Character name: Brier
Player name: Sinpwn
equipment: toolkit, cloth clothing, goggles, Weave Cracker v2(1), cogs(2), bag of scrap metal(80%), rations(2), coin(4g), arcane light tome(1)
Species: Elf
Subspecies: Deep Elf
Age: 998
Physical description: Rather short for an elf, Gray skin, dark green eyes and somewhat shaggy brown hair. Lean build. Large beard with multiple handlebar esque spikes.
History: Brier was born in a dwarven fortress, raised with emphasis on dwarven ideals such as industry and technology. He showed promise in the areas of arcane magic and clockwork, but he truly excelled when using both. He began experimenting and creating fantastic (and often extremely unstable) machines powered by eldrich energy. After what seemed an eternity of constant tinkering, his home was besieged by Hyperion. Not being a warrior, he was forced to flee as his home and almost all of his inventions were destroyed. He now only has one goal in mind: Reap revenge in the most spectacular and destructive way possible.
Attributes:
Charisma - (-4)
Dexterity - 3
Strength - 2
Endurance - 3
Speed - 2
Intelligence - 9
Spirit - 3
Skills:
Class
Technomancy - 2
Mystic
Arcane - 2
Mana Affinity - 2
Mana Regeneration - 1
Craft
Crafting - 4
Technology - 2
Repair - 4
Cooking - 27
Blacksmith - 4
Armorsmith - 2
Gunsmith - 1
Customization - 2
Weaponization - 3
Social
Diplomacy - (-4)
Persuasion - 0
Merchanting - 2
Combat
Axe Wielding - 1
Hammer Wielding - 0
Evasion - 0
Stealth - 0
Perks:
Technomancer: Achieving what many thought impossible, Brier combined magic and technology as a single creation. Technomancy is incredibly difficult to use and master, and Brier has yet to break the tip of the glacier he created. Technomancy can be used only by Brier unless others are taught how to do so.
Dwarven Brother: Being raised by dwarves and Dwarf Brothers and Sisters in his deep elf colony has given Brier the title reserved only for those fully accepted by dwarven society of the elven race. Brier can fully speak any dwarven language perfectly, and gains a bonus to production when around members of the dwarven society. Production decreases when those around him are not dwarven, however, so he must choose his workshops carefully.
Elven Hearing: Elves have bred their ears to hear farther and in more detail than the ears of other mammals. An ability used mostly for hunting, but a deadly enemy during war.
Paranoia Overload: Having been stripped away from his home, Brier has become incredibly fearful and wary of those who seem to be a threat. Panic attacks may occur, in which case Brier needs to be taken to a dark area with a friend to calm down.
Discomfort: Brier is uncomfortable when away from his workshop without any tools. He must always carry at least one tool on him at all times, or he will be less productive.
Character name: Veranus Tigerclaw
Player name: Dwarmin
Equipment: fine silk shirt(1), fine silk pants(1), coin(2g2s), phoenix egg
Species: Elf
Subspecies: Wild Elf/Wild Elves are the least civilized and the most barbaric-they long ago shunned the trappings of civilization to live primitive, wild and free deep in the ancestral heartlands of the untamed forests of the world, much as all Elves once did when the world awakened.
Age: 456
Physical description: Veranus is a tall, slender, olive skinned Elven woman with numerous tribal tattoos-the largest covers her entire back and depicts a springing tigeress-moss green hair, and pale blue eyes. She bears the marks of recent captivity-whip scars, shackle marks and badly treated wounds.
History: Veramus Tigerclaw was a warrior for her village, secreted away in the Wilds where no man, Dwarf, or indeed Elf of less caliber than her own people had dared step for many thousands of years, beyond meager trading missions. A violent, difficult life-but a rewarding one. She knew the joy of living with nature, testing her strength against it...she knew love, forged by mutual hardship...she knew how precious life was. But...we cannot say what would have happened in a better world, for eventually, even her home, hidden as it was, was found by Hyperion and his forces, who descended in a pall.
Her clan fought honorably-they fought bravely-they never gave up, and for every mile the enemy slogged, they took ten or twenty of the enemy for everyone of them that fell, using ambushes, traps, and hit and run tactics. When they ran out of arrows, they used their spears. When their spears broke, they used knives. When their knives fell apart, they used tooth and nail.
They still lost.
Other 95% of her clan was slaughtered in the end. She would have gone to death as well, had not a chance blow from behind, and struck her senseless-cruel fate, denying her a warriors death...for the life of a slave to Titans, the new self styled Masters of the World. With her family dead-a husband and four childern-and all her friends and most of her clan dead as well, Veranus at last despaired, wishing for her own death, or at least the smothering oblivion of a life in meager servitude to those that had proved themselves stronger.
Fate had something different in store for her.
The caravan that was carrying her and a few other captives was assualted and freed by a remnant force, that was seeking refuge in the cave...Veranus took up the spear again, but for what, she cannot say herself. She is wracked with grief and guilt, that no amount of bloodshed can sooth. Perhaps, she wil find peace one day...but that day, if it ever comes, is long off, and through a valley and over a river...a long way home, one could say. For now, she will protect her new family...
Attributes:
Charisma - 4
Dexterity - 3
Strength - 5
Endurance - 3
Speed - 6
Intelligence - 0
Spirit - 5
Skills:
class skills
Harmony - 6
mystic skills
Mana Affinity - 6
Nature - 4
Illusion - 1
Rock - 1
Fire - 5
Mana Regeneration - 5
crafting skills
Material Processing - 0
common skills
Diplomacy - (-1)
Persuasion - 2
Leadership - 5
Merchant - (-1)
combat skills
Spear - 5
Knife - 0
Evasion - 5
Stealth - 3
Defense - (-1)
Perks:
Amazoness Queen: Veranus is the last of her tribe. By right of whatever ill fate guides her, nature has recognized her as queen, giving her the power to harmonize with nature. This allows her to fight on par with even the elemental titan generals of Hyperion's army so long as nature feels fit to guide her.
Wise: Veranus may not be intelligent like those of her kind who chose to advance, but her wisdom runs deep. Her husband, children, and tribe live on through her. Giving her the wisdom of the elders.
As long a I keep the memory of my people strong in my untamed heart...then they live on.
Elven Charisma: Elves of high caliber naturally draw people to them. Whether this is good or bad is for the elf to determine.
There is a pale blue flame in her eyes...do you fear it?
Curse Medium: Many disasters are bound to follow Veranus throughout the rest of her life. She has no choice but to become strong enough to fight these events, or run from them forever.
What can you take from me that would be any more than I lost? Do your worst, cruel fate.
Branded: The titan convoy that enslaved Veranus left a brand on her back to signify she belongs to Hyperion. So long as this brand is left on her, the titans will hunt her to the ends of the world.
They put the painful brand in the center of her own Tigress tattoo-a final insult, a humiliation that almost broke her wild spirit. Either way, it's part of her now...and it's also a promise-She will not let them claim her again without a fight.
Character name: Forrel de Yahimz
Player name: micelus
Equipment: crude magic staff(1), living lightning dual spear(1), shaman clothes(1), rations(2), fruits(7), vegetables(7), bandages(5), unknown herbs(5), coin(154g)
Pet: Luren
An infantile female dragon from the Divine Plume order of the feather class. Luren is still too young to grow wings, and its feathers currently lack pigmentation. Luren is about the size of a large rabbit at the moment.
Species: Avapti(lizardman, birdman halfling)
Subspecies: Moldeni (Avapti with brown feathers with a bluish glint. Feathers are more streamlined than other subspecies and are spiky on the tail. Have no real advantages except a slight disposition towards being quiet and reserved.)
Age: 28
Physical description: Forrel is 5'7 in height and is quite normal-looking for a Moldeni. His face is narrow and has only a few fine feathers on his head. The upper ridge of his head is usually painted with a violet glow. His teeth are as sharp as fine blades, and his eyes are a moving reddish-brown. As for his body, well his feathers are streamlined like most Moldeni, save for an enigmatic gathering of purple feathers on his chest and thighs. The tail-feathers are trimmed to avoid harming his friends. He is extremely light and weighs 20 kg.
History: Forrel lived in the city of Forozza, a city of art, culture, and strange for the time, religious peace. It was a city of wonders, inhabited by the dwarven family of Turoks and the Clan of the Dancing Blades, an orkish group and many more. Canals were as common as streets and it was uncommon to own a horse; who needs a horse when you have a boat?
Forrel was born to the Yahmiz Clan, immigrants to the city. They came from far away Jetaf were they worked as laborers, farmers, and craftsmen. But in Forozza, they were only known for their most specialized role-shamans. For generations the Yahmiz have had the ability to commune with nature and the spirits around them. The spirits of the water, of the fish, of the tools and stone. Forrel was trained since his third year of life to be a shaman, like his ancestors before him. Mentored by his grandmother, and his father he learned to "speak" with the spirits and soon even see them. Of course, while he enjoyed and loved shaman training, he was Forrzan-born, no matter his parentage. He yearned to know cause and effect, how to do things without fail, how to use the arcane magics of his peers. And so, he read. He read into old musky tomes and manuals of spellcraft. Of course, he never had the gift of arcanum, and so he decided to use the spirits to compensate. Gathering to him the spirit Oltos; a spirit of life, Gehus; a spirit of elements, and Malkum; a spirit of force, he was able to cast spells exactly like the arcane spells. With his goal completed, he decided that even though being a mage would be a life, he knew that he had duties to his family and so went on with being a shaman...
Fast forward 11 years later and he was servicing nobles and merchants, the higher-ups of the nation. He would have become the court-shaman of the Council, but then Hyperion came. He crossed the waters and swam to the city. The booms and cannon-towers and wooden walls were useless. Not even the spells of the city's mages were of use. Seeing nothing could be done, Forrel left with all the family and friends he could find and left.
They traveled, and many died, and many times split up. Eventually, Forrel ended up in a dragon's cave...And the rest is history.
Attributes:
Charisma - 1
Dexterity - 0
Strength - (-1)
Endurance - (-1)
Speed - 3
Intelligence - 3
Spirit - 3
Skills:
class skill
Spirit Brand - 4
mystic skills
Mana Affinity - 2
Spirit Call - 2
Spirit Sight - 2
Mana Regeneration - 2
common skills
The Voice - 1
Voice Affinity - 9
Diplomacy - 3
Leadership - (-5)
Persuasion - 2
Merchant - 3
Medical - 2
combat skills
Unarmed - 1
Spear - 2
Staff - 3
Evasion - 1
Stealth - 0
Perks:
High Shaman: In striving to learn how to use magic through spirits, Forrel unlocked the hidden ability only the most wise and powerful of shamans possess; Spirit Brand. He can infuse spirits into weapons, armor, and even his own flesh. This powerful ability allows him free reign over the element the infused spirit commands, and even the ability to create living and evolving weapons.
Natural Intent: The Avapti work toward advancement of the known. This allows them to develop new techniques through study and experimentation. No other race has been known to do this on an individual basis.
Metal Touch: Being surrounded by many races his entire life has allowed Forrel to unconsciously develop a sense of touch for metals that only merchants and dwarves are known to have. A powerful asset when trading or buying goods.
Paralyzed: The development of Spirit Brand has left Forrel's left arm paralyzed to maintain a medium for the spirits to reside in his body. Forrel can only fight with one arm for the rest of his life as a high shaman.
Weak Heart: Forrel's heart was damaged during the titan's raid of his home. He cannot perform large tasks alone, and direct attacks to his body have a larger impact on his well being.
Tongue of the Ancients: The tongue of the ancients grants all who possess it a destructive quality to their voices, found most commonly in dragons and halflings with dragon blood. Without filtering or controlling it, the voice can kill the living and undead. The strength of the voice varies with how much affinity one has for it.
Character name: Cicatrix "Greywood" Greenflower
Player name: Weirdsound
Equipment: cloth cloak(1), undead chimera golem(1), crude broken sword(3), tool bones(40), bug queens(-8-), drone bugs(32), soldier bugs(12), coin(4g)
Species: Elf
Subspecies: High Elf
Age: 633
Physical description: Tall and extremely skinny. Many Cicatrix's bones are visible through her flesh. She often covers herself from head to toe in soot, giving her otherwise frighteningly pale skin a black-grey complexion. Her hair, when not dirtied by her grooming practices, is naturally streaked with blond, grey, and green. Her body is covered in deep, straight, scars inflicted by 200 years of on and off lashing.
History:
Cicatrix was born the 17th daughter of an Elven lord. She understood from a young age that with so many older siblings before her, she would have to fight hard to leave her own unique mark on the world. Even in her earliest years it was quite clear Cicatrix was an elf of great ambition. Cicatrix studied Nature Magic, in hopes of becoming a mage or a scholar. She picked up quickly, surpassing even her instructors by the time she reached her teenage years, earning a reputation as one of the brightest up and coming mages in the known world.
Despite, or perhaps because of, her success with magic, something amazing happened to Cicatrix on her; the one thing she had never prepared her self for. Her father, attempting to gain political favor with a nearby human estate, chose Cicatrix over her 9 older sister to enter into an arranged marriage with the local human Lord.
The human lord Duncan had nearly a hundred wives, and as a newcomer and a racial outsider Cicatrix was supposed to be least amongst them. Upon arriving at her new home, the young high elf vowed to change that. Over the next 40 years she slowly gained favor with her husband. She would sleep with the Lords advisers and generals to earn their favor. She quietly poisoned the lords other wives who had too much influence or suspected her ambitions. She would use her magical control over biology to ensure she would bear a son on each of the rare occasions she got to sleep with her husband. Perhaps most importantly however, she simply failed to lose her beauty with age.
During these years lord Duncan was engaged in a crusade against black magic and those who practiced it. Several times a years a dark wizard or apprentice was captured, brought in, tormented for a few weeks, and then executed. Cicatrix, fascinated with Necromancy, would sneak into the dungeons and personal torture dark secrets from the condemned spell-casters who had mastered death. By her 57th birthday Cicatrix was skilled in the unholy combination of both Nature Magic and Necromancy.
Lord Duncan now ancient by human standards and quite senile, threw his favored Elven wife a huge feast for her birthday, at which he announced that Cicatrix and her children were to succeed him. That night Cicatrix, driven by an ambition boarding on insanity, had her husband poisoned.
Acting quickly Cicatrix and her sons put nearly the entirity of Lord Duncan's estate to death, sparing only a few loyal guards, advisers, and their families. She then publicly revealed her necromantic tallents by resurrecting all the fresh corpses along with the contents of the estate graveyard. Cicatrix took her new army of the walking dead and marched it on her fathers forest castle, demanding that he step down and surrender his title to his daughter. The old noble agreed, and within a few years Cicatrix controled a vast and vile forest nation of the undead and blindly loyal elves.
Cicatrix earned the moniker 'Greywood' as the wooded wilderness around her castle was full of undead plants and terrifying beasts created with nature magic and turned undead. The Nation of Greywood, as her lands soon became called, would regularly besiege human and elven settlements commanding a tax in sentient life to join Cicatrix's undead legions. Many a lord or general lead attacks against Greywood, but for nearly 400 years she clung to power, siring many elven, halfbreed, and just plain monstrous offspring along the way.
The Nation of Greywood finally met it's end at the hands of a Deep Elven and Dwarven alliance. The attackers dug underneath Greywood's treacherous forest and right into the basement of her castle. Cicatrix's guards, students, children, and freaks put in a good fight but they had no chance against the massive military force that had dug directly into her castle. When the attackers reached Greywood's chamber the feared elven despot surrendered without a struggle.
Cicatrix was thrown into an impenetrable Deep Elf prison fortress. She made no attempt to escape, knowing that there were many in the world foolish or loyal enough to try and get her out. She was right, over the years countless human generals and elven warlocks, many claiming to be her descendants, attempted to free Greywood through diplomacy or force. But due to the stubbornness of both the Deep Elf leaders and guards all said attempts failed.
Eventually the deep elf King grew tired of all the attacks provoked by Greywood's presence, and arranged to have her executed on the 200th anniversary of her imprisonment. Luckily for Cicatrix, that was the night Hyperion's forces launched an attack against the Deep Elves. The Titans put all the elves, prisoner and guard alike, to the sword. All the elves except Greywood, who was to be returned to the Titian Camp to be personally judged by Hyperion himself.
Cicatrax, deciding that she didn't like her odds of surviving her meeting with the Titan Lord, quickly outsmarted and escaped her new captors fleeing into the caves where she met up with the rest of the group. She now enters the realm of mana, her powers weakened by her long stint in prison but her ambition rekindled by the story of Hyperion. He had proven that it was possible to unite a single race against the rest of the world, a long term goal truly worthy of a woman such as Cicatrax...
Attributes:
Charisma - 5
Dexterity - 0
Strength - 0
Endurance - 0
Speed - 0
Intelligence - 4
Spirit - 4
Skills:
class skill
Thanatos Summon - 1
mystic skills
Mana Affinity - 3
Arcane - 2
Nature - 7
Fire - 0
Earth - 0
Necromancy - 4
Dark - 3
Mana Regeneration - 3
common skills
Diplomacy - 3
Persuasion - 3
Leadership - 5
Merchant - (-5)
combat skills
Need to be developed
Perks:
Death Caller(dormant): Great strides in the field of necromancy, harsh personal struggle, and the destruction of herself have lead Cicatrix to the upper limits of necromancy; she can call an avatar of the most powerful god of death of the physical realm. The avatar of Thanatos protects and serves her as a loyal golem, but cannot directly be controlled through any means.
Harbinger Cradle: The arm Cicatrix had painstakingly developed to be her greatest asset for her powers was taken from her. The avatar of the ultimate darkness now resides in a modified version of what was once hers. The corruption still remains on her, warping her powers in strange ways still, but it no longer acts as a medium for spells.
Dead Sense: The fallen queen can sense the dead from afar, making necromancy take far less time. She can even sense how powerful the dead bodies are, with a drawback of corpses too powerful to control instilling great fear and panic into Cicatrix. She has learned to control her panic, and avoid such bodies through experience.
Eyes of the Harbinger: Cicatrix was already blind, but it wasn't as though sight could not somehow be restored. The contract with Thanatos changed this. Her eyes became completely lost to the light, and now hold a portion of what the god Thanatos called the pact. The eyes further corrupt her powers, and allow for the direct sensing of her Thanatos avatar.
Hunted: Cicatrix was, at one point, the most wanted criminal in history. Many of her liberators were simply mercenaries out for coin, or crusaders not satisfied with just the caging of a monster such as she. There is no choice for Cicatrix but to fend off such hunters out for her life, regardless of circumstance.
Character name: Ba’gandi Kash the Berserker (called Ba)
Player name: The Fool
Equipment: damaged plate armor(1), fine great axe(1), rations(4), coin(4g)
Species: Gnoll(halfing, wolf and man)
Subspecies: Redback (Fur colour determines what tribe you’re from. No real advantages.)
Age: 47
Physical description: Ba’gandi is 6’ 5” and 433 lb. Most of his weight is muscle mass. Over the course of his adventures, his fur turned a glorious golden red. Deep scars line his chest, shoulders, and back, but most of them have been covered by his armour. The tattoos he took to honor his tribe in his youth have now become complex beings that warp around his body, avoiding the touch of any who would dare harm them. His travels have branded the black and white "chains" of burden on his arms, and a spiral tattoo holding his most suited weapon covers the scars of the wound that granted him his powers. His eyes are a dark brown, seeming almost black.
History: The Redbacks have lived in the forests for many generations, and have fended off constant goblin attacks. It had even started to become something of a sport to them. The goblins in a way created their own graves by challenging the Redbacks in battle. Over time battle became their way of life. Live by the blade and die by the blade was their methodology. Running from battle was a shameful act that was met with death within his tribe if any tribesmen were caught do so. A scar on the middle of the back was a symbol of shame and disgrace, because it meant that you allowed the goblins behind you, or you were unaware of them.
Ba was only 14 when he first killed. The goblin was alone and looking around away from Ba, almost as if it were lost. Ba cried out to it as he ran at it with a woodcutting hatchet raised overhead. Even at his young age the goblin was forced to the ground by the swing as it connected with its shoulder. The goblin just stared at Ba with a shaky gaze as his blood sprayed outward. Ba waited for the goblins heart to stop before carrying it home as a trophy of sorts. When he got home the tribe prepared paint using the goblin's blood as the colour. He was now a true member of the tribe. He was taught to fight, and joined a daylight patrol. After years of service in his tribe Hyperion attacked the forest, and anything in it.
Hyperion came into the forest he was met with force. The gnolls of the Redback tribe stood no chance against Hyperion. Ba’gandi, who was 46 at the time, was tossed back into a Cliffside during the fight. It caved in on top of him and he was pinned under the rocks for nearly a full day. He desperately clawed at the massive pile of rocks. Between the blackouts he could hear screams of his people dying around him. Waking up from his last blackout sounds of soldiers following Hyperion could be faintly heard, but he couldn’t hear his people anymore. He started clawing faster at the rocks, not caring about blacking out again. He finally pushed his way back out of the rock pile. Blood coated his eyes giving the world around him a red tone. His people weren’t given a dignified death. They were left where they fell, and then stabbed through the heart by passing soldiers. He couldn’t leave them there, so he started digging at the ground to make graves. His bloody hands clawed at the dirt for days, burying each gnoll as soon as a shallow grave was made. Walking over the field of graves he found his family’s great axe lodged in the ground. He swore that he would get revenge on Hyperion and started looking for a group searching for Hyperion.
Ba took jobs that took him from place to place in an attempt to find Hyperion. Merchants that hired him soon found that he wouldn’t run if bandits attacked the caravan. They said that he was a wild, untamed berserk creature that would lead them to ruin and refused to continue working with him. When he went to the nearest town he found that merchants wouldn’t take his gold. On the other hand mercenaries started calling him ‘the Berserker’ and started hiring him for particularly violent jobs. Ba didn’t mind, in fact it gave him something to take his anger on. The battles he fought reminded him of his old life at home, and of why he was fighting. After almost a year of searching he found a mysterious gate in a dragon's den that led to a massive castle.
Attributes:
Charisma - (-3)
Dexterity - 0
Strength - 8
Endurance - 8
Speed - (0)(bursts to 10 sometimes)
Intelligence - (-1)
Spirit - 0
Skills:
class skillsWeapon Knowledge - 3
Tranquility - 3
mystic skillsMana Affinity - 1
Mana Regeneration - 1
crafting skillsRepair - 3
Blacksmith - 4
Armorsmith - 0
Tree Chopping - 0
Material Processing - 0
common skillsDiplomacy - (-1)
Persuasion - (-1)
Leadership - 1
Merchant - (-2)
combat skillsEvasion - (-3)
Stealth - N/A
Perks:
Weapon Master: The harsh struggle to survive and adapt to the advancing world has lead Ba to a realization. A true warrior doesn't need blind rage, or fancy weapons. None of that is needed. A true warrior and master of weapons can turn anything in their hands into an implement of war. Even a twig. Through this knowledge, Ba finds peace and tranquility he'd never known.
Iron Body: The lifetime of war the gnolls drew Ba into have broken his body countless times. In order to survive, Ba's body became as hard as iron. To make Ba bleed is truly a feat worthy of praise, though whether you survive after is entirely up to how Ba feels that day.
Combat Sense: Because gnolls would die much younger if they chose to fight anything and everything in their path, they chose to learn how to sense blood lust from those around them. If no blood lust is sensed, many unneeded fights are avoided.
Technology Void: Having never developed with the rest of the world, the gnolls became incredible warriors through simple ways. However, they have developed in a way that bars them from ever understanding technology like the other races might.
Merchant Scorn: Most merchants who are asked about gnolls laugh at the asker and tell them to never bring up such a subject again. No matter what, merchants will always refuse to trade with Ba.
Character name: Seiyas Stormclaw
Player name: IronyOwl
Equipment: channeling crude iron gauntlet(1), beige cloth robe(1), rations(5), superior small stone lion golem(1), doll golem(3)
Species: Sharduk (Halfling - Demon/Giant Desert Scorpion)
Subspecies: -
Age: 18
Physical description: Young, somewhat slight, bronze-skinned (not literally) woman with long black hair (usually in a ponytail) and solid gold eyes from the waist up. Rough-carapaced scorpion from the waist down, mostly black but with the faintest hint of bronze or gold.
History: Seiyas was born and raised in the inhospitable desert, in a village of her kin. Though every living thing struggled to survive there, her people thrived, and were widely feared wherever else they went. Their barren home provided beauty and shelter, and the rest of the world, usually more hospitable reaches of desert, provided amusement and treasures.
Seiyas showed signs of magical talent early on, but this never manifested in the usual ways. Rather than honing her abilities as a seer, weather-controller, necromancer, healer, curse-bearer, or some (other) manner of thoroughly unpleasant offensive caster, as was typical, Seiyas began practicing subtler forms of magic, mainly concerned with gazing into objects and imbuing them with magic, typically producing crude golem-like things, enchantments of dubious utility, or strange alterations in the material itself. While bearing some resemblances to second sight, necromantic rituals, alchemy, or enchanting, her particular set of crafts didn't quite fit the usual mold of any of those, and it was often wondered exactly what she was up to or when it'd become useful.
The attack of Hyperion lent new urgency to that question, even as it rendered it a moot point. While the isolation and utter inhospitality of their home sheltered them for a while (though their usual victims were certainly made scarce even then), eventually Hyperion's forces braved the perilous trip to assault the village of demonic scorpionfolk. This went somewhat poorly for them, but with their numbers without limit and their dedication without question, it wasn't long before the vicious Sharduk, more accustomed to skirmishing than open warfare, were forced to flee, scattered to the winds to be hunted down by whatever dared follow.
Fortunately for Seiyas, and what remains of her tribe, opportunism comes easily, and while they weren't very fond of the cold and wet (or, for that matter, lush and green) that some regions possessed, they nonetheless managed to make do, often joining with locals for mutual assistance or offering themselves out as talented mercenaries. Most continue to oppose Hyperion in any way they can, both for the sake of vengeance, and that of having a future.
However, there was one slight snag in Seiyas' own travels- namely, her abilities weren't yet good for anything. With little to offer, she was forced to do more running than mercenary work or bartering, buying what she could with what meager abilities she had while trying to refine her art into more practical results. She thinks she's got it now, though, and is tired of running without profit.
Attributes:
Charisma - (-8)
Dexterity - (-3)
Strength - 2
Endurance - 8
Speed - 8
Intelligence - 4
Spirit - 9
Skills:
class skills
Alignment - 1
mystic skills
Mana Affinity - 20
Illusion - 4
Rock - 3
Sand - 5
Summon - 4
Enchant - 4
Arcane - 3
Mana Regeneration - 7
common skills
Diplomacy - (-5)
Persuasion - (-5)
Leadership - (-5)
Merchant - (-5)
combat skills
Unarmed - 5
Evasion - 4
Stealth - 4
Defense - 2
Perks:
Soul Weaver(stage one): The demon blood running through Seiyas offers several advantages and disadvantages, but the most noteworthy is that her soul is naturally weaved into her blood and mana streams. The inclusion of her soul in her magics creates an almost entirely superior and personal effect, which becomes more and more obvious as her soul aligns with her body and mana. An ability only the most powerful of mages can accomplish, only one born every few hundred years in her tribe is lucky enough to be born with, is a way of life to Seiyas. Now, she only needs the knowledge of how to control it.
Tolerance: The harsh deserts Seiyas grew up in have made her functionally invincible to inhospitable climates, allowing her to survive in all but the coldest of reaches without difficulty.
Beast Whisperer: The Sharduk, being part demon and scorpion, can naturally communicate with all other beast races. This includes dragons and the Legendary beasts who used to inhabit the physical and mana realms long ago.
Feared: Her people's reputation precedes them, causing many people who come across her to inherently avoid her to stay out of trouble. This is especially true of those not strong enough to defend themselves.
Clumsy Learning: Due to her young age and upbringing, Seiyas is more likely to fail when attempting to learn new skills, or improve those she is less familiar with.
Character name: Newman Armsdale
Player name: adwarf
Equipment: superior iron short sword (2), crude bowgun(1), padded cloth clothing(1), crude small bolts(15), rations(2)
Species: Human
Subspecies: None
Age: 19
Physical description: 5 Ft 9In, 150Lbs, Light Skin, Blonde Hair, Green Eyes, Numerous Scars on back, and chest, Hawk like features, Well Built
History: Newman grew up in a rather large town on the outskirts of inhabited lands. His dream was to become a guardsmen just like his father, and maybe one day become a traveling swordsman. Because of this, the first chance Newman got, he began his combat training. At first he did so by himself, picking stuff up from traveling guards, and the rare knight. But eventually, a retired swordsman moved into the village. That swordsman agreed to become Newman's teacher, training him day in and day out. By the time he had reached fifteen, his skill in dual blades was nearly unmatched in town.
By his 19th birthday, Newman was forced to flee his home. A horde of goblins took an attack from the titans as initiative to invade and slaughter the town. His master stayed behind to buy the fleeing villagers time. Newman was forced to watch as his master was forced to fight and slay hundreds of the mongrils, only to be taken down by wave upon wave of reinforcements and dragged out of sight, into the chaos. Newman stayed until the last building finished burning, then ran until he couldn't stand anymore. He found himself in the care of the others by the time he had realized where he was.
Attributes:
Charisma - 0
Dexterity - 4
Strength - 5
Endurance - 2
Speed - 6
Intelligence - 0
Spirit - (-5)
Points - 5
Skills:
class skill
Scindere - 0
mystic skills
Mana Affinity - 1
Heal - 2
Ice Spear - 1
Mana Regeneration - 1
combat skills
Sword - 5
Bowgun - 3
Shield - (-7)
Dual - 10
Dagger - 4
Knife - 5
Axe - 3
Spear - 2
Stealth - 1
Evasion - 8
Points - 2
Perks:
Soul Blade(stage 1)(dormant): Newman's excitement for the blade and preference to dual wielding has led his soul to develop a blade specifically for him. The weapon is a part of him, and will be drawn and sheathed into his arm. It is up to Newman how he will find and use this weapon.
Detection: One of the first lessons Newman's master taught him was how to detect thhe presence of others. This was described by his master as being best used against a mob of people.
Dual Fancy: Newman's training was primarily in the art of dual wielding weapons. This has led him to learn skills for dual wielding much faster, this also improves his performance in combat.
Animal Scorn: Most animals have a clear dislike of Newman for reasons he's never quite figured out.
Defenseless: Most races have a high resistance to diseases that cause mutations, but humans have long since lost those immunities. Humans are the most common to become vampires, undead, werewolves, and other similar beings caused by disease.