[Accepting Additional Characters] Into the Unknown: The Lost Legion of Ribenheim

Started by MagicalPen, June 22, 2011, 10:04:16 PM

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Into the Unknown: The Lost Legion

Everyone knows the tale of the Lost Legion...the 13th of Irdes, 1300 Veteran Soldiers embark into the Northern Wilds after crossing the White River. The 13th of Irdes, the last day anyone saw or heard from the 13th Legion. A small expedition of Woodsmen ventured down their proposed path but saw no signs of the 13th. They had, quite simply, vanished. News of the Lost Legion spread like wildfire, sending chills down the backs of every Soldier garrisoned on the Northern Frontier. Countless eyes strained out into the Wilds in a hopes of glimpsing the Lost. Its why few people venture north of the White River and into the unexplored Wilds of the North - if 1300 Veteran Soldiers can disappear with out a trace, what chance does anyone else have in finding the unexplored riches said to be laying out there?

In the ten years since the 13th Legion disappeared, everything associated with it has become taboo. The Number 13, specifically, has come to represent bad luck:

13 - The 13th Legion - The Lost Legion
1300 - The number of Soldiers in the 13th Legion (1,000 Standard + 300 Auxillary Woodsmen Troops)
The 13th of Irdes - The day of the month the Legion disappeared
13 Miles - The number of miles the Legion is said to have crossed before the Mist rolled down the hills and enveloped them.

The 13th Legion has ceased to exist. It is no longer talked about, nor are there plans to reform the Legendary Legion. It is not often talked about, unless to chide the foolish who believe they can find success in the Northern Wilds. "Remember the 13th! What makes you think you can do any better?" Is often the response to such foolish talk. And no one wants to remember the 13th Legion.

But one person does.

Conner O'Fearghail was 8 years old and living in Wittenburg, a quaint village in the warmer southern regions, when his father marched North, at the head of the column. At the head of the 13th Legion. Captain Cearbhall O'Fearghail, veteran of two campaigns, leading his first campaign, well known and well respected amongst his Troops. Married, a father of two boys (Conner and Cathal). A man about to become Legendary but for all the wrong reasons.

Conner well remembered that week, waiting for the messenger to arrive with news from his father. Every day Conner, the youngest of the two brothers, would stand by the main gate, waiting, peering down the road for the Messenger on Horseback. The Messenger arrived four days late, and Conner soon learned that his father had 'disappeared'. But 'disappeared' was better then 'dead' as it meant there was hope that he was still alive.

In the 10 years since that fateful day, Conner O'Fearghail has not given up hope. He never let up in his studies of the art of war, training night and day to become the best soldier that he could. His father had left a legacy as far as Conner was concerned. While others viewed the O'Fearghail name as shamed, Conner held true. But even his dreams could come to a crashing age.

At the age of 15, one year shy of being able to enlist in the Legion, Conners older brother, Cathal aged 17, was killed in action. His actions - a suicidal charge at the enemy - had saved the lives of his men, buying them enough time to fall back after being cut off, but at the cost of his life. But it brought a measure of honor back to the O'Fearghail name. But Conners mother was heartbroken, her husband lost and now her eldest son dead. She could not bear to lose Conner and refused to allow him to join on his 16th Birthday - that meant he'd have to wait until he was 18 to enlist and lessened the chances that he'd discover the whereabouts of his father.

So Conner fled his home and joined up with the Black Fist, a Mercenary Company of Soldiers. There he learned the grim realities of life on the road, of fighting for money. He honed his skills from amongst the best the Black Fist had to offer. He also traveled to many places with the Company and grew his own reputation as a skilled swordsman. But there was always that greater goal of his gnawing at the back of his head. With two full years of service to the Company completed, he was allowed to go on his way at the ripe age of 18. He had learned all he could to heighten his chances of success and the Company assured him he'd always have work with them if he ever came back.

And it is now, after all these events in this young mans life, that we arrive at our present location: Tetrarch - Gateway to the North!

Tetrarch holds the distinction of being the Northern most town in all the Kingdom of Ribenheim. It is situated on the White River, at the only crossing point for hundreds of miles around, surrounded by farmland to the South and the Northern Wilds to the North. Brave souls peddle their wares in the city, trappers braving the nearby woods to hunt and bring in rare furs. The  Legion has a Patrol set up as well, and the town has formed around the Barracks, offering all a man could need. A ferry transports the bold adventurers to the North Bank of the river, where only a few small buildings muster behind a wooden Palisade. Here, the Patrol keeps vigilant watch over the cleared land in front of it (arrow range) before the thickness of the woods crowd in.

It was on these cleared fields on the North Bank that the 13th Legion had its last muster before embarking on its fatal journey. A small plaque has been hung on the wall of the Palisade to commemorate the loss of the 13th, put there by loved ones. It is in this small border town that Conner has finally arrived, alone in the world for the very first time.

But he needs a guide before heading out into the wilds. And perhaps a few companions as Wild Beasts are not the only things to fear in the North. He has it all planned out.

But can he find anyone crazy enough to join him?

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Conner stabled his horse and gathered his belongings before heading into the Inn. The White Froth Inn, as it was called, was moderately busy as lunch time rolled around. Conner could certainly use a drink after his long journey but he also wanted to get down to business right away too. And a room for the night could be useful. He made sure his shield was covered up by the sheepskin he had wrapped around it - people didn't always take kindly to his family crest when it was revealed.

"A room and a mug of ale." Conner says as he sits down at the bar.

The Bar Keeper nods his head and names his price, to which Conner agrees. Then he produces a mug of Ale, the top covered in froth. Conner quickly put two and two together.

"New to town, ye be?" The Bar Keep asks.

"Aye." Conner responds. "Always heard a lot of stories about the place, so I thought I'd come check them out." His response is cautious, testing the waters.

"Hah!" The Bar Keep laughs aloud, pitching his voice so all can hear. "We've got another wee lad come to look for the 13th!" The others in the room turn to look at Conner and join in on the laugh. Then the Bar Keep leans in close to Conner. "I'll be telling ya something boy - there ain't nothing ta find! I was there that day, watching as they marched off into the mist. It won't natural like, let me tell ya. It was like the Mist was alive - just wrapped around the 13th and POOF - they was all gone! Not even a scrap has been found in them woods and how does that many men just POOF like that? You'd best be going back to yer ma and not waste yer time or anyone else..."



Image Holder:

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My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen




A Brief History of Tetrarch and its Surrounding Territories


Tetrarch’s beginnings are far murkier then the current state of things in the Frontier Town. It was originally founded on the banks of the White River due to its distance from the rest of Civilization. It was the place that Outlaws and Fugitives fled to, far away from the judicial reach of Ribenheim. It was a seedy, dirty place where the Town Mayor was most likely as crooked as any of the other criminals in the town.

Trappers and Frontiersmen soon moved to the town, looking for new opportunities. For the Trappers and Hunters it was a dream come true, a virtually unspoiled region rife with game of all sizes and exotic furs found no where else. It was one such Trapper who set his sights on the Northern Banks of the White River. Using a little ingenuity and nearly losing his life, he managed to cross over to the Northern Bank and secured a long line across the expanse. Over the years to follow, this line and crossing became much stronger and more permanent, turning into a Ferry.

The Trapper was the first to gain access to the Northern Wilds in such a manner, the first civilized man to set foot in the region. But with his crossing the future of Tetrarch changed forever. Contact was made with wild Tribesmen who lived upstream, along the Northern Bank of the White River. These Tribes people spoke of others living inland, but of fierce rivalries with such Tribes. They spoke of a Great White North region and creatures the stuff of nightmares (and were treated as such). The Legion soon sent troops to the town of Ribenheim, seeing an opportunity to expand the Kingdom as it was. However, the Tribes refused to join the Kingdom and simply disappeared into the Wilds when small units marched on their Villages.

An attempt to set up a village deeper into the Wilds was initially met with success. Dozens of brave souls, seeking adventure and untold riches (the first time such rumors of ancient ruins full of treasure began to surface) ventured into the Wilds. They logged and set up a small village but the harsh climate was hard on them. Travel from the Village to Tetrarch was hard at best, and impossible during the Winter. It was during the first Winter that the Village was wiped out by unknown persons, the soul survivor a young boy who nearly froze to death walking back to Tetrarch. A search of the area in the spring revealed nothing.

Today, the North Bank of the White River has a small palisade around a handful of huts at the Ferry Dock. A small contingent of Legion Soldiers, backed by some local Militia, stand guard. The huts and homes are mostly those of the Trappers who venture out into the Wilds alone.

With the riches the exotic furs and meat and pets bring in, Tetrarch picked up. The town expanded and cleaned up. The Legion Garrison erected a Keep and Walls to protect it against any sort of threat. The Garrisons Families joined them in Tetrarch, training grounds were set up, and all basic needs that needed to be met were met: Tailor, Carpenters, Blacksmiths, Apothecary, etc.

People of all trades can now be found in Tetrarch, peddling a variety of wares.




On Magic and Religion

Magic

Magic, in Ribenheim, does not extend beyond the Mystics, Apothecaries, Witches and Soothsayers - all of which a frowned upon my general society. To the commoner, Magic is a stuff of myths and legend - or crazy old people. Those claiming to posses Magic live like Hermits, or ply their wares as soothsayers and Bonereaders predicting the future. Only the foolish part with coin for such information.

Religion

The World of Ribenheim is a diverse place when it comes to Religion. For our purposes,  there are three main religions in Ribenheim. These essentially follow the modern-world versions of the old Celtic and Norse mythologies, with a minority starting to believe in the ‘One God’.

The one known Northern Tribe also follows a Pagan-orientated faith.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen

Character Creation



Some Starting Notes:
Make sure you read the first posts in this thread before submitting a Character. I would also suggest reading the approved profiles to get a feel for what this game will be all about. Using the above information when creating your character will go a long way into getting accepted for this game.

I am only looking for a small group of DEDICATED players. This means people who have a history of having been on E for some time. Too many group games fizzle out because players fizzle off. This will also not be a post-every-day group either. At best, I will probably be able to get 3 posts out each week. This may vary, depending on the situation (mostly my situation - read my AA thread to keep up-to-date on it). If you, for whatever reason, are going to be gone for at least 1-week, you need to send me a PM stating so.

On that note, I am looking for QUALITY over QUANTITY. This means multi-paragraph posts (at least 8 lines total, bare minimum). I am putting a lot of effort into this game - being the GM, creating the World, Narrating the story, playing a lead role. I expect you to be mindful of that and put forth effort and creativity in your posts.

Characters Desired: Male or Female will work for any of these roles. I'd also like a possible love-interest for Conner (Female of course!) to add a little flavor to the game.

A Woodsman (or Woods-woman) ~ Essentially a Scout/Tracker/Trapper local to the area. (Alternately could be a local from a Northern Tribe)

A Mercenary or Two - Male or Female, had a Relative in the Lost Legion (Father/Brother/Sister/Cousin/etc), eager to try and find them

Common Adventurer/Bard - Male or Female, Wanderlust, Looking for an 'Adventure' to go on

A Local - Male or Female, wants to get away from Tetrarch (for any number of reasons), Conners party seems best chance at making something of their lives

Character Sheets

For character creation, use the following form (a simple Copy/Paste eliminates writing your own code):

[b]Character Name:[/b]
[b]Character Age:[/b]
[b]Character Sex: [/b]
[b]Character Appearance:[/b]
[b]Character Items:[/b]
[b]Character Strengths and Weaknesses:[/b]
[b]Character Skills:[/b]
[b]Character Background and History:[/b]
[b]Reason behind joining the Party:[/b]
[b]Additional Notes:[/b]


And the breakdown of each category:

Character Name: Something fitting please.
Character Age: Actual Age + Looks-to-be-about-Age
Character Sex: Male or Female
Character Appearance: Description and/or Picture. No Anime. No Final Fantasy Massive Swords. Looking for something more realistic. Look at my posted pictures for guidance.
Character Items: Essentially, what they will be taking with them into the Wilds. So think realistic terms -how much can one person carry.
Character Skills: Crafting? Potions? Herbology? Cooking? Archery? Tracking? etc.
Character Strengths and Weaknesses: We're all Human.
Character Background and History: Creativity and Description goes a long way here.
Reason behind joining the Party: Due to possible plot twists (based on your characters) this can be kept *Private* once it has been discussed with me. Most people will not need such privacy.
Additional Notes: Anything left uncovered that you need/want people to know.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen

Accepted Characters





CONNER O'FEARGHAIL ~ Played by Eeyore
Character Name: Conner O'Fearghail

Character Age: Actual - 18, Appears - 18

Character Sex: Male

Character Appearance: Refer to Picture.

Character Items: Chainmail vest with localized plate armor, padded leather gloves, leather pants with leather-armored greaves, boots, Iron Helm. Heater Shield with Family Crest, Family Engraved Longsword, dagger. Traveling Rucksack: (Waterproofed, contains change of clothes, food, waterskin, flint-and-steel, wetstone, bedroll, sewing-needle).

Character Strengths and Weaknesses: Hubris - especially in regards to his family. Fighter - very skilled all around fighter. Stubbornness - when he is set in his ways there is no stopping him. Narrowmindedness - has been focused on the small picture for so long he does not see the big picture anymore. A Hard Life - always expects the worst conditions, does not know how to relax or take comfort in others. 

Character Skills: Horse Riding, Sword + Shield Fighting, Weapon + Armor maintenance and repair, Command, Map + Compass Reading, Tactics + Strategy

Character Background and History: Conner O'Fearghail was 8 years old and living in Wittenburg, a quaint village in the warmer southern regions, when his father marched North, at the head of the column. At the head of the 13th Legion. Captain Cearbhall O'Fearghail, veteran of two campaigns, leading his first campaign, well known and well respected amongst his Troops. Married, a father of two boys (Conner and Cathal). A man about to become Legendary but for all the wrong reasons.

Conner well remembered that week, waiting for the messenger to arrive with news from his father. Every day Conner, the youngest of the two brothers, would stand by the main gate, waiting, peering down the road for the Messenger on Horseback. The Messenger arrived four days late, and Conner soon learned that his father had 'disappeared'. But 'disappeared' was better then 'dead' as it meant there was hope that he was still alive.

In the 10 years since that fateful day, Conner O'Fearghail has not given up hope. He never let up in his studies of the art of war, training night and day to become the best soldier that he could. His father had left a legacy as far as Conner was concerned. While others viewed the O'Fearghail name as shamed, Conner held true. But even his dreams could come to a crashing age.

At the age of 15, one year shy of being able to enlist in the Legion, Conners older brother, Cathal aged 17, was killed in action. His actions - a suicidal charge at the enemy - had saved the lives of his men, buying them enough time to fall back after being cut off, but at the cost of his life. But it brought a measure of honor back to the O'Fearghail name. But Conners mother was heartbroken, her husband lost and now her eldest son dead. She could not bear to lose Conner and refused to allow him to join on his 16th Birthday - that meant he'd have to wait until he was 18 to enlist and lessened the chances that he'd discover the whereabouts of his father.

So Conner fled his home and joined up with the Black Fist, a Mercenary Company of Soldiers. There he learned the grim realities of life on the road, of fighting for money. He honed his skills from amongst the best the Black Fist had to offer. He also traveled to many places with the Company and grew his own reputation as a skilled swordsman. But there was always that greater goal of his gnawing at the back of his head. With two full years of service to the Company completed, he was allowed to go on his way at the ripe age of 18. He had learned all he could to heighten his chances of success and the Company assured him he'd always have work with them if he ever came back.

And it is now, after all these events in this young mans life, that we arrive at our present location: Tetrarch - Gateway to the North!


Reason behind joining the Party: The Party Leader, Conner is looking for a few good men (or women) to join him on his quest to find his Father. He knows that alone he has little chance of survival, but with a small group his odds are much improved. Safety lies in numbers, his father had always told him. But too many and the danger increases.

Additional Notes:


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BRANWEN ~ Played by Ink Slinger

Character Name: Branwen

Character Age: Looks mid twenties, is 23

Character Sex: female

Character Appearance: See picture at left, though not as polished and pretty, she lives in the woods afterall.  Brown hair, brown eyes of average height.  Typically doesn't wear anything but leather. She has none of 'civilized' societies compunctions about nudity.

Character Items: Bow, quiver, several smaller knives/daggers, the clothes on her back, small pouch with a few coins.  A cloak that serves as both protection from wind and cold as well as her bed/blanket.   

Character Strengths and Weaknesses: She's a highly skilled archer and huntress.  Her life has made her a good tracker.  Being of one of the northern tribes however her ability to speak the common tongue is quite limited, though she never fails to get her point across. Better with her bow than hand to hand to combat, but she's still alive. She's a real loose an arrow now and ask questions later type. She can come off quite cold and abrasive but she is a woman of few words used to doing things for herself.

Character Skills: Hunting, tracking,surviving in the north, cooking over a fire, moving silently through the woods,

Character Background and History: Branwen was born to a woman who was one of the members of tribe of wildsmen in the North.  The woman has seen in the woods on several occasions men from Tetrach.  She made contact with one of the men.  He was so very like the men of her village-strong, handsome, skilled at trapping, tracking and hunting and yet so very unlike them-not as rough or wild.  The man, Ian, had loved her mother but never knew of Branwen.  He was killed by an animal or so it had appeared when Branwen's mother found his body. 

Branwen's mother died when she was but ten years old.  After that Branwen continued to live with her tribe, but on the edges.  She was smart enough to know that something about her was different.  It went deeper than that she looked different from the rest of them.  Her hair was lighter, brown not black, and her facial structure was more delicate.  The others in her village had never treated her the same.  She had to work harder and be better at everything to be noticed. "Bastard" was whispered behind her back.

Branwen was thirteen when the Southerns had finally done it.  They sent their men dressed in shiny metal and mounted on beasts into the north.  It was then she left her village and traveled closer to the south.  She lived off the land and watched the men that crossed from Tetrach.  At first just more trappers but more and more lately there have been those who nothing about the forest or how to survive it have been venturing in. 

Over time she picked up some of the language and now hires herself out as a guide. 

Reason behind joining the Party: She has found that she can make a little money by acting as a guide for Southerners who think they want to venture into the wilds of the north.  Something about Conner intrigues her, though she cannot name it.  She is looking to offer her skills as a tracker and her knowledge of the north to aid him in finding those soldiers, and his father.
Additional Notes:




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MIRRAMAR ~ Played by Phantasmatical


Character Name: Mirramar
Character Age: 31. Looks to be in his mid-thirties.
Character Sex: Male
Character Appearance: 5’ 8” tall, with a build of no particular athleticism, Mirramar (often called Mir) casts no intimidating shadow. Tanned skin and calloused hands point to a life of doing manual labor, while his clothing – and in particular the patched coat he wears – mark him as different from the common laborer. He possesses a red leather mask, but does not wear it all the time, or even often. His face is pleasing to the eye without being handsome, with expressive brows and mouth and bright eyes a mixture of grey and blue in color. His hair is a shade of red that is very close to brown, and curly by nature, though usually gone rather straight and lanky due to lack of washing and being held underneath a headscarf. His beard is a shade lighter, and as it grows rather quickly he likes to experiment with different looks.
Character Items: Worn clothing: boots, pants, loose linen shirt, vest, head-scarves of assorted colors, a red leather mask, and a grey coat missing the left sleeve covered in patches of a dozen different fabrics; a coin pouch; three glass spheres (all four inches in diameter); a bag of mismatched baubles; a trio of daggers; wineskin; length of lightweight cloth often used as a hammock; also some food and mending supplies.
Character Strengths and Weaknesses: Quick thinking; Mirramar lives off his wits, and is not inclined to freeze up due to not knowing what to do or say. Fleet of foot; he is surprisingly fast when he sprints, and can run at a fair pace longer than most, even those more athletic than he at first glance. Prescient; it does not happen often, but sometimes Mirramar sees the truth in his dreams. Chummy; Mirramar is affable and easygoing, and is not suspicious of others – even when he should be. Leap before you look; Mirramar goes down dark alleys because he wants to know what is on the other side, swims in rivers without making sure there are no undercurrents, and otherwise steps boldly into potential danger without thought or preparation. Restless; a life of wandering suits him, not in the least part because Mirramar seems incapable of sitting still for more than a few minutes at a time unless exhausted. Claustrophobia; this does not come from simply being indoors, but from being unable to leave, or occasionally when a room has little moving air.
Character Skills: Magic tricks (not real magic), horsemanship (Mirramar does not own a horse, but if he does mount one it is clear that he is comfortable there, though he does not like conventional saddles), dagger-throwing, acrobatics (mostly geared toward movement; climbing, moving through small spaces, etc).
Character Background and History: Mirramar was born in the mid-winter, the third child and third boy to a horse breeder and his wife in a traveling caravan. Two sisters would come after him, but far enough apart in years that he was more a protector to them than a friend. He grew up dealing with all manner of horses from the docile to the volatile, and learned to deal with just about any issue. It wasn’t until his adulthood that he rode in any saddle but the woven cloth ones used by his parents, and he is still perpetually uncomfortable in a conventional saddle.

Mirramar’s childhood was normal by most standards. His family and their caravan were tolerated in most locations, welcomed in a few, and occasionally driven away by those who believed them to be nothing but thieves. He learned a few simple entertainers’ tricks to amuse the people of the villages they passed through, and would periodically use these to earn an extra coin or two, which he normally promptly spent on sweets or other such impulsive purchases. In this, he has not changed; he is as bad as ever in saving his own money.

At an early age, he began having a strong sense of déjà vu on a fairly regular basis – stronger than the norm by far. This sense grew over the years until it would occasionally show up anywhere from a few seconds to a minute or two in advance, and by paying attention to his instincts Mir discovered that he could often seem to act in such a way that would put himself in a favorable position when his hunch came true. Not long after he reached puberty, it was announced that he was to marry a young woman from another caravan. She was a pretty thing; he was able to meet her once or twice before his seventeenth birthday, when he came into his majority. The wedding was a lavish affair in their own way; the extended families of both sides turned out to congratulate the barely-acquainted young couple, and Mir and his wife (Lyalya) received their own wagon as a wedding gift, as well as a pair of cart horses.

He was with Lyalya for a grand total of four months before the dreams started coming. They weren’t particularly memorable, just snippets of what seemed like memories, only they were places he’d never been, with people he didn’t know, and not a one of them included anyone from the caravan. After two months of these oddly realistic dreams, he began sleepwalking. Not far, and not for long, but every now and then he would awaken outside the wagon by a few paces or a few dozen, and once he woke up on horseback, having taken one of the cart horses and gone halfway across the field they had stopped the wagon in.

Then, early that spring, he woke up utterly lost in the middle of the night. He wandered until dawn, and eventually found his way back to their campsite – but they were gone. The embers of the fire were cold, the horses’ hoofprints half brushed away. He followed the trail for days, then weeks, but he couldn’t seem to catch up to the usually slow-moving caravan no matter how many hours he walked. Finally, one day, he woke up from his spot at the base of a tree and found that the tracks were utterly gone. He followed the road he’d been on to the next village, but no one there had seen the caravan. It was much the same elsewhere, and though he searched actively for months, he found no further trace of them. And yet, he felt not as though they had vanished, but as though it was he who had disappeared.

That is still how he looks at it. The way Mirramar sees it, it was he who vanished one night, and is now moving about in some altered plane wherein he cannot ever locate those of his own blood. Over time he came to accept this, though the whole experience might be said to have unhinged him a little bit, as he tends to occasionally come off a bit eccentric in his speech and habits.

Reason behind joining the Party: Mirramar had a dream some few months ago, wherein a legion of men led by a general rode through a wood. The trees closed in, a mist rose up, and the soldiers disappeared to a man, leaving both Mirramar and a young boy chasing after their shadows until they faded away. Mirramar remembers several of the soldiers perfectly, as well as the man leading them and the face of the boy. Oddly, he feels as though he owes the general a debt – as does the general to him. He has not struck out to find Connor specifically, but fate tends to bring him where it feels he needs to be, and this has been no different. When he sees Connor, he will recognize him immediately – though he will not likely be completely forthright with his reasons for wanting to help him. Revealing his strange tendency toward pseudo-precognition would only lead to trouble.

In addition, he feels a sort of kinship with this young man he has never met. Connor has lost others, and Mirramar has become lost. Mayhap the lost can more easily find one another than can others.

Additional Notes:






Logan ~ Played by Eeyore

Character Name: Logan Marshall

Character Age: 24 Years Old

Character Sex: Male

Character Appearance: Flowing wavy blonde hair. See picture for further description.

Character Items: Traveling rucksack containing twine and sewing needle, sharpening stone, food, coin, Sleeping Roll and red cloak, waterskin. See picture for clothing.

Character Strengths and Weaknesses: Battlefield Intelligence - is always aware of what is going on even in the heat of combat, able to influence with such ability. Dual-Wielding Weapons - armed with sword and battle axe (instead of a shield), provides a two fronted attack. Where Sword is useless, Axe excels (and vice versa. Stamina - tied into dual wielding and years of fighting, his stamina goes above and beyond that of the average man. Paranoia - used to living life on the edge, he finds it very hard to relax even in the best of circumstances, also trusts few people. Coin - A mercenary always goes where the coin in the pockets run deeper.

Character Skills: Dual Wielding Sword and Axe. Weapon Maintenance. Armor Maintenance. Bartering. Athletics. Running.

Character Background and History: Logan Marshall was the youngest of three brothers, born to a Veteran and his Tavern Maid wife. One could say that fighting was always in his blood. Growing up, he was often the brunt of his older brothers play-fights. Always outnumbered and always out muscled, Logan made it a point to be quicker and faster then everyone else. It allowed him to outrun his brothers when they became more violent and the quickness allowed him to dodge their blows. But with it came his lifelong paranoia, of always being on edge around everyone, never knowing when the next blow would come. Over the years he has developed the ability to see the actions of a man shortly before they make them and he has grown aware of everything on the battlefield, knowing that one attack is often followed by another.

Both of his brothers - 6 years older and 4 years older respectively - went off to join Mercenary Companies at the age of 16 each. Like all Mercenaries, they would go through two years of intense training while squired to veteran Mercs. They would start at the bottom of the rung and have to work their way up the ranks before being made full Mercenaries at the age of 18, able to join whichever Company they wanted at that point. The coin was far better then joining the Kingdoms Army and one could live life as they wanted. Logan, of course, set his ambitions on such goals as well and followed in his brothers footsteps. Especially after what happened to them.

Logan was only 14, which made his brothers Liam (18) and Lachlan (20) full Mercenaries. The two had managed to stick together and joined the same Company - The Red Fist - before taking a new assignment in the North. They were attached to the 13th Legion due to the Red Fists penchant for fighting in the woods. It was the last anyone ever heard of from those who went into the mists that fateful day. It did not deter Logan and he strives to follow in their footsteps. Its been 10 years since that day and now Logan finds himself as a Free Mercenary, taking coin and work where and when he can get it.

The rumor mills are churning once more and Logan is about to embark on a quest to find his lost Brothers.

Reason behind joining the Party: Seeking to find answers to the disappearances of both Brothers.

Additional Notes:





Shadow ~ Played by Dracoat
Character Name:Allanon "Shadow" Ferrim

Character Age: 28

Character Sex: Male

Character Appearance:Rather unremarkable at first glance, but under scrutiny, his eyes are the most striking. Seemingly a pale yellow, that's usually most see of him. His eye are alway darting drawing in every detail and one of his hands is always concealed.

Character Items:Tight fitting tunic and pants, boots with soft leather sole coverings, a black hooded traveling cloak, two small daggers, a compact crossbow, a curved short sword, waterskin, and a small pack containing various items for survival.

Character Strengths and Weaknesses:He never feels threatened under any circumstance, able to survive and thrive in the harshest of conditions. Prone to dissapearing with little say so, and very mistrustful.

Character Skills:Blade Specialist, Infiltration Expert, Very Coersive, Weapons Maintenance, Limited Alchemy, and Good Strategist.

Character Background and History:
Life in one of the most powerful underground factions of the time had it's privileges. You could go anywhere and do anything, and anyone. Provided you had an eye over your shoulder the whole time. Of course, most tried not to cross the name of those who claimed allegiance to the orginization known as The Shades Bite. A very inconspicious and unknown name known only to members, clients, and the deceased. 

None are recruited, only born into it. Once you're a member you never leave. This is how life began for Allanon. His mother and father had given birth to three, only two would survive the grueling training regime that began as soon as they could swing a blade. They trained for their whole life, Becoming a two man team. Allanon's life flew by in a blur. His first kill. His branding with the signature tattoo on the chest. His eyes being yellowed to strike fear into his enemies and friends alike. His escape. And his brother's death.

His escape was to be flawless and so sudden that it would confuse the organization, but it was not to be. He had been planning his escape for 2 years. He had let his brother have a chance to follow him, but he had declined. His brother had not had to kill the children. Innocents that were only tokens in an endless power struggle. thet meant nothing to anyone. All but Allanon had not seen the innocent pleading and tears as his blade bit into their flesh. So he had planned and set up traps and finally gained his freedom.

Two months after his escape, he awoke to his brother slipping into his window. Again he asked his brother to escape with him and again he declined. They both apologised and forgave one another that night, for they knew one must die. Allanon left on horseback the next morning, heading for the farthest place known to anyone. Age 26.

Almost 2 years later he has been found again. Another bloody encounter is sure to find him when he lands on the information that a crazed man looking for equally crazed souls to search out the 13th. He poses as a local merchant and approaches Connor with coin to fund the expedition with the hopes of leaving with them, and sooner than normal.

Reason behind joining the Party: Hunted to what is quite literally the end of the known world, Alllanon is searching for a way out. He knows he will die if he stays. His chances will be better with the expedition he knows.

Additional Notes:



ELISA MOON ~ Played by Nessy

Character Name: Elisa Moon, actual last name is Wade.

Character Age:  16, but she claims to be 19 and acts the part to avoid a troubled past.   

Character Sex: Female

Character Appearance: Elisa has long straight black hair that she keeps tied back for the most part. Her eyes are hazel, lips painted a soft orange almost reddish hue and she wears a dark leather vest, gloves and greaves. She is almost 5’8” and has a large coin-sized tattoo of a tribal sun on the small of her back, once given to her to ward off evil spirits as a child.

Character Items: A well-made, sharpened sword, pan flute and, scabbards for the sword and an additional curve knife she carries, a small quilted black pouch for her coins, another for carrying oil for the leather, and medicines, a robe with a hood to protect against the elements, and a small book.

Character Strengths and Weaknesses: Elisa is killed with a sword and dagger, light on her feet, quick of wit and eager to sing and play her flute. While she is brave under pressure and danger, she can be a little too ambitious and foolhardy.

Character Skills:

Character Background and History: She is a thief turned adventurer, and while her crimes are pitiful in comparison to “real” criminals, she keeps a low profile from that past, having partially changed her name, her age and shifting from the dirty tomboy street rat that she was to the bardish adventurer she is now. Her last job as a young thief under a master thief resulted in the death of a number of the thieves and the betrayal of her master when she fled the scene and the city taking with her the book he was after which appears to be nothing more than a list names and odd markings she presumes are either targets or accomplices for the guild. As far as she knows, she is an orphan with no ties to any family or any place. She joined up with a musical group shortly after leaving the thieves guild, a guild which she never actually had much of a choice in joining, and learned to sing and play musical instruments.


ELEAH ~ Played by Ink Slinger

Character Name:Eleah   

Character Age: 18

Character Sex: female

Character Appearance: Dark blond hair, blue eyes, full pink lips.  Eleah has a heart shaped face and still looks quite innocent.  Though that could not be further from the truth. 

Character Items: Skirt, corset, blouse, one pair of shoes, bag with one dress, apron, small kit of patch work sewing supplies.

Character Strengths and Weaknesses: Eleah is penniless, a kitchen wench and serving girl.  However her master took a certain liking to her and schooled in her how to please a man.

Character Skills: Cooking, sewing and fucking.

Character Background and History: Eleah was born to villagers who could barely feed themselves.  Her mother taught her to cook and sew that she might gain the notice of one of the Lords or the realm and be taken into his home as a maid or cook.  She was ten when Lord Dante took her into his home.  She was sixteen and well into her womanhood when he revealed his alternate plans for her.

Reason behind joining the Party: Her master wanted more than she could give.  Often when she did not please him he would take his displeasure out on her flesh.  On the night she burned his dinner and then did not bring him to climax quickly enough he beat her.  Only this time he'd gone to far.  He not only beat her but he degraded her.  He split her lip, scored her back and scared her enough to risk running.  In her attempt to get into the expedition she used her body to make her plea to Conner.

Additional Notes: Eleah is not shy about her sexuality.  Nor is she of a mind to have a single lover.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen

Game Status

Currently ACCEPTING Characters.

Please review all posts prior to this one before sending me a PM.

I will be picky with who I accept for this game.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen


My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen

I am still accepting characters for this game.

Any type of character who would sing on for such a quest is welcome.

Possibly have a Merc in the Wings as well so get your profiles in to me ASAP - I am only looking for a small, dedicated group for this game.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

bubby

I'm interested, but I noticed you'd like players who 'have a history of being on E for some time'. I haven't been here long...

MagicalPen

If you've got more then a few hundred posts and 3+ Months on E, chances are you're going to stay around :)

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

Tydorei

I'm interested... but i'm sure I don't meet your user requirements.

bubby

BOOM!

I got three days off, so I'll make a char sheet for your approval. I'm liking mercenary....

bubby


MagicalPen


My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen

Reworked the Characters Wanted list. Really anything goes here.

Essentially looking for 2 more players before getting this game started.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

Phantasmatical

Any role in particular you still need filled, or is everything other than the guide still open?

MagicalPen


My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

Phantasmatical

Fair enough. I've been waffling among the various options, and now I think I know what I'm going to apply for. I'll send the application most likely tomorrow evening, or Thursday at the latest.

MagicalPen

No rush at all. Make sure you only PM it to me so I can go over it first. Once accepted, I'll post it with the others.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

Phantasmatical

Will do! I'm looking forward to the storyline, I have to say. I'm quite curious as to what you have planned.

MagicalPen

Mirramar has been added.

I'd like 1 - 2 more people before getting this show on the road.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen

Ok...essentially looking for a pair of Mercs, or some sort of adventurer. Either gender. Just looking for 2 more people before getting this show on the road.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

Haibane

Hi Eeyore, sweetie. I'm interested but am not sure what to play. I prefer to play females so she could be a bard/wanderer or a local, though I'm short on what would motivate either to head off into obvious danger.

Do you prefer photos for character images or would a line drawing do?

MagicalPen

It would be nice to have everything be uniform and go with a photo, but I know that is not always possible. So a line drawing would work. Just PM everything so I can approve it beforehand.

A Bard looking for the next great story to sing about could work. Or a mercenary looking for a lost family member or some such.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

Phantasmatical

If you would like to fill slots, I'd be happy to play another character. I was juggling two character ideas for a while before deciding to play Mirramar; I could very easily write up a profile for and play the second character as well. I'm pretty good at writing for multiple characters, as I've done it a few times on other sites.

Haibane

Quote from: Eeyore on July 15, 2011, 11:54:14 AM
It would be nice to have everything be uniform and go with a photo, but I know that is not always possible. So a line drawing would work. Just PM everything so I can approve it beforehand.

A Bard looking for the next great story to sing about could work. Or a mercenary looking for a lost family member or some such.
Here's the picture that inspired me:



If the image styling is okay I'll then flesh out a character. She won't be oriental looking like the face suggests but those slanted eyes will be a feature of a local tribe.