glow like lightning, a piercing white-grey. Secondly, several tattoos (see images) adorn his body: the word BASTARD is prominently tattooed on the inside of his left forearm, a wolf howling is located on the outside of his right forearm, a hammer and anvil are spread across his shoulder-blades and upper-back, and lastly a runeword circled by knotwork is inked onto the left pectoral of his chest.
Race: Augur (Type of Human)
Augury, lying far to the west of the Ayal Mayn Hyo and the Great Western Ocean, is a cold, harsh and mountainous realm consisting of eight noble families and numerous minor tribes pledging their fealty to the noble house Storm. Augury is a realm with an exceedingly feudal government and political system. The clan leader of the Storm lineage assumes the title Jarl of Augury. Their hearth and court is located within the mighty fortress, Svertr, located at the base of the volcanic peak of Mt. Kraki (which, in local folklore is believed to be the link between the earthly and the divine). Geographically speaking the realm encompasses more than just the fires of Mt. Kraki, the dominion extents into the surrounding region of treacherous, icy mountain peaks towering over slopes of fertile volcanic soil, home to the lesser noble families, numerous tribes and many shamanic clans. Beyond the boundaries of Augury spreads an expanse of lowlands, plains and marshes, home to various rival realms and factions.
The men of Augury are of stout constitution -- substantial in size, strength and vigour. Their overwhelming physical stature has given rise to the term the "Bear Lords", a phrase used reverently by rival realms and ordinary men. However, these same folk are not above smearing the Augurs behind their backs, portraying them as nothing more than savage abominations, using insults such as “bear pleasers” and “beastly devil’s-spawn”. Taverns throughout neighbouring realms swell with gossip and legend, each and every man holding his own opinion and explanation for the Augur physique. Two of these rumours are rather persistent and commonplace. The first claims that the ancient Augurs somehow managed to crossbreed with Thunder Bears, a vicious species of bear native to the mountaintops of Augury. The second rumour claims that the Augurs lusted after power and strength, to satiate this lust they sinisterly invoked wicked rituals and summoned demons of unmeasurable strength. These demons allegedly either cast upon them incantations of unfathomable potency and evil or the demons and Augurs formed a blood pact to forge them as men with almost bear-like strength and resolve.
The Augur religion is relatively pagan and merely semi-organised, containing many variations between clans and practising shamans. A core and common facet involves the worship of the Three:
Keu the Sky God. Father to the stars. Lord of the forge, magic, lightning, judgement and power.
Hluttor the God of Purity. Father to all non-sentient beings. Lord of fire, earth, fertility and human virtue.
Muutos the God of Change. Puppet-master of death. Lord of time, water, wind and human vices.
In addition to the worship of the Three, Augurs place a strong belief in the power and meaning of star-signs and birth-stars, so much so that children are given two surnames: their father’s and the star-sign they were born under. Augur religion is heavily grounded in magical phenomenon and contains significant dogma regarding its use and power, as such it is fairly common in Augury. Augur magic can be categorised as being either Pure (conjuring the power of Hluttor) or Duplicitous (conjuring the power of Muutos). The majority of Shamans are only capable of conjuring either pure magic or duplicitous magic. Very few shamans, those of great power and fortitude, are able to harness the powers of both Gods without bringing about dire consequences upon themselves and their kin, usually resulting in death of the most agonisingly painful kind. The magic of Keu in comparison is largely passive, taking the form of blessings and curses placed upon a new-born via their star-sign.
Age: 21 Class: Noble/Bastard Occupation: Exiled Nobleman’s Bastard Son and Mercenary Weapons and Equipment:
Augur sword (a broad bastard sword 5 feet long and 4 inches wide at the hilt, a rather heavy weapon, but powerful in trained hands. The hilt bares the inscription “Av Vándr Ǫnder Ek Varr Sládde”.)
Augur langseax (a broad dagger 1 foot long used either as a secondary weapon or in the place of a shield as a means to parry attacks with greater manoeuvrability.)
Heater shield.
Álmr bow (a cross between a longbow and a strong-bow, large and slow to use, but packs a punch.)
Thirty steel arrows.
Augur armour (a chainmail hauberk worn over thick bear-leather armour.)
Augur horn (a simple horn that emits a bloodcurdling screech, lesser men would likely flee hearing it.)
Bear-skin cloak.
Pouch containing 150 silver coins.
Special Skills:
Bear Lord: As an Augur, Samson is no different to any of his kin, he is much larger and stronger than the average man. Furthermore he is able to endure significant amounts of physical punishment. His considerable bulk means he is certainly not the most nimble or agile man, but conversely he is not a lumbering hulk either.
Skilled Warrior: Even the bastard son of a Jarl receives fine military training in both tactics and combat. Samson is a sound warrior and fine tactician, difficult to best in single combat and unlikely to fall for all but the most elaborate of ambushes.
Educated: A nobleman’s child must be educated to the best possible standard available, regardless of that child’s legitimacy, a poorly educated child reflects poorly upon the father! Samson was raised in a great and powerful court, he was taught well in a broad variety of subject matters.
Leader of Men: Samson is the son of a Jarl, and as such he has learnt and inherited certain abilities in regards to leading warriors and inspiring them to great feats.
Birth-Sign Anvil – Blessed: “The anvil sleeps, unmovable, unbreakable. ” A birth-sign is both a blessing and a curse. Samson is blessed by Keu with the Anvil star-sign, he has an uncanny ability to keep calm, cool and patient in even the most stressful of situations.
Weaknesses:
Foreigner: Samson is far from home, in an unknown land, with no allies and no friends (besides his companion Limira). Despite being human (albeit a large human), as a foreigner he is unaware of the local customs and locals will treat him with suspicion. He must be vigilant lest opportunistic locals attempt to take advantage of him.
Bastard: People hold strong beliefs about illegitimate children. Society views them as children born of lust and lies, and that they will be both wanton and treacherous in their thoughts and actions. Although Samson is neither wanton nor treacherous, if the general populace lacks compassion and discovers his illegitimacy they may look down upon him and treat him with contempt.
Lacking Experience: At a youthful 21 Samson has a few years of campaigning, administration and court intrigue under his belt, but lacks the expertise, finesse and wealth of practical knowledge available to an experienced man well versed in the ways of the world.
“Jack-of-all-Trades”: Samson is a typical “jack of all trades, and a master of none.” While he is competent in a wide range of skills and disciplines, Samson lacks exceptional proficiency in any one area (besides his physical stature).
Birth-Sign Anvil – Cursed: “The anvil bears hot iron, ready to distort with each hammer blow.” A birth-sign is both a blessing and a curse. Samson is cursed by Keu with the Anvil star-sign. For all his training and education Samson’s friends will not find it too difficult to lead him astray and distract him from the task at hand. How do you think Samson found himself exiled in the first place? His companion Limira’s silver-tongue, that’s how.
Type: PC Status: Alive. Current Location: Shipwrecked off the coast of Varim.
Short Background:
Samson was born to Jarl Adger Storm, you could say that his current predicament comes down to the unfortunate fact that his mother was not Lady Storm. No, his mother was a pretty farmhand, a pretty farmhand able to charm a Jarl no less!
As far as fathers go Adger was a decent one, compassionate enough to raise and educate his illegitimate son. However, the same cannot be said for Samson’s half-brothers nor Lady Storm. Foul tempers and vindictiveness seem to be a trait in her side of the family. Whenever his father was in residence he would be well fed and left alone, yet the moment Adger went anywhere on stately business Samson would be left to fend for himself. Whether it was against beatings at the hands of his older half-brothers or spiteful intrigues perpetrated against him and vicious falsehoods spread about him by Lady Storm. Lady Storm even went so far as to have him tattooed prominently with the word “BASTARD” as a present for his 16th birthday. Samson was merely lucky that the tattooist took pity on him and risked Lady Storm’s wrath by placing the tattoo on his arm rather than his forehead, as she had requested.
If anything Samson’s childhood experiences made him grow stronger and mature faster, much quicker than his older half-brothers, so much so that in time they no longer felt confident in their ability to abuse him. Although, it must be said that he probably wouldn’t have met his good friend Limira if his half-kin hadn’t been so abusive. Samson would use whatever free-time he had to escape from the Storm hearth and wander the streets of Svertr, observing the world and it’s goings on outside the wicked clutches of Lady Storm. Samson met Limira on one of these outings around the time of his 14th birthday, well, not so much met as caught her stealing bread from a rather clueless baker. When Samson confronted her he was expecting to teach her a valuable lesson, not get eloquently persuaded into purchasing the silver-tongued orphan girl more bread!
Samson and Limira were inseparable from that moment onwards, a bastard and an orphan, the children the world never wanted, the children the world never cared for.
Yet, look at Samson now, a man, in exile. How did that ever happen? Well, that silver-tongue of Limira’s managed to get the bright idea into Samson’s head that he should be next in line, regardless of his bastard status. After all, he was bigger, stronger and smarter than any of his half-brothers. He had been groomed to rule after his father, not them, bloodlines be damned. Unfortunately, there is no such thing as a one man coup d’état and it seems that over the years Lady Storm succeeded in grooming most of the mercy and compassion out of Jarl Adger Storm.
Samson found himself spared execution, exiled instead -- sent to a distant port to board a leaky trade ship bound for blue horizons, along with nothing more than his few possessions and his only friend Limira. The only thing a leaky trade ship is good for is making a damn fine wreck.
Note: I'll add the NPC Limira character in a bit. Cliff notes - she's basically cheeky, with questionable ethics and likes grandiose/improbable plans.
Note the masterful MS Paint editing. Here is the original image. I imagine the artist would be aghast at my ham-handedness, but if you're reading this, original artist, take heart: yours was the best picture I found in the Google search for 'hooded girl', so well done.
Race: Human
Age: 16
Class: She's a mage, in the same sense that a flea is a carnivore
Occupation: Living statue, nominally
Equipment:
* One (1) vial of enchanted 'sleep sand'
* Three (3) vials of as-yet unenchanted sand
* Comfortable quiltrobes, presumably made for her, while she was still conscious
* Stuffed bear ('Rags')
What the hell can this girl even do (Skills and Weaknesses):
* Sleep Sand: She can enchant ordinary sand with an energy-draining cantrip. This 'sleep sand' can be blown in a would-be attacker's face, sapping him of stamina and gunking up his eyes, causing peaceful sleep. It's the only spell she knows. I suppose with a prevailing wind, she could be quite a force
* Permasleep: Due to a number of years of ODing on her own sand, she is now permanently asleep. Luckily, she is an excellent sleepwalker, and in the manner of sleepwalkers, she manages to retain a vague sense of where things are - relative to her, at any rate. At least this means she doesn't get exhausted easily
* Impressionable: You don't need to be a smooth-talking diplomat to bend her to your will. Just tell her to do something. She'll think it was her own idea, and do it
* Unflappable: On the other hand, she'll never panic in the face of adversity, because she can't. The thought does not occur to her
* Statuesque: She can stand motionless for days on end. She uses this skill in her 'living statue' performances, although she does not make any money from these, because the punters soon worked out that they could throw 'worthless tokens' at her feet instead and she wouldn't notice (the commonly used term for a small token of little worth is the nonsense word: 'bottel-kapp' )
* Poor/Homeless: For some reason, the shopkeepers won't accept her 'money' anymore. She hasn't realised why that is yet
* Immunity to Poison: Due to her lack of coin, she is forced to act like a statue and hunt pigeons for food. When they alight upon her arm, she will quickly catch and snap the neck of the unfortunate bird, before methodically plucking and devouring it. Her digestive system has had to adjust to the sudden onslaught of grime-flecked sewagebirds
Type: PC Status: Still alive, somehow Current location: Um, a city. She doesn't know which city, or how she got there. (In fact, it's Birun)
Background:
"Back ground? It means, 'things about me'? I will tell you, things about me.
I am from... My name is Meghghan and I am from... the north of here. Or the south? I am from somewhere that is not here. When I was little, it was different, not like this. I can remember that it was different.
I am sleeping now, I am having a sleep always, but I walk. And I get stones and I... rocks and I, I make them little, like sand. And then I put the sand on you, and you sleep like me, ha ha! But you can't walk like I can! I think that you can't do that. It is something I do only.
I have a friend, he is... a bear. He is 'Rags'! Good to meet you sir, er-hurm-hurm-hurm, good to meet you madam! Rags is talking. If you are cold, I will give you Rags to make you warm. But you must give him back because he is mine.
Where I live, I live in this place. It is nice here but sometimes it rains and I get wet. I stand up for days. Nice people give me money and sometimes food comes... from the air! The food is not very nice but I am hungry very much so I eat it. Some people are not nice and do not give me food... they do not... they should and it upsets me. I get upset when this is what they do.
What is this place called, I do not know. A man said once, to me, he said this place is 'festering hole' so maybe this is what it is called. But it is not a pretty name. I put a flower there, to make it pretty.
That is all about me, I hope that it is nice for you, to know this about me, and I hope you will be my friend and be nice to me. Love and dreams, Meghghan Waltz."
Race: Human
Age: 42
Class: -
Occupation: Consul of Lassara/Usurper of the Throne
Weapons and other equipment: The sword of Darganta, Ovyn calls it Idrassyl, the Gatekeeper, magical abilities
Special Skills: He is a very decent swordsman if not among the best but his new weapon makes up for it. The sheer power behind Idrassyl gives a man more strength, dexterity, stamina and speed for physical fights. Ovyn has been a master of black and death magic already and decent in elementary magic, what he’s capable of doing now, with Darganta’s sword in his hand, can only be guessed.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: Lassara
Short background:
There had always been consuls in Lassara, supporting the royal family in ruling the country. The three most powerful offices were the consul of the military, the consul of law and the consul of magic. When King Ramin Undine II died and his only heir was too young to ascend to the throne, the ruling of the country was to be put into their hands, each should have supremacy for one third of every year until princess Amalia would reach the age of sixteen and could be crowned as the new queen. On the day of her coronation the consul of magic, Ovyn Boreale, seized power by bringing back the most ancient enemy of Lassara, the hosts of the Void, who now follow his orders as carrier of Darganta’s sword.
-----------------------------------------------------------
Name: Vayne, the First
Spoiler Alert, click show to read:
Description of appearance: He has a long scar all across his chest, in the background you see his flying fortress
Race: unknown
Age: unknown
Class: -
Occupation: First of Thirteen, claims the title Lord of the Void
Weapons and other equipment: He fights with two swords
Special Skills: He is an incredible swordsman, his blows are both swift and devastating. He is also a cunning deceiver and an extremely authoritative figure.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: Lassara
Short background:
Vayne was Darganta’s right hand at the time of the Great War. He tricked Cantus into a trap that cost the king and his daughter their lives before he was banished into the Void. Once there he established his own kingdom. He set up the hierarchy of the Thirteen, he himself being the First and ruler over their followers. He has now been called by the sword of Darganta and he gladly answered this call, not only coming himself but with the thirteen Lords and all their host he entered this realm, bringing with him also Shamma, his flying stronghold, a gigantic fortress, his seat of power.
-----------------------------------------------------------
Name: Shay’na, the Second
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Second of Thirteen, called Lady of Death
Weapons and other equipment: A scythe, Death Magic and Black Magic
Special Skills: In addition to be able to turn her scythe into a very effective weapon she can attempt to cut one’s lifeline with it, magically ending the person’s life in the blink of an eye. It takes a lot of willpower to refuse it (read: it is nearly impossible) but she cannot use it on many people at once as it takes much of her energy. She also commands little “pets”, the Greesh, that she can summon at any time. These nasty bastards are fast and ferocious, their claws drenched in deadly poison. Her beauty is another weapon she uses whenever she needs it, illusionary spells hiding what could give her away as a creature of evil.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: Lassara
Short background:
Shay’na was not among those who have been to Lassara before. She was found by Vayne when he established his realm in the void and has ever since been a loyal follower of the First. She serves as his right hand and being the only woman he allowed to be among his lords should speak enough of her abilities. Not much else is known about her.
-----------------------------------------------------------
Name: Livius, the Third
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Third of Thirteen, called Master of Time
Weapons and other equipment: Time Magic and Transformation, when transformed he uses his whole body as a weapon
Special Skills: He has the ability to manipulate time, making it rush or slow down, making people age or grow younger. Most of this power is bound to the magical watch he carries. He can also transform into a fearsome beast should the need for more physical combat arise
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: Lassara
Short background:
Like Shay’na he was in the void when Vayne arrived. He commanded a small kingdom there himself when Vayne came there and established his rule, conquering Livius. He later established him as third in command and he serves Vayne ever since. Not much else is known about him.
Livius, when transformed:
Spoiler Alert, click show to read:
-----------------------------------------------------------
Name: Zar, the Eleventh
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Eleventh of Thirteen, called the Jackal
Weapons and other equipment: A strange, exotic sword
Special Skills: He appears almost immobile most of the time but can suddenly move at great speed, he is nothing short of a legendary master with his sword
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: Lassara
Short background:
Zar is Vayne’s loyal bodyguard and never leaves his Lord’s side. Not much else is known about him.
Race: unknown
Age: unknown
Class: -
Occupation: Seventh of Thirteen, called the Speaker
Weapons and other equipment: A dagger and his words
Special Skills: He is a manipulator, avoiding direct combat by any means necessary. If he has to fight someone he usually talks someone else into fighting for him or runs. His words are hard to resist, a strong magic and his mastership in the craft of the rhetoric makes his voice his most dangerous weapon.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: On his way to Anaba with Serak and the Lassaran army
Short background:
Alastor works as Vayne’s negotiator or diplomat, although diplomacy among the people of the Void might not be what goes for diplomacy among Lassarans. Not much else is known about him.
Race: unknown
Age: unknown
Class: -
Occupation: Fourth of Thirteen, called the Jaguar
Weapons and other equipment: Leather armor
Special Skills: He moves incredibly fast, said to be too quick for the eye to follow. In combat he uses everything from his hands to his feet and his teeth as a weapon and he’s deadly efficient at it.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: On his way to Anaba with Alastor and the Lassaran army
Short background:
He is serving as Vayne’s herald and messenger. Not much else is known about him.
----------------------------------------------------------
Name: Vron, the Fifth
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Fifth of Thirteen, called the Deathsman
Weapons and other equipment: A war-axe and a one-edged sword
Special Skills: He is faster than his appearance might suggest and you don’t want to stand in the way when he swings his axe. He also has the ability to instill fear in his enemies’ hearts. At times even the bravest warriors have been reduced to shivering lads in his presence. Commands the deathknights.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: On his way to Avin with a group of his Deathknights
Short background:
Even in a realm like the Void someone has to keep order and that someone better be prepared to back this order up with deeds. Vron definitely is that someone. He has served as “chief of police” for Vayne during the last centuries and has dealt with various creatures of the Void functioning as judge, jury and executioner. Compared to these assignments, keeping order in a world like Lassara should be a walk in the park. Not much else is known about him.
----------------------------------------------------------
Name: Bane, the Eighth
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Eighth of Thirteen, called Master of the Elements
Weapons and other equipment: Magic
Special Skills: Bane is a terrifying master of elemental magic. He will bring forth the destructive power of fire, water, wind and earth in all their vast might and can single handedly wipe out medium sized cities.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: Shamma
Short background:
He is Vayne’s court magician, commanding the battle wizards of the Void. Not much else is known about him.
----------------------------------------------------------
Name: Lorkan, the Ninth
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Ninth of Thirteen, called the Hunter
Weapons and other equipment: Bow and Arrows, Shortsword
Special Skills: He rarely misses his target with his bow. It is not sure if his arrows really have a “homing” ability, finding their target, even if moving, or if he is just such an amazing marksman. Also skilled with the sword, not as much as with the bow though. Tactical abilities.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: Shamma
Short background:
He died long ago in battle, the last of his army he stood his ground and killed numerous enemies until the string of his bow tore apart and he was killed. Being revived he now shoots his arrows from his stringless bow, almost never missing his target. He also commands Vayne’s hosts in his Lord’s absence. Not much else is known about him.
----------------------------------------------------------
Name: Rashid, the Tenth
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Tenth of Thirteen, called Master of the Dead
Weapons and other equipment: Death Magic, his undead servants
Special Skills: He raises thousands upon thousands of servants for the Lord Vayne and his death spells are actually pretty efficient when used offensively
Type: NPC (only to be controlled by host)
Status: Undead
Current Location: Lassara
Short background:
When a battle is over he comes in and restores or even expands the hosts of Vayne. Not much else is known about him.
----------------------------------------------------------
Name: Enego, the Thirteenth
Spoiler Alert, click show to read:
Race: unknown
Age: unknown
Class: -
Occupation: Thirteenth of Thirteen, called the Rat
Weapons and other equipment: A sword, some weak magic
Special Skills: He is not the greatest fighter but he is fast and has the ability for short-range teleportation with a range of about five meters. He also regenerates incredibly fast, replacing a lost limb within a minute.
Type: NPC (only to be controlled by host)
Status: Alive
Current Location: In pursuit of the princess
Short background:
He is the lowest in command order, commanding a group of Sha’lin-Demons. Not much else is known about him.
Description of Appearance: Limira, a fair skinned half Augur woman with dark auburn hair and brown eyes. She possesses a rather large 6 foot frame, but is not heavy set in the way a pure Augur is. Her early life as a street orphan probably played a role in her growth, making her closer in proportion to an ordinary human than an Augur.
Race: Half-Augur/Half-Human Age: 20 Class: Rogue/Thief Occupation: Orphan and Mercenary Weapons and Equipment:
Sticklestad sword (a short 2 foot long blade. The hilt bares 13 notches and the phrase “Eitt Auga Hníga Álvat” crudely carved into it.)
Stiletto dagger (a very thin, short dagger used for slitting throats, cutting purse strings or stabbing exposed backs.)
Hand axe (good for chopping wood or cracking skulls.)
Augur reeded horn (a horn with a reed placed in the mouth piece, emits a deafeningly high pitched shriek, enough to temporarily stun an assailant.)
Bear-skin cloak and linen robes.
Pouch containing 20 silver coins.
Special Skills:
Half Bear Lord: Limira is half Augur, she is a slightly larger than the average woman and able to endure a large amount of physical punishment. As she is only partially Augur her speed is not hindered.
Street Smarts: As an orphan girl, growing up on the mean streets of Svertr, Limira learnt many practical skills such as pickpocketing and moving undetected.
Dirty Fighter: Limira doesn’t always fight fair, nor honourably, she wouldn’t have made it beyond childhood if she hadn’t.
Silver-Tongued: Limira’s quick wits and sharp tongue have gotten her out of many dangerous situations in the past. As an orphan she had to be persuasive to get what she needed and to protect herself from harm.
Birth-Sign Raven – Blessed: “The raven, eyes and ears of the sky, hears all, sees all. ” A birth-sign is both a blessing and a curse. Limira is blessed by Keu with the Raven star-sign, she is exceptionally perceptive and aware of her surroundings and hidden threats.
Weaknesses:
Foreigner: Limira is far from home, in an unknown land, with no allies and no friends (besides her companion Samson). Despite being human, as a foreigner she is unaware of the local customs and locals will treat her with suspicion. She must be vigilant lest opportunistic locals attempt to take advantage of her.
Questionable Morals: For Limira there is no clear distinction between what is right and what is wrong. Merely, what is useful, beneficial or practical at this moment in time. On the streets she didn’t care if she had to steal to eat, as long as she was fed.
Wary: Limira’s childhood has made her suspicious of others, seeing them as either untrustworthy or duplicitous. She keeps her guard up and doesn’t accept strangers easily.
Birth-Sign Raven – Cursed: “To great heights the raven soars.” A birth-sign is both a blessing and a curse. Limira is cursed by Keu with the Raven star-sign, making her ambitious, perhaps too ambitious. She has a tendency to take the route with the most reward, regardless of the risks.
Type: NPC Status: Alive. Current Location: Shipwrecked off the coast of Varim.
Short Background:
It is a mystery who Limira’s parents were (hence her surname: “no-father”). What is clear, however, is that her father was likely an Augur and her mother an ordinary woman from the lowlands. Whether she was abandoned or her parents died at a young age is uncertain, what is certain is that somehow she survived on her own on the mean streets of the Augury capital.
As a street urchin Limira had to learn fast and keep her wits about her just to survive to see another day. Soon enough she learnt that to get what she needed she would have to beg or steal. As luck would have it she was particularly good at both, able to charm people into giving her food or coin, persuade guards to let her go unpunished, sneakily steal from the merchants of the market and evade the guards whom she could not win over with words.
Her luck turned for her though when she met and befriended a local noble bastard, Samson. A reliable friend with steady access to all manner of things. That is not to say life suddenly became easy for Limira. No, she could not rely on Samson for everything and at all times. An orphan girl cannot simply walk into the Jarl’s court and do as she pleases!
Limira always was strong willed and surprisingly ambitious, after all that’s how she had survived all those years. Over the years she hatched a foolish scheme, and convinced her good friend Samson to go through with it. That he challenge his half-brothers to duel for the inheritance of the kingdom and the future title of Jarl.
Now she finds herself here, on a wet, rocky beach far from the streets she called her home.
Race: unknown Age: unknown Class: - Occupation: Sixth of Thirteen, called the Shadow Weapons and other equipment: His bare hands, claws, knives, magic Special Skills: Not unlike Serak he is incredibly fast and skilled in hand to hand combat, combining various martial arts of fighting to get to his enemies. He also uses various illusionary tricks, not necessarily magical in nature but dusts, powders, poisons, traps and other equipment, his gaze can read minds, souls – his presence instills fear
Type: NPC (only to be controlled by host) Status: Alive Current Location: Ayal Ryad Hyo
Short background:
He serves as the main spy and scout in Vayne’s host. Not much else is known about him.
--------------------------------------------
Name: Golem, the Twelfth
Spoiler Alert, click show to read:
Race: Magical/Artificial construct Age: unknown Class: - Occupation: Twelfth of Thirteen, called the Rock Weapons and other equipment: His body Special Skills: He is not the most agile but his swings can smash walls, armor, anything. His thick skin is also almost impenetrable. Once he’s started running he can actually get pretty fast and the good thing is he never gets tired. Golem is immune to any kind of magic.
Type: NPC (only to be controlled by host) Status: Alive Current Location: Ayal Ryad Hyo
Short background:
Golem is what he looks like, a fighting machine, there to crush his enemies. Not much else is known about him.
[Note - Placeholder Post for my new character, who will follow Meghghan around silently until she comes into real life threatening danger, where he will act and reveal himself]
Race: Human
Age: 30
Class: Bandit/Rogue
Occupation: Currently on a break. But usually involving anything from pillaging, stealing, raiding, assassinations to protection missions.
Weapons and other equipment: Halberd, long sword, bastard sword.
Special Skills:
Raiding: Fast and strong attacker, skilled in striking hard and fast.
Thief: Can steal from others. Always has a supply of cash. ;)
Dextrous: Skilled in multiple styles of fighting, ranged, melee style, brawling, assassinations, etc.
Educated: From his upbringing, he knows how to read and write and use numbers.
Intelligent: Not a slow, dimwitted brute, he can think for himself and well.
Strong Willpower: Can't be blackmailed, domianted, etc. Won't give up.
Type: Non Player Character
Status: Alive and Dangerous
Current Location: Being a Bandit
(Very similar to Rufus, that's one of the reasons they get on).
Description of appearance:
At a glance Cedrick is an unremarkable wizard, his face is creased and wrinkled with age, his nose is long and straight and he always bears an easy smile. His head boasts a great mane of white hair and a full and thick beard that reaches to his waist. Everything about his appearance gives the impession of an old man but there are parts that don't fit. His build and stature are unlike that of a man nearing the end of his life, he is straight backed and fairly tall, not short and crooked as his age suggests, but what realy stands out are his eyes. His eyes are young eyes, a brilliant blue speckled with green in such rich tones some would think he had used magic to change his eye colour.
Race: Human Age: Unknown Class: Wizard Occupation:Weather wizard and Ship's first mate. Weapons and other equipment: Cedrick carries a straight wooden staff with little identifying marks. He wears an aged yellow robe, the colour faded and stained with dust from frequent use, that is tied with a bronze and white leather belt. His feet are clad in a pair of old leather boots and around his sholders is clasped a brown travellers cloak that reaches to the top of his boots, stained similarly to the robes and held in place by an iron clasp.
Special Skills:
Being a wizard Cedrick uses magic but what sorts of magic are so far unknown beyond what has already been gained from observations.
Bugsby's Hands. He has demonstrated the ability to call forth the apendages of what appears to be a great celestial to do his bidding. The bidding being anything from patting someone on the back to pulverizing several demons.
Weather control. He has demonstrated the ability to create localised thunderstorms at short notice and the crew have said he has been able to change the direction and intensity of the wind to one most favourable to the ship's journey for hour long stretches without outside aid.
So far it seems safe to assume his abilities are of the conjurer school of magic and of advanced ability, possibly of 7th level in standard magical classification.
Type: NPC Status: Alive Current Location: Birun
Short background: Nothing is known of the man from beyond two years ago when he joined the crew of the Nautical "Skimmer" The silver maiden. Apart from being an invaluable asset to the ship's operation and being elevated to second in command within a month of joining not much else is known about him though he has a habit of smiling frequently.