Swords Sex and Sorcery (group thread OOC)

Here's my two cents to the pot. Gave me a little trouble putting together; it would be simple if I had all of this neatly compiled and organized in a file.

The background history is a little rough, but this character is a work in progress I have, so I pick up along as I go to add to his background.

Player: qyron

Name: Nayil

Race: Athalan

Appearance:
(lacking a picture, sorry)
  • eight: 7.81 ft
  • weight: 346,13 lb
  • age: 128
  • eyes: black
  • hair: black, cut short, slightly waved, thick and strong
  • brows: thick

  • facial general impression: Clean shaved, although much more older than a human, Nayil looks no different from a man in his late twenties/early thirties, but accessing his true age is something that leaves others usually uncomfortable, because most will have a feeling that there is more than meets the eye but are not quite capable of putting their finger on it.

    His square jaw defines an elegant and pleasant face and his eyes sport a calm and jovial expression but there are moments when one can see a spark of wisdom and experience that do not fit with the man, which adds to the general discomfort most feel when facing him. His hair is kept short, to keep it off his face, in a classic cut.

  • overall look: Large, well defined muscles power a large, though and heavy skeleton, making Nayil much more nimble and elegant in his movements than one would expect from a creature of his massive size, while making him powerful enough to kill a bear with his own bare hands.

    Overall, with a well balanced structure, with broad shoulders and long powerful legs and wide arms, makes Nayil an elegant enough figure to attend court when out of his battle gear.

  • Distinct markings: Three small scars on his left brow, that more accentuate his visage than disfigure him and a black tattoo on his left upper arm, near the shoulder, representing his family chevron.

Class/profession: warrior/mercenary

Equipment:
  • Clothing:
    Nayil usually wears a long black hooded mantle, embroidered in grey with athalan traditional motifs, over a black set of trousers and long sleeved shirt, decorated with the same motifs. For backup, he has a white set, embroidered in green, and a grey set, embroidered in black.

    He also wears a pair of boots, comfortable for long walks and sturdy enough to cross very rugged terrain, and a pair of leather gloves.

  • Weapons:
    All of Nayil's weapons are made of a special alloy called alanthium; its a very light and sturdy metal, similar to polished stainless steel, but much lighter and durable, and highly conductive.

    • battle axe: of athalan craftsmanship, it has two opposite blades and a spike at both tips of the handle. The blades are richly engraved and decorated with traditional motifs, with two large black gems fitted on the axe head center. The axe handle is built to be retractable, enabling its carrier to compact it for easier transport.
    • spear: entirely made out of alanthium, its built like the axe handle and capable to retract to a minimum size 4 feet and extend to a full length of 8 feet.
      The head is razor-sharp, but sturdy enough to pierce the hide of an elephant without sustaining any kind of damage. The wielder can adjust the length of the shaft at will to fit its need, from a short javelin to a full length spear to fend off a cavalry charge. The bottom tip of the shaft is sharpened to form a spike.
    • long knife: a multi-purpose knife, with a blade shaped like a falcata, to maximize striking power, capable of performing combat use and generic outdoors use. Although considered a knife, with a full length of 20 inches, a standard human being can consider it a short sword.
    • full plate: Athalan battle gear are distinct from all other. Built from their unique alloy, the armours are capable of retracting to small, normally inconspicuous, more or less small personal adornments.
      Nayil's plate, when contracted, assumes the form of a heavy necklace, a pair of vambraces and a pair of shin guards, with all pieces being richly decorated in elaborate patterns. The necklace and vambraces also have black jewels fitted into the metal matrix: one in the necklace and one in each vambrace. These jewels act as energy accumulators, that can be focused by the armour wielder, although this takes several years of rigorous training, to provide extra power in combat.

  • Miscellaneous equipment: backpack, bedroll, emergency travel rations (enough for 5 days), healing kit, traveling journal and writing material.


Skills: a seasoned warrior, Nayil is also refined strategist, and a good front line healer, capable of using what Nature makes available to produce healing concoctions and salves.
Being a traveller, he is also a proficient outdoors man, having learned how to follow the faintest of tracks and resort to ambush techniques to hunt and avoid potential danger and gain strategic advantage over a foe.

Powers: Athalans are not magic users, yet they are trained from childhood to harness and focus their inner energy (similar to "chi") and develop their potential. They later use it to power their unique weapons, with alanthium conducting the energy to power the weapons to achieve spectacular and devastating results.
Nevertheless, this comes with a heavy toll: it takes dozens of years for an athalan to achieve the smallest proficiency of this art and even the most experienced of masters can fall when using these techniques, as each use of it takes up energy from the user to unleash.


Personality: Nayil is a traveler and has been travelling for several years now, away from his homeland, secretly acting as a spy in foreign lands for his country.
Kept to himself, like all athalans, the traditional suspicion athalans nurture towards magic wielders has been refined and he is now capable of getting along with them, although maintaining a careful reserve.

He always makes his best to maintain his calm and posture, to avoid having to resort to violence to settle differences, although he is not a stranger to killing in cold blood and will not loose a moment of sleep over another death on his hands.

Generally speaking, he's good company to have, polite and capable of maintaining an interesting conversation.


History:
A captain of the athalan army, Nayil was sent out to the world, along with a hand full of chosen athalans, to act as spies and gather information to their country.

An only child, Nayil was brought up according to the athalan tradition, with his mother and father teaching him from birth the ways of his proud people.
He was taught to survive outdoors very young, wield a blade and fend for himself in the wild. Later, like all athalan children, he joined the athalan army, where he was taught advanced combat techniques and all skills needed to form a superior warrior; athalans fight side by side as brothers and sisters, so the concept of "soldier" to them is completely alien. Leaders are appointed by merit and is only a honorary position, with leadership changing according to the situation.

After completing recruit, Nayil volunteered to remain in the army, so he is still single, and although a fierce warrior, by birth and training, Nayil devotes much of his time contemplating the mysteries of Life and Nature. He also speaks several languages, that he as picked along is journeys, out of need and pleasure.
 
Well If I join back in the thread because kitten wants me to I will post the same character since it is different from all the other ones
 
Hope he's acceptable. :)

Player: Drakkwall
Name: Korm Frostpaw
Appearance: Human form
Bear form
Werebear form
Class/profession: Druid/Herbalist
Race: Half-Elf Werebear(Polar)
Race description: Were creatures are not true races, but an affliction, a curse some say, bitten victims have ot train themselves to gain some control lover this affliction but pureblood were creatures, those born from werecreatures, can control their transformations, and can even transform into a pure animal of their affliction.
Age: 30
Equipment: A large backpack enchanted to weight nothing, but cannot contain hundreds of items, a wooden totem in the shape of a bear, a cloak of bear fur with the head being a makeshift helmet/hood, a loincloth of green silk like material, bear leather/fur pauldrons, grieves, boots, bracer and vest, a spear enchanted to freeze whatever it strikes, a pair of clawed gloves laced with poison and acid and a necklace with a strange runic medallion that grants night vision, even in human form.
Skills: Tracking, Hunting, Fletchery, Leathercraft, Cooking, Herbalism, Healing, Poisons, Trap Making, Enchantment and Alchemy.
Powers: Pureblood Lycanthrope(Polar Bear): Can transform into the form of a man bear and into a pure bear form, raises physical abilities, and makes them wiser and more enduring, though vulnerable to alchemical silver.
Druidic Magic: Korm is a druid who focuses on healing and offensive magic, he can make pillars of flames shoot down from the skies, cause the roots to entangle and strangle, heal everything from light to near lethal wounds, but he's also capable of using magic to strengthen his comrades, to make their bodies endure more, to put his enemies asleep or summon allies from nature or beyond to aid in battle. but his true strength lies in the healing and offensive magics of nature.
Other:
Personality: Composed, calm, trusts his instincts, hates to see needless deaths, will fight to defend nature and innocents, has a bond to the spirits and absolutely loves roasted bird meat and sweets like chocolate. He is also a rather sexually open person, he likes sex, doesn't mind having sex, but he won't tolerate rape, domination of a female in heat in an animalistic manner is different from rape as the female used her ferocity to find a good male to mate with.
History: Korm was born and raised in the Grey Wilds, a pureblood werebear born of a clan of werebears, Korm was the largest among his tribe, a polar bear being his form made him the largest bear in four generations. his clan were a peaceful tribe of nomadic barbarians and druids who traveled along the cold mountains and warm forests of the Grey Wilds. Korm was a wild child, he loved nature, he was often off running in the wilds chasing rabbits and playing with other bears, though he always returned.
He became the apprentice of the druids of the clan when it became clear he held a great connection to the spirits of nature, he became a druid and found his calling to be that of a healer and warrior, to save and end lives, the circle of life of any life held one rule, the Survival of the Fittest, the Strong, the Cunning, the Intelligent and the Enduring survived. But it was also law to aid those of kin who were weaker, to make sure they grew to be strong as well, all for the survival of the family.
Krom's tribe held no marriages, the females raised all the children together, and Krom had fathered many children since he turned twenty two, though when he turned thirty his life as a peaceful nomad ended, his tribe was attacked by a group of Witch Hunters, people who served as bounty hunters for creatures of darkness, undeads, demons, thieves, heretics, traitors and the were creatures. In their eyes the peaceful clan of nomadic were-bears were nothing more then evil fur-balls to be used to fill their purses.
The tribe fought and defended against the hunters, but the weapons of the hunters were taking down too many of the warriors, and when one tried to sneak into the cubs' hut to kill them Krom intercepted him and crushed his skull like a grapefruit. He roared out to his kin, speaking the language of the beasts for them to flee, better he die and keep the hunters at bay, then for them all to die. The tribe heed Krom's words and swiftly evacuated, and the lone were-bear fought like a wild beast ,calling forth the forces of nature and his own physical strength to slay the hunters in a ferocious rage.
But in the end he was defeated, the hunters down to one third of their original numbers and their bodies heavily wounded, they wanted to slay him but knew that they would get plenty of gold for a were-bear on the black slave market. Taking him into a cage of alchemist silver bars and shackling him to adamantine chains, taking his gear with them to be sold, the hunters began to take their bounty towards civilization.

Seems fine, though the whole locked up in chains things might be a problem with getting you involved at first.

Player: Katamari Roller
Name: Nakett "the Walker"
Appearance: http://img.photobucket.com/albums/v292/01922/Avatars/z.jpg
Class/profession: Rogue/Shaman
Race: Human (mostly)
Age: 32
Equipment: An iron staff and a bum bag tied around her waist containing all manners of curious trinkets of no obvious utility. Her clothes are a loose ensemble of red fabrics of different kinds that reveal way too much of her legs, midriff and breasts.
Skills: Tracking, stealing, climbing, bartering and trade, skinning, cooking, healing, disarming traps, stealthy movement.
Powers: Shamanic magic: Nakett is capable of using the magic of nature´s spirits to camouflage herself with incredible perfection, and mold her body as necessary to the environment. Her silhouette disappears among the trees of the jungle or in the sands of the desert. She can hardly be seen or heard while squeezing her body into the smallest caves or the thickest bushes. Her eyes, her limbs and her tongue are almost like a lizard´s, making her able to orient herself easily, climb almost any surface and detect unusual smells. She is not the strongest warrior by any means, but she can live in any environment where others would not last long.
Other: Nakett´s trinkets, which she carries in her bum bag, help her find her way around when not even her supernatural senses work. Finding water sources is also possible, and making a fire is not difficult either.
Personality: Capricious like nature, Nakett can only be counted upon to do what she wishes to do for her own interests. She is extremely flirty, curious, and carefree, and perhaps a little loud-mouthed. There is hardly anything that she can take seriously even if it concerns her, and she makes no effort to hide it. The only thing she has ever avoided doing is killing. She prefers to run or hide from trouble than confront them directly.
History: Nakett was born among the Pasheed, a tribe of savages who live deep in the jungles, far away from other civilized humans and even other races. They live almost like animals even though they have the same intellect as other human beings, as well as a certain mastery of shamanic magic and a greater longevity. In fact, the Pasheed say they have been touched by the spirits of the rainforest, and it might very well be true. Nakett is not even a shaman by the standards of her tribe, true Pasheed shamans can easily surpass any other. This did not stop her from feeling a great wanderlust since she was ten years old. With family ties being very loose among the Pasheed, she felt no great reason or responsibility to tie her down, and left on a whim. Since then, she has wandered from country to country, observing and enjoying the societies and races she meets. Nakett figures she will some day return to her tribe, but she will do so when she feels like it.

No problems here

me like your character dravynslilvamp

Player: Knight713
Name: Kris Engel
Appearance: (pictures are preferred, but descriptions are fine, if it’s a black and white picture then give both) will get one shorlty
Class/profession: Nobleman, Gambler, Hessian (name for hired swordsman from Hessia)
Race: Human
Age: 21
Equipment-A Rapier type, Sword cane, Dagger, supply pack, (?)
Skills: Talented Sword fighter, Knife user, , .has basic knowledge in defensive, offensive and healing magic. he is also relative fast
Powers: he can use various spells
Other: has extremely good luck in gambling games always seems to win, don’t know how to deal with woman when they flirt or put advances on him.
Personality: He is polite, friendly doesn’t see himself as better than a commoner, Sociable ,Contemplative,
History: he is born in the land of Hessia which are known for there hired mercenaries He is the son of a local count who is well like, he is the third child and the youngest of them all. Like his siblings before him his father hired the best teachers money could by. Even though he is his fathers son he was never around to fully raise him, thus his elders sister and many of the servants helped to raise him. He was in constant conflict with his older brother who views him as a threat to the throne. When he was twelve he faced his older brother in a friendly duel. But his brother took it seriously when his brother who was ten years younger than him could match him He took it as an insult and almost killed Kris.
When he is not being taught by his teachers he is often found in the knights training hall or in the arena. The only time he ever got a chance to see his father was when he had a fencing duel to show his skills. As he got older he became friends with other noble kids who often took him to places where Nobles should not go to. It was here that he found out that he was lucky when it came to gambling games often winning large sums of money. Even if a person tries to cheat he ends up winning somehow. When his father was taken ill his older brother took over until his father named the heir to his throne. Since his older sister already left to have adventure of her own. He feared for his life he decided to leave his fathers Mansion . Thus at the age of 18 he left home to wander the land doing different jobs earning money anyway he can. He was in constant fear for his life not knowing when or where his brothers assassins would come for him. Despite being skilled with a most weapons he is hesitant on killing his enemies only wounding to disable them. The rapier he uses often shows that he is from a higher class since the it is made is different than others.

I'm gonna need to know what kind of spells he knows

Player: Liliannasidhe
Character: Victoria Kakita (Kakita Yukari)
Appearance: http://www.templates.com/blog/wp-content/uploads/2009/08/Kakita-Taminoko-by-Mario-Wibisono.jpg
Profession: Duelist, Dancer, Singer, Martial Artist, Wanderer, Ex-Noble
Race: Human (Rigenshikani)
Race Description: Rigen Shikai (as I have effectively just created) is effectively mystical Japan. Therefore, Victoria is Japanese-ish, though the proper term would be Rigenshikani
Age: 20
Equipment: Victoria carries only a few possessions from her former life. She has a few outfits suitable for court functions, kimonos and sandals and the like, as well as a pair of silver-chased ebony chopsticks, usually used to pin up her hair. Other than that, she has a small steel and lapis pin worked into the mon (symbol) of her clan and a small sachet full of cherry tree seeds. Her most prized possession is her blade, Kakita's First Edge, a master-crafted katana, blessed by the Yogo Monks and traditionally carried by the master of the Kakita Dueling Academy. She carries it with her almost always. She also carries an empty scabbard that should hold the companion wakizashi, but it lies empty because if a bushi's soul is her katana and her wakizashi is her honor, than she has lost the right to carry the short blade, though she keeps the wakizashi stowed in her traveling pack, awaiting the day she may take it up again. She has an elaborately worked fan, steel covered in silk, that she carries to society and court functions. In a pinch, the folded fan can also be used as a bludgeoning device, and the spines are very sharp indeed. Other than these possessions, she has the standard adventuring gear, pack, tight-fitting leathers, boots, a cloak, and so forth. Kakita's First Edge may well be magical, as it was created by priests of the kami, the Rigenshikani gods, but if it is, she doesn't know how to call its power. To her, its is merely a very fine, possibly blessed blade.
Powers: No magic to speak of. However, her focus and tranquility in battle can be wielded like a weapon, allowing her to focus on the battle to the exclusion of all else, making her even faster and more graceful and deadly than before. It is most dangerous in a duel, just before the blades begin to move, when she can focus, harness her chi, and deliver the killing blow on her first strike, as the Kakita Masters teach is proper.
Personality: In life, she is very pleasant, exquisitely courteous, and somewhat soft-spoken. She enjoys art and beauty a great deal, and takes pleasure in its creation as well as its observation in all things, including people of both sexes and nearly any race. She often seems slightly sad. Her exterior conceals a reserve of inner fire and a mind like a steel trap, however. In court and social dealings, she is much like her weapon, sharp and brilliant, content to wait for that perfect, endless second to strike. Sexually, she is mature enough to have had it, even experimented a fair bit with both men and women, but the life of a duelist and a noble doesn't leave a whole lot of time for carnal pleasure, and as such she is not a raging nymphomaniac. She does enjoy it a great deal, however. She just fears becoming close to people, having lost so many.
History: Kakita Yuriko grew up in the northwestern-most corner of the mainland of Rigen Shikai. The small, fortified city she lived in was called Satsuki Yami (Midsummer's Darkness), and the Castle it was built around was known as Last Step Castle. The town got its name from the time of year, midsummer, when the Gaki (Spirits of the dead) and the Oni (Demons) would rise, marshal their legions, and attack Rigen Shikai out of the Shadowlands in the northwest, a campaign fought for six months of every year, starting at the midsummer. The castle got its name because if you stepped out beyond castle and the walls at any time during the campaign, it was the last step you ever took. She began training as a courtier and a duelist very young, and by fourteen had taken her gempukku, her ascension to adulthood. She was given her blades, and became a courtier at the castle with her clan, the Clan of the Crane, though she still practiced swordsmanship. As a courtier, she learned about art and beauty, and took up music and dancing in her free time. Her life was happy, navigating the webs of courtly intrigue, composing songs, dancing, attending parties, and honing her Iaijutsu (Art of the Duel). All this came crashing down when she was nineteen, at the midsummer, just days before her birthday. The forces of shadow were beginning their assault, again, but this time, there was a traitor in the castle. Daigotsu Furumaru, advisor to the Daimyo of the Crane, had opened the gates in the dead of night, allowing the creatures access to the city. Everyone, man, woman, child, pet, all were slaughtered, and the army sacked the city before moving on to attack the less-fortified holdings to the south and east. The monsters would not enter sacred ground, and so Yuriko, meditating at the Temple of Thunders, had been spared death, but not the agony of watching her city fall. Unarmed and alone, she could not possibly have turned the tide, but she curses her own cowardice every day, seeing it as a betrayal of her family, her clan, and her honor. Alone in the ruins, she went first to Last Step Castle, where she learned of Furumaru's deceit. Enraged, she journeyed to the Kakita Academy. Its halls were full of death, but the academy still stood. In the chamber of the Masters, she found what she had sought, Kakita's First Edge and Kakita's Will, the daisho carried by the legendary founder of the family and school. Seeing herself as without honor, she placed the short sword in her bag, and took up the katana. There, in the blood-drenched halls of the academy, surrounded by her friends and teachers, she vowed to seek out and kill the man responsible for the destruction of everything she had known. From the ruins of Satsuki Yami, she journeyed south, hunting the betrayer Furumaru. She eventually found that he had taken a ship across the ocean, and set out after him, taking the westernized name Victoria Kakita, dogging him halfway across Farrain, eventually bringing her to Helvunova, where the trail has gone cold...

Verry nice, I always do like a bit vengence

Here goes my character *Takes deep breathe*

Player: Darkmistpixie

Name: Jinx but when she was renamed Ellette standing for little elf.

Appearance:Ellette

Class/Profession: mix between priestess and summoner

Race: Dark elf/human

Race Description: Even though she is a dark elf she does not have the characteristics of them even though she it smart and sticks to her gut feeling she also has some human aspects as well so she is not always paranoid or planing on domination or how to get more magic.

Age: 24

Equipment: she carries a backpack filled with a book of spells,small staff,a little bow with some arrows,basic needs to survive such as flask,berries etc.

Skills: Some hunting,excellent fisher

Powers: healing others and herself,charging items

Other: has trust issues because of abandonment but once she knows you she warms up

Personality: Smart loves to read and just learn new things even if it is about something earthy,weapons or techniques,sometimes funny she has a sense of humor although she knows when to be serious but never to serious,shy
because of all the things she endures it takes her a while to come out of her shell so she will sit alone unless someone approaches her.

History: Born as Jinx she was sold into slavery when she was a baby her mother was human who had allegedly been having relation with a dark elf.When everyone found out she was expecting they already planed on selling her because the elfs did not want her and the humans were iffy.

While growing up jinx went through some horrible things at the age of eighteen and had escaped after months in the woods trying to survive that is how her fishing and hunting skills came about she met local black elves, and they took her in seeing what horrible things and beliefs they had done she went back out into the woods. Coming across a woman named Maggie who was a priestess. Maggie took Jinx under her wings and raised her into who she is today renaming her Ellette because of how small of an elf she was.

After years with Maggie Ellette knew the powers,and she also learned a new goddess by the name of Danika who in Maggie's eyes was the soul of all the earth and things on it. Taking these beliefs she wanted to set off on an adventure and to socialize with other creatures to get her away from her trust issues and shyness today just might be her lucky day.

I dont see any real problems here, though I'd like to clarify what you mean by 'dark elves'

I hope this bio is sufficient.

Player: Fr33ks33k

Name: Renji Ikamura (Though Ren is what most people end up calling him, for simplicity's sake)

Appearance: (It's hard to find a picture of a drunken master that isn't A)Rock Lee, B)Jackie Chan, C)Old, or D)Some combo of the three...so description it is.) He's 6'0" 180 lbs. with a dark shaggy mane of hair. His skin is almost an olive complexion from long days in the sun, and his musculature is well toned, but not extravagantly so. He often wears rather baggy robes, more for comfort than for concealment, though his clothing can sometimes be useful as a fighting tool.

Class/profession: Monk/Wandering Sage

Race: Human

Age: Apparent age is 25, real age is unknown.

Equipment: Basic traveler's gear, ancestral ornamental gourd that serves as his wineskin, walking stick that is used as a quarterstaff if need be.

Skills: Various martial arts disciplines expertise, diplomatic personage.

Powers: Ki abilities (Mostly just focusing extra energy into his strikes or short bursts of superhumanity)

Other: Renji has been alive longer than even he can remember, but he does know that so long as he drinks of the Wine of the Kujikiri he remains as youthful and skillful as he was when he took his first sip.

Personality: Renji is a very personable fellow, easy to talk to and lighthearted, and very retentive of knowledge, though his thoughts may be clouded by too much Kujikiri wine at times. He may say the wrong thing at the wrong time, or butt into other peoples' business, but he typically has good intentions.

History: The Ikamura clan has been around for longer than many of the scrolls of family lineage dictate, but it is commonly known that they are nearly immortal, insomuch as they live very very long lives, and remain very young-looking throughout those long lives. The secret to the clan's longevity is the Wine of the Kujikiri, a strong spirit that imbues the drinker with a nigh-perfect immune system and mental capacities that do not diminish, save for the effects of inebriation. Rumor has it that the fruit that is used to create the Wine is nearly exhausted, and if the supply should run out, it would be the end of the Ikamura clan. One of the favored sons (Renji), is sent to seek a new source of the fruit, or an alternative creation method. His search has brought him to Ferovale, amidst the tents of a thousand nations....

Looks fine to me

And here's my character.

Player: Proudhon

Name: Ilkai Sahin

Appearance: Ilkai has a rather tall and lean frame, standing at a little over six feet in height. He has olive-tan skin, perpetually covered in at least some scratches and small scars. Though he is thin and lean, his body is covered with some noticeable musculature, which almost seem to make his arms and legs look longer. He has black hair, which is swept back down over his neck behind his ears. His hair has a greasy sort of look, without managing to look downright filthy. Under the forehead of his slim face, he has intense hazel eyes that are emphasised by a set of angled, somewhat thin eyebrows, and a small, sharp nose. His mouth stands out somewhat in that it is a bit larger than average, with thin, reddish-tan lips that tend to get dry on occasion. When he smiles, his mouth widens further and dimples his cheeks noticeably. On his little, curved chin is a small henna decoration, depicting an elaborate, downward-pointing arrow tip. His body is not very hairy, apart from a strip of hair from his pelvis and halfway upwards towards his navel, crossing the middle of his abdomen.

Class/profession: Druid

Race: Human

Age: 26

Equipment: When Ilkai is not in a city or somewhere else where he is expected to wear more, he is usually just clad in a warm, green cloak, foregoing even footwear. When he does have to dress up, he usually does this simply with a pair of brown hemp or leather trousers and a pair of nondescript shoes. When expecting battle, he wears unrestrictive leather armour that focuses on protecting the armpits and pelvis, places with important veins and arteries. From the pocket of his cloak hangs a couple of spun strings attached to small leather satchels, which are filled with herbs – some recreational, some medicinal, some both. He carries with him a staff that's mostly for walking – for combat, he has a scimitar of quite good workmanship, which hangs by a leather belt in either his trousers or his armour – he does not bring it along when he's only in his cloak. He also has a sling lying in another pocket of his cloak, along with some more or less rounded stones for it.

Skills: Ilkai is fairly skilled at the things druids should be skilled at – he can make a good herbal tea or paste for healing sickness and to help treat wounds, and he can read a natural environment to see what kind of balance there is. He's an expert at finding ecosystems, and he can find them almost anywhere, from mountainous groves to decrepit, hostile sewers. He fights rather well, being deft with his scimitar, but also quite an adept wrestler. He's also fairly skilled at woodworking and, as he likes to point out, he cooks very well. In addition to all this, he is also rather flexible, as evidenced by the fact that he can relax with his ankles behind his neck.

Powers: Apart from a few healing spells, Ilkai's spells are generally ones that deal with nature or natural things. He can trick the minds of animals, as well as communicate with them to a point. He can grant others, and himself, increased physical attributes, and can tamper with wood and earth. Among his more destructive spells are ones that allow him to weaken others by infecting people, animals and plants with disease or poison. One spell that has helped him in living in the wilderness was one that allowed him to keep food and drink fresh for weeks longer than they otherwise would have stayed.


Personality: Ilkai is quite pleasant to be around, though he does tend to take some getting used to. He has a habit of being very eager to get on people's good size, and will often begin talks with people he's never met before as though he was talking to an old friend. Indeed, he believes quite honestly that a stranger's simply a friend one hasn't met yet. He laughs easily, and often makes jokes, even when it's not fully appropriate. In addition to this, he also has trouble staying angry at people.

One of Ilkai's vices is that he is cocky. He likes to brag about his skills, especially ones that aren't related to being a druid. He will often audibly commend himself every time he succeeds or excels at something, and ask the people around him “Did'ya see that!?”. He also enjoys being aware of his good looks, and he carries himself with an air of confidence and an almost perpetual smile on his face, one that borders on being a smirk.

A result of his good looks and confidence is that he has a habit of charming equally good-looking young women and men into spending a night, or perhaps a few days, with him. He's fully bisexual, and makes no distinction, and enjoys obeying his more primal desires to a degree where he even considers it philosophically – despite his somewhat unscholarly demeanor, he has a deep insight in druidic philosophy, and gladly discusses it with others.

History:
Ilkai's father, Kemil Sahin, was a wealthy immigrant merchant from Altanai in the East, who had set up his business in a large city in Helvunova. He never cared much for Ilkai, instead nurturing his true child, his business empire. With an equally absent mother, due to her frequent adultery, Ilkai grew up without role models in his parents, and throughout his childhood found them in various other people. When he was 14, he was taken in by a gang when they saw his father's money as something they could use – by that time, he was used to using money to make friends and getting what he wanted. The gang didn't last long, and Ilkai drifted between social circles for a while – not because he was unlikeable, but because he simply lacked enthusiasm about most anything. Though he was a bright youth, he didn't feel like investing himself in anything at his school – particularly not subjects that had anything to do with business, as he associated that with his loathed father.
One day, at 17 years of age, when he had finally had enough of his inertia, he decided to become an adventurer. He stole enough money from his father to buy himself a set of chainmail, a decent sword, and a good shield, and he joined a small group looking for freelancers to help them on a job. The group didn't last long, though – in the woods, they were ambushed by the very rogues they'd been sent to hunt down, and they quickly all went down. Ilkai took a crossbow arrow to the stomach and fell to the ground, playing dead. After about ten minutes of hearing and feeling the bandits looting their bodies and discussing what to do next, Ilkai passed out cold.

He woke up abruptly when he felt a sharp pain in his wound – he opened his eyes to find that the arrow had been removed and that the wound was being smeared with some sort of paste by a woman who looked about 30 wearing only a cloak. After the woman instructed him to keep still as she helped treat his wound, she helped him up and introduced herself as Tira, druid of the Autumn Yew Grove, to which he somewhat clumsily introduced himself as “just Ilkai”. After their brief talk, Ilkai let it slip that he didn't really have anywhere to go, and after a little consideration, Tira decided to bring him back to their grove.
When Ilkai arrived there, he could hardly believe what he was seeing. He'd heard about druids before, but only vaguely, and what he saw here was a life completely different from the one he'd experienced in the city – people wore practically no clothes, talked to each other, smiled, and just seemed like they were close to each other. Tira brought him to her tent, saying he needed rest, and on the way there, Ilkai caught some rather intrigued looks. He lay down on a bedroll in the tent and closed his eyes, listening to what was going on outside, where she heard Tira explain his story to the others, who were apparently quite intrigued. He didn't hear much more, though, as he quickly fell asleep again, much more comfortable now that his wound was treated.
The next early morning, Tira told him that if he truly had nowhere else to go, she could offer him a chance to become a druid of their grove, luring him with a detailed explanation of their initiation ritual. After considering for most of the morning and afternoon, Ilkai accepted, and was at nightfall initiated in an elaborate rite, during the most of which he was inside his mentor-to-be.

Under Tira's guidance, Ilkai learned the tenets of druidic philosophy of harmony with both the nature of the world, and one's own nature. He enjoyed this completely new mode of life that he had never been exposed to before, (especially, being 17, the free attitude towards sexuality and nudity). He learned how to fight and how to cast druidic spells, and learned how to find and correct the forest's imbalances, which were usually brought on by civilisation's enroachment.
As the years passed, Ilkai became an integrated and active member of the grove's community, and was voted into the grove's council for a few seasons. When his time in the council was over, he was told of a small druidic circle in the Grey Wilds that had sent birds bearing news of unsettling omens. As one of the most skilled of the young druids, he was sent to investigate and possibly aid the druids.
After a long, perilous journey through forests and plains on the way to the Grey Wilds, he was unnerved to find that he couldn't for the life of him find the circle that had sent the message – he found himself standing under the exact start that he'd been told they dwelt under, yet there was no sign of anyone having ever had a camp or a druidic circle there. After a few more days' searching, he decided to go into the nearby town of Ferovale to see if perhaps someone there knew what was happening, or if perhaps the local clergy had seen any unfortunate omens.

I dont see any problems here

Here's my two cents to the pot. Gave me a little trouble putting together; it would be simple if I had all of this neatly compiled and organized in a file.

The background history is a little rough, but this character is a work in progress I have, so I pick up along as I go to add to his background.

Player: qyron

Name: Nayil

Race: Athalan

Appearance:
(lacking a picture, sorry)
  • eight: 7.81 ft
  • weight: 346,13 lb
  • age: 128
  • eyes: black
  • hair: black, cut short, slightly waved, thick and strong
  • brows: thick

  • facial general impression: Clean shaved, although much more older than a human, Nayil looks no different from a man in his late twenties/early thirties, but accessing his true age is something that leaves others usually uncomfortable, because most will have a feeling that there is more than meets the eye but are not quite capable of putting their finger on it.

    His square jaw defines an elegant and pleasant face and his eyes sport a calm and jovial expression but there are moments when one can see a spark of wisdom and experience that do not fit with the man, which adds to the general discomfort most feel when facing him. His hair is kept short, to keep it off his face, in a classic cut.

  • overall look: Large, well defined muscles power a large, though and heavy skeleton, making Nayil much more nimble and elegant in his movements than one would expect from a creature of his massive size, while making him powerful enough to kill a bear with his own bare hands.

    Overall, with a well balanced structure, with broad shoulders and long powerful legs and wide arms, makes Nayil an elegant enough figure to attend court when out of his battle gear.

  • Distinct markings: Three small scars on his left brow, that more accentuate his visage than disfigure him and a black tattoo on his left upper arm, near the shoulder, representing his family chevron.

Class/profession: warrior/mercenary

Equipment:
  • Clothing:
    Nayil usually wears a long black hooded mantle, embroidered in grey with athalan traditional motifs, over a black set of trousers and long sleeved shirt, decorated with the same motifs. For backup, he has a white set, embroidered in green, and a grey set, embroidered in black.

    He also wears a pair of boots, comfortable for long walks and sturdy enough to cross very rugged terrain, and a pair of leather gloves.

  • Weapons:
    All of Nayil's weapons are made of a special alloy called alanthium; its a very light and sturdy metal, similar to polished stainless steel, but much lighter and durable, and highly conductive.

    • battle axe: of athalan craftsmanship, it has two opposite blades and a spike at both tips of the handle. The blades are richly engraved and decorated with traditional motifs, with two large black gems fitted on the axe head center. The axe handle is built to be retractable, enabling its carrier to compact it for easier transport.
    • spear: entirely made out of alanthium, its built like the axe handle and capable to retract to a minimum size 4 feet and extend to a full length of 8 feet.
      The head is razor-sharp, but sturdy enough to pierce the hide of an elephant without sustaining any kind of damage. The wielder can adjust the length of the shaft at will to fit its need, from a short javelin to a full length spear to fend off a cavalry charge. The bottom tip of the shaft is sharpened to form a spike.
    • long knife: a multi-purpose knife, with a blade shaped like a falcata, to maximize striking power, capable of performing combat use and generic outdoors use. Although considered a knife, with a full length of 20 inches, a standard human being can consider it a short sword.
    • full plate: Athalan battle gear are distinct from all other. Built from their unique alloy, the armours are capable of retracting to small, normally inconspicuous, more or less small personal adornments.
      Nayil's plate, when contracted, assumes the form of a heavy necklace, a pair of vambraces and a pair of shin guards, with all pieces being richly decorated in elaborate patterns. The necklace and vambraces also have black jewels fitted into the metal matrix: one in the necklace and one in each vambrace. These jewels act as energy accumulators, that can be focused by the armour wielder, although this takes several years of rigorous training, to provide extra power in combat.

  • Miscellaneous equipment: backpack, bedroll, emergency travel rations (enough for 5 days), healing kit, traveling journal and writing material.


Skills: a seasoned warrior, Nayil is also refined strategist, and a good front line healer, capable of using what Nature makes available to produce healing concoctions and salves.
Being a traveller, he is also a proficient outdoors man, having learned how to follow the faintest of tracks and resort to ambush techniques to hunt and avoid potential danger and gain strategic advantage over a foe.

Powers: Athalans are not magic users, yet they are trained from childhood to harness and focus their inner energy (similar to "chi") and develop their potential. They later use it to power their unique weapons, with alanthium conducting the energy to power the weapons to achieve spectacular and devastating results.
Nevertheless, this comes with a heavy toll: it takes dozens of years for an athalan to achieve the smallest proficiency of this art and even the most experienced of masters can fall when using these techniques, as each use of it takes up energy from the user to unleash.


Personality: Nayil is a traveler and has been travelling for several years now, away from his homeland, secretly acting as a spy in foreign lands for his country.
Kept to himself, like all athalans, the traditional suspicion athalans nurture towards magic wielders has been refined and he is now capable of getting along with them, although maintaining a careful reserve.

He always makes his best to maintain his calm and posture, to avoid having to resort to violence to settle differences, although he is not a stranger to killing in cold blood and will not loose a moment of sleep over another death on his hands.

Generally speaking, he's good company to have, polite and capable of maintaining an interesting conversation.


History:
A captain of the athalan army, Nayil was sent out to the world, along with a hand full of chosen athalans, to act as spies and gather information to their country.

An only child, Nayil was brought up according to the athalan tradition, with his mother and father teaching him from birth the ways of his proud people.
He was taught to survive outdoors very young, wield a blade and fend for himself in the wild. Later, like all athalan children, he joined the athalan army, where he was taught advanced combat techniques and all skills needed to form a superior warrior; athalans fight side by side as brothers and sisters, so the concept of "soldier" to them is completely alien. Leaders are appointed by merit and is only a honorary position, with leadership changing according to the situation.

After completing recruit, Nayil volunteered to remain in the army, so he is still single, and although a fierce warrior, by birth and training, Nayil devotes much of his time contemplating the mysteries of Life and Nature. He also speaks several languages, that he as picked along is journeys, out of need and pleasure.

Looks good, now on to the technology issue.

Nothing using black powder, at all, mechanical advances are fine such as repeating crossbows and various cog and gear using devices. The more advanced races with this sort of thing (gnomes for example) would be currently experimenting with steam, or finding ways to magicaly enhance their creations.
 
Actually the solution for the whole, shackled in chains, is going to be made with Katamari Roller, so no need to worry about there being difficulty with the whole shackled in a cage deal.
 
Are the equipments of my PC approved then? I already had trouble with him before, because his weapons are not magical but are not "common" technology.
 
Are the equipments of my PC approved then? I already had trouble with him before, because his weapons are not magical but are not "common" technology.

As far as I can tell, the way I see them is that they're just masterwork collapseable weapons and armour, and apparantly highly conductive.

The one issue I had with it is that I dodnt fully understand the armour, I just have a hard time pictuing it in my head.
 
The way he described his armor, it seemed to me like one of those cartoons where the heroes wear a jewel that when activated, makes the armor appear magically.

Read: Sailor Moon (sorry, couldn´t think of a better example)
 
Or like that weird tv show... err what's it called... Magic Knights? YOu know the one where the knights raises their weapons and shouts out a catchphrase to put on their magical armor, Water around me, Fire within me, air above and so on?
 
I think that one was "Mystic Nights of (unpronounceable whatever)" That was around when I was a kid. One of the things that turned me into a shuttered fantasy nerd, which ultimately, when combined with a sex drive, ultimately led me here.
 
For me it was the amazing wonders of fantasy doujinshi, marvel comics, Dc comics, cartoons and some very perverted gamers on the internet who showed me the path of the pervert.
 
At any rate, I hope the Ic will be up soon, this rp sounds like so much fun. :D
 
I will just leave this here, it's your choice if you want to accept me or not

Player: Niriate
Name: Namira Twinshot
Appearance: Black hair instead of white
Class/profession: Marksman / Fletcher
Race: Forest Elf (Human skin-tone and build, but with long and pointed ears
Age: 25
Equipment: Namira has a large oaken longbow slung over her shoulder, which is almost as big as she is. She carries a quiver made of deerskin on her back filled with roughly 15 arrows. Her clothes are made of slightly worn leather, her chest-piece covering her fully while her pants reach to just above her knees.
Skills: Archery, Fletchery, Scouting, Stealth, Woodcrafting.
Powers: Like others of her kind, she denies that she has powers, preferring the word Gifts. According to her, the Spirits of the wilderness help her in her job. The leaves shelter her from sight, the old trees give her the strength to use her longbow and the agile critters lend her their agility and speed.
That's what Namira claims ofcourse.
Personality: Very dependable, even though one may not always notice she's around. She has a big admiration for shape-shifters, seeing them as the ultimate mix of humanity and nature. It may take her a while to warm up to new people, but once you get on her good side, she can be considered as one's lucky angel.
Namira hates lying, deceit and other dishonourable things, this leads to her always saying what is on her mind. Which in turn can lead to some interesting events.
History: The Ys'tar are a tribe of Elves unlike many. Most of them were either good allies or hated enemies of the races in charge of their lands, the Ys'tar were different.
Historians don't even know exactly how the Ys'tar came to be, though speculations are many. All they know for certain is that the Forest Elves as they became known in the common tongue, were perhaps the most skilled archers and scouts in the world.

Living in the densely forested areas covering many secluded parts of the world, the Ys'tar have spread out and adapted to each condition remarkably. Namira is an Ys'tar of it's truest form, born and raised in the tempered forests of the north west, she excelled in tracking and archery from a very young age. All Ys'tar young are trained in combat, but Namira was a special case. By the age of 20, the Elders had nothing more to teach her and she knew every single square inch of the forests she lived in, like the back of her hand.

One night, she decided to leave the forests and see what else there was in the world. Although they are her home, the forests are ageless and will wait for their daughter to return, when she wishes to.
 
The way he described his armor, it seemed to me like one of those cartoons where the heroes wear a jewel that when activated, makes the armor appear magically.

Read: Sailor Moon (sorry, couldn´t think of a better example)

Not magically, but its something like that. Thank you for the help. Its difficult to me to put the concept in English, as it is not my native language.

Basically, the armour and weapons are forged through a special process that "folds" and contracts the metal into a coiled form (the necklace, vambraces and shin guards). Then the jewels act as focal points to collect and direct the armour's wielder "chi" to power up the suit and make it expand.

So the armour does not "magically" appear: it has a defined set time to fully expand (a few seconds) and it takes "chi" from the user to keep working.
 
Cool! Anyhow, I was just wondering Kitten, what it is that will gather this group together in the first place except for their location, some kind of quest right?
 
Cool! Anyhow, I was just wondering Kitten, what it is that will gather this group together in the first place except for their location, some kind of quest right?

I'm waiting to see some guy announcing a rewards for those who volunteer to enter some tower or dungeon, where strange sounds have been heard lately.
 
I will just leave this here, it's your choice if you want to accept me or not

Player: Niriate
Name: Namira Twinshot
Appearance: Black hair instead of white
Class/profession: Marksman / Fletcher
Race: Forest Elf (Human skin-tone and build, but with long and pointed ears
Age: 25
Equipment: Namira has a large oaken longbow slung over her shoulder, which is almost as big as she is. She carries a quiver made of deerskin on her back filled with roughly 15 arrows. Her clothes are made of slightly worn leather, her chest-piece covering her fully while her pants reach to just above her knees.
Skills: Archery, Fletchery, Scouting, Stealth, Woodcrafting.
Powers: Like others of her kind, she denies that she has powers, preferring the word Gifts. According to her, the Spirits of the wilderness help her in her job. The leaves shelter her from sight, the old trees give her the strength to use her longbow and the agile critters lend her their agility and speed.
That's what Namira claims ofcourse.
Personality: Very dependable, even though one may not always notice she's around. She has a big admiration for shape-shifters, seeing them as the ultimate mix of humanity and nature. It may take her a while to warm up to new people, but once you get on her good side, she can be considered as one's lucky angel.
Namira hates lying, deceit and other dishonourable things, this leads to her always saying what is on her mind. Which in turn can lead to some interesting events.
History: The Ys'tar are a tribe of Elves unlike many. Most of them were either good allies or hated enemies of the races in charge of their lands, the Ys'tar were different.
Historians don't even know exactly how the Ys'tar came to be, though speculations are many. All they know for certain is that the Forest Elves as they became known in the common tongue, were perhaps the most skilled archers and scouts in the world.

Living in the densely forested areas covering many secluded parts of the world, the Ys'tar have spread out and adapted to each condition remarkably. Namira is an Ys'tar of it's truest form, born and raised in the tempered forests of the north west, she excelled in tracking and archery from a very young age. All Ys'tar young are trained in combat, but Namira was a special case. By the age of 20, the Elders had nothing more to teach her and she knew every single square inch of the forests she lived in, like the back of her hand.

One night, she decided to leave the forests and see what else there was in the world. Although they are her home, the forests are ageless and will wait for their daughter to return, when she wishes to.

Does she have powers? You were kind of vauge about that and I need to know specifics before I can clear you to join,

YES! Just like the head gear the Anubis guards wear.

Thats how I imagined it (Stargate was on when I read your profile) but some areas seemed weird, like folding up in to a necklace, if it were a gorget or something like that it would make perfect sense to me, I just cant visualise how it would fold up in to a necklace.

That said, I have zero problems with you having it, I'm just a little confused by it.

I'm waiting to see some guy announcing a rewards for those who volunteer to enter some tower or dungeon, where strange sounds have been heard lately.

Oh theres a plot hook, it didnt work so well last time (I was too subtle) but this time it wont go unnoticed

Is combat gonna play a big part in this game?

Lets call it a medium part
 
yea I was thrown off with the human skin tone thing and doesn't darkmist already have like an elf character?
 
That is why I still say I lack proficiency in English.

When I said necklace, I had in my mind a necklace of the Egyptian kind, that spreads a little down the chest. Now that I've looked up what a gorget is, I can truly say its what I meant to represent the armour "necklace".

Gotta find someone to draw me some pictures...
 
kittenofdeath said:
Does she have powers? You were kind of vauge about that and I need to know specifics before I can clear you to join,
Okay, her powers are basicly the following. She can speak with the wild spirits that inhabit the forests and ask them to lend her their strength, stamina, agility or whatever special trait that specific spirit posesses.
Namira can't speak with any other types of spirits (as of yet, that may change in the story), so she is not a Shaman.

The best way I can honestly describe it is that she's a mixture of an Earth and Woodcrafter, from the Codex Alera series.

As for her appearance, I may have used some misleading terms. What I meant is that she looks like a normal human, but with the trademark pointed ears (like in Lord of the Rings), not the strange skintones you can have in games like Oblivion or World of Warcraft.

Hope that clears some confusion.
 
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