The War of Death and Souls Dev Thread

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Re: The War of Death and Souls Dev Thread

Approved and wiki'd
Wiki: wiki/index.php?title=Category:Christal_Naru
CELL 1 LEADER:
Name: Chistal Naru
DoB: 21st Saun, 689
Male, Lotharro
Skills: Master Blades. Master Polearms. Master Intelligence. Master Strength. Master Endurance. Expert Hunting. Expert Leadership. Expert Tactics. Expert Stealth. Expert Detection. Expert Investigation. Competent Mount. Competent Discipline, Competent Navigation. Competent Running. Competent Medicine.
Profession: Monster Hunter
Personality: A man of few words, Chistal is an intense and brooding fellow who tends towards long sessions of staring.
Other Information: Lots of scars.
Exalted of Famula
Adored of Karem

Location: Cell 1 Location - just south of the Fields of Gauthriel - big sand-lizard place.

Background: Chistal is a conundrum to many Lothar. He is a passionate, driven man who works tirelessly hard. However, his devotion to the Immortals Karem and Famula meant that he was not exactly welcomed in his clan. He does not care, being concerned only for what he believes is his calling in this - and every other - life. He is a hunter of monsters, be they creatures or mortals, and he has built up a small army of followers throughout the last ten arcs or so. Other Zuuda, and some Velduris, they travel and they hunt and they protect. The lands where he bases himself are filled with the ghosts of the unwary, unskilled, and just plain unlucky and Chistal works to help them all. He is a strong leader and often takes his group (of roughly 30) out on expeditions, exploring ruins and hard to reach places. He has a menagerie of animals, from the sublime to the ridiculous. His favourite, though, is a small and ragged rat called "Boo".


Approved and wiki'd
Wiki: wiki/index.php?title=Category:Ana_Gatsby
CELL 2 LEADER:
Name: Ana Gatsby
DoB: 33rd Ashan, 684
Female, Mixed Race
Skills: Master Intelligence. Master Politics. Master Leadership. Master Persuasion. Master Negotiation. Master Business Management. Expert Mathematics. Expert Tactics. Expert Logistics. Expert Investigation. Expert Detection.
Profession: Business Owner
Personality: Ana owns a number of businesses throughout Ne'haer and the surrounding territories. She is an incredibly astute business woman. Her businesses include; an undertaker, a beauty salon, a meditation retreat. She is a sweet and unassuming seeming woman, until you cross her in which moment she is ruthless and relentless.
Other Information: Artifact:

Exalted of Famula


Location: Ne'haer

Background: Ana Gatsby was born to a wealthy family and she fully expected to inherit the family businesses when she was old enough, to carry on the family line. However, she and her parents were walking home from a visit to the theatre one night when her parents were attacked - murdered because her mother wouldn't give over her wedding ring. She was seven years old. At that point, she was put into the guardianship of her uncle (mother's brother) who gambled and drank his way through all the family money; he was often violent and rarely kind. Ana did not give him the satisfaction of being upset though - her parents were watching over her she knew. After all, she spoke with them often. After a night of excessive drinking, when Ana was 13 arcs old, her uncle was particularly violent and she lost her temper. She pushed him down the stairs and he broke his neck. It was too late for the family fortune by that point, there was nothing left but debt but, Ana promised herself that she'd get it all back. Famula appeared to her that night, and Ana tearfully said goodbye to her parents. She has been devoted to Famula ever since.

word count: 597
Life, Death and the In-Between .
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Hart
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Re: The War of Death and Souls Dev Thread

Approved and Wiki'd
Name: Nerissa "Issa" Mourn
Wiki: wiki/index.php?title=Category:Nerissa_%22Issa%22_Mourn

DoB: 10th of Cylus, 704
Female, mostly human
Skills: "Master gravedigging." Competent endurance. Competent gardening. Competent animal husbandry. Competent mount: horse. Novice navigation. Novice business management. Novice caregiving. Novice herbalism.
Profession: Gravedigger. Tends to a small cemetery outside of Almund.
Personality: Issa is young and starry-eyed. She is enthusiastic for her work as a Zuuda, despite not being very skilled, and looks up to Famula and her Champions as celebrities of a sort. When around other Zuuda, she is shy and generally embarrassed.
Other Information: Favored of Famula. Asked by Hart to travel to the towns in Scalvoris on his behalf. Will be Branded by Hart through dreamwalking.

Location: Traveling around Scalvoris.

Background: Issa was marked by Famula as a baby, due to her mother's devotion. When her mother died Issa was three, and she and her father prepared the grave, which is when her father first started to tell her all he knew about tending the little cemetery on their family's land. Issa grew up weeding the cemetery, cleaning and sometimes carving headstones, growing flowers to put on the graves, speaking to the families of the deceased, helping lost souls, and digging graves. She also tended to the family's horses. Every so often as a girl, her father would take her and her younger brother off to travel, though they mostly traveled within Scalvoris, and never by sea. However her father always returned with them to the cemetery.

When Issa was thirteen, her father left her the cemetery and their family's plot of land. He took her younger brother and Issa has not seen them since. As Almund can be a dangerous and rowdy town, she spends most of her time by herself in the cemetery. For the most part people leave her alone because they're superstitious about her. In Almund, she is referred to as the "death girl" and most don't know her by name. Those who do are those whose family members have been buried in her cemetery or whose souls have passed on through her help.
word count: 364
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Re: The War of Death and Souls Dev Thread

Approved and Wiki'd Augel Northstone
Wiki: wiki/index.php?title=Category:Augel_Northstone

Name: Augel Northstone - Cell Leader: Uthaldria
DoB: 35th Ashan, 694
Race: :Lotharro
Skills: Master Intelligence. Master Leadership. Master Cooking. Master Fieldcraft. Master Ranged (Bow), Expert Hunting. Expert Detection. Expert Appraisal. Expert Persuasion. Expert Storytelling,Expert Blades (Sword), Expert Endurance, Competent Climbing, Competent Strength, Competent Resistance.
Profession: Mercenary
Personality: Augel is a thrill seeker - always looking for the next thing, the next tale to tell or adventure to have. He is a mercenary, but not in so much as he guards caravans or such. No, this is a man who will go seek out trinkets and treasures, stories and songs. That's what drives him.
Other Information:
Exalted of Famula
Exalted of Cassion

Location: Uthaldria

Background: If it's strange to think of a cassion- and famula- marked, then you haven't met Augel. He epitomises the idea that he serves everyone - alive or dead - by good food, good stories and great adventures. He travels all over the world, although he has been in Uthaldria for a few cycles now - and wherever he is he collects tales, legends and stories. He is very much of the opinion that you should live every day as your last - because at least that way you'll be sure to be right once in your life. He tends to avoid talking about himself, but he was a former slave, held by the slave masters of Athart. His training was very similar to Faith's and, in fact, they were there together for quite some time. However, he doesn't have the same attitude to them that Faith does and he'd happily burn the place to the ground. When adventuring, he leads small to medium groups of the living, or their ghosts.


word count: 301
Life, Death and the In-Between .
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Nir'wei
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Re: The War of Death and Souls Dev Thread

Kychar Maal approved and wiki'd
Wiki: wiki/index.php?title=Category:Kychar_Maal
CELL 3 LEADER

Name: Kychar Maal.
DOB: 16th Ashan, 691.
Gender/Race: Female, Aukari.
Skills: Master Polearms. Master Unarmed Combat. Master Strength. Master Tactics. Master Shield Combat (Tower). Expert Detection. Expert Endurance. Expert Stealth. Expert Mount. Expert Leadership. Expert Discipline. Competent Acrobatics. Competent Surgery. Competent Meditation. Competent Alchemy.
Profession: Mercenary/Guardsman-for-hire.
Personality: Outwardly jaded and cynical, hiding a fierce loyal streak for Famula and those of her company. Bull-headed and powers through adversity, wearing her scars not as badges of honour but as bitter reminders of the cost of her service. Has a soft streak for children, as she cannot have any of her own.
Other Information: Exalted of Famula. Adored of Qylios.

Location: Sirothille.

Background: At the age of 18 she signed up the first chance she got to become a mercenary, hoping to travel the world and experience it all. Along the way she grew a fierce protective streak for her charges, quickly learning the brutal reality of a sellsword's duty, watching the company around her grow bitter and self-indulgent, and resolved to be different. Even in the face of impossible odds she became more bodyguard than mercenary, protecting her charges with even her own life, earning the attention of Famula for her unwavering service. She has since bought out her original company and made herself their new leader, willing to protect whatever charge they are given to the grave, and beyond. She often travels with a small collection of 5-10 company members, all disciplined sellswords like herself, bonded with her by her Qylios mark.


Approved Radeon Nadar
Wiki: wiki/index.php?title=Category:Radeon_Nadar

CELL 4 LEADER

Name: Radeon Nadar
DOB: 2nd Cylus, 698
Gender/Race: Male, Human
Skills: Master Detection. Master Hunting. Master Investigation. Master Intelligence. Master Tactics. Master Alchemy. Expert Poisons. Expert Medicine. Expert Engineering. Expert Ranged Combat (Crossbow). Expert Research. Expert Stealth. Expert Deception. Competent Disguise. Competent Acrobatics. Competent Endurance.
Profession: Bounty Hunter (Mage Hunter)
Personality: Painfully shy and nervous around large crowds, soft-spoken and slow to speak his mind. Keeps mostly to himself and can most often be found reading books in secluded areas. Stutters and shakes in direct confrontations but is also utterly meticulous in planning and preparation, showing an aptitude for forward thinking.
Other Information: Exalted Zuuda. Hated Sintra.

Location: Hiladrith.

Background: Considered by many to be a child genius, having accomplished as much as he has in such a small amount of time, Radeon is spurred by a hatred of mages, specifically Necromancy, after starting life born into slavery and spending his formative years directly under the use of a Necromancer himself, as an apprentice. Practically raised by thralls, he learned the ins and outs of the magic as a necessity, and used the notes and research papers of his master and others like him until, even without a Spark himself, he knew every in and out. Only then did he turn that knowledge back on his cruel and unforgiving master. From there, he began a campaign of hunting down mages - using sophisticated alchemy-formed Wards, poisons, traps and a high-powered sniper crossbow of his own design to hunt down and execute Necromancers.

At one point his abject fury towards mages earned him the appearance of Syroa, whom he spurned, earning a curse.

Valar Syndrake Approved
Wiki: wiki/index.php?title=Category:Valar_Syndrake

CELL 8 LEADER

Name: Valar Syndrake
DOB: 24th Saun, 666.
Gender/Race: Male, Ellune.
Skills: Master Research, Master Logistics, Master Leadership, Master Politics, Master Persuasion, Master Dreamwalking, Expert Intelligence, Expert Etiquette, Expert Rhetoric, Expert Writing, Expert Teaching, Competent Intimidation, Competent Negotiation.
Profession: Politician.
Personality: Calm and measured, somber. Has a very critical eye and meticulous methods of procedure for any circumstance. Believes firmly in making no moves without the proper intelligence to back it up.
Other Information: Exalted Zuuda. Adored Shirvain.

Location: Strosdyn.

Background: Once a member of the lowest rung of Ellune society and practically condemned to a life researching and compiling notes for his betters as a secretary, Valar quickly grew bitter and resentful of his betters, hoping to secede them as he toiled in the deepest deluges of libraries. It was this bitterness, spending arcs of his life studying the past and almost trying to live in it himself, that eventually earned the attention of Ralaith - and with his blessing, his knowledge soon superceded that of his own mentors, piecing together information no other could possibly comprehend. Eventually, he moved to Strosdyn, where he continued scholarly pursuits into Idalosian history, conquerors, rulers, the effects of leadership and the lessons of empires long gone. However, he refused to work for himself, and continued to serve others with his understanding, becoming not just an esteemed politician and servant of the people, but an adviser to countless others, serving them in the hopes to bring Idalos to a greater age.
word count: 826
We return to where we started, and pass onwards into history.
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Re: The War of Death and Souls Dev Thread

Calima "The Fox" Shift Approved
Wiki: wiki/index.php?title=Category:Calima_%2 ... x%22_Shift

Name: Calima "The Fox" Shift - Cell Leader Cell 9
DoB: 35th Ashan, 694
Race: : Biqaj
Skills: Master Navigation. Master Leadership. Master Seafaring. Master Sword. Master Ranged (Bow), Expert Strength. Expert Detection. Expert Appraisal. Expert Intimidation. Expert Acrobatics, Expert Intelligence, Expert Endurance, Competent Climbing, Competent Persuasion, Competent Resistance.
Profession: Former Pirate, now ... well.. sort of a Robin-Hood type of the seas
Personality: Calima is a charming, gallant man with very old and traditional manners. He takes good care of his appearance, wanting to make sure that he always makes a good first impression. He is ruthless and dedicated to his crew and fleet, determined that he will make up for the wrongs he did.
Other Information:
Captain of a fleet of 20 vessels - formerly pirates, now righting wrongs.
Exalted of Famula
Exalted of U'frek

Location: The seas

Background: Before he met Famula, Calima was a ruthless killer. He led a fleet of over 70 ships, raiding and pillaging wherever they went. It all changed that night, when he stood at the wheel of his vessel, the Heartless Bitch and saw the ships he'd just raided burning into the ocean. He always did that - boarded, pillaged everything he could and then, when he'd chosen who he'd take to sell as slaves or as spoils for the crew, he left the rest on the ship and burned the vessel itself. He liked to watch, and hear the screams.

But that night, the screams unnerved him and he found himself frowning as he listened to them. Turning to look to his left, he saw the woman who stood there watching him, her glowing red eyes sorrowful. That night, she showed him just how many ghosts were anchored to him, clinging on in the form of some revenge. Overcome by remorse, he dedicated himself to her service and declared that he would be helping every ghost still haunting the seas because of him to cross over. Many of his crews abandoned him that night, but he was left with four other vessels. And from there, he started to build up his fleet again. Soon, he was marked by U'frek also, as he grew to understand and love the oceans. Now, "The Fox" spends his time seeking out the ghosts of those who have died violent deaths on the waters and helping them achieve peace.

word count: 410
Life, Death and the In-Between .
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Re: The War of Death and Souls Dev Thread

Sal "Bones" Mack approved
Wiki: wiki/index.php?title=Category:Sal_%22Bones%22_Mack

Name: Sal "Bones" Mack
DoB: 15th Cylus, 698
Race: : Mixed: Biqaj / Human / Sev'ryn
Skills: Master Engineering. Master Physics. Master Chemistry. Master Trap Making. Expert Throwing Knives, Expert Alchemy. Expert Detection. Expert Appraisal. Expert Cryptography, Expert Design, Expert Mining, Expert Resistance, Expert Endurance, Expert Discipline, Competent Climbing, Competent Persuasion, Competent Stealth.
Profession: Ex-slave turned engineer
Personality: If Idalos has a shy, geeky, nerdy girl - this is her.
Other Information:
Exalted of Famula

Location: Uthaldria

Background: Bones is a shy girl who largely keeps herself to herself. Unless you want to start talking about inventions. Then? She becomes very excited and animated. She was sold into slavery at a very young age and worked, until she was sixteen, in mining. Her body is a mass of scars from that time. When she was a miner, she often met other people who were there one trial and not the next. Being a friendly and kind soul, she helped them as much as she could. Unaware of any other life outside her own, Bones did not really consider that there were an awful lot of people, down in the dark, who needed her help with finding things or solving problems. Of course, she was seeing ghosts. Famula appeared to her, eventually, when Bones was 16. The Immortal asked if the young girl would serve others, and her response was an immediate yes.

So, that trial, Bones left the mines. She simply walked out and no one stopped her. Then, she began to learn, to study, to experiment and now she sells her inventions, gadgets and gizmos out of her small shop. She works closely with others, including Shareen, and has been acting as a priestess, specifically with the dead - she officiates at funerals.

word count: 304
Life, Death and the In-Between .
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Patrick
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Re: The War of Death and Souls Dev Thread

These are ready for review!
Bloodcap Approved
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Wiki: wiki/index.php?title=Category:Bloodcap
Name: Bloodcap (The Bloody Fungus)
Quick Facts: Coagulant, Stimulant
Height: Ranges from 1-3 inches
Width: Ranges from 2-5 inches
Length: Ranges from 1-4 inches
Native to: Southern Idalos
Locations: Forests surrounding Desnind


Appearance: Small round shroom caps that range from white to pink in coloration, oozing a vibrant red jelly like substance that is easily mistakable as blood.

Habitat: The Bloodcap tends to populate the surrounding dense forests of Desnind more than anything, favoring the highly humid/moist climates more than anything. They often grow on the ground level of forests beneath trees that block most sunlight, where a lot of moisture tends to remain even during the dryer parts of the year.

Lifespan and Development: The Bloodcap is a fungi that has grown and adapted to extremely moist climates, developing a tendency to secrete a liquid red syrup that very much resembles blood. They tend to generate more during the wetter parts of the year, in clusters no less, and when the dryer/colder seasons hit they lessen in terms of frequency. Certain mammals will also seek them out for nourishment, which keeps them limited when it comes to spreading throughout parts of the forest.

Uses: Mainly a coagulant for those who have suffered injuries, however those who are mages have found another use. Eating Bloodcaps gives the mage a minor supplement of Ether, helping those who've come close to Overstepping recuperate from their Ether loss faster. However too much consumption can lead to side effects such as dizziness and nausea, as the syrup they secrete tends to coagulate in the stomach as well.

Abilities: Can be used as a coagulant as the syrup helps blood harden faster, consumption helps replenish a small amount of Ether; however they are quite bitter and sour.

Credit: Patrick
Radiant Bloom Approved
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Wiki: wiki/index.php?title=Category:Radiant_Bloom

Name: Radiant Bloom (The Bright Flower)
Quick Facts: Emits an usual glow and sound, Attuners can easily 'ping' their location when nearby
Height: 2 inches
Width: 2 inches
Length: 2 inches
Native to: Yaralon
Locations: The Spines


Appearance: The Radiant Bloom is a luscious flower that grows on a certain tree, with bristles that glimmer a vivid white from it's base that emit a vibrant color closer towards the tips. Anybody who has discovered this rare exotic plant has sworn the bristles not only glow, but cycle through colors almost as though it were emitting a rainbow.

Habitat: Throughout the Spines of Yaralon where forest density occurs thickest.

Lifespan and Development: The Radiant Bloom is a flower that buds near the end of Cylus, and blooms early into Ashan as the warmer weather approaches. Nobody knows exactly where it gets it's glimmer from but a couple of scholars studying it speculate it has something to do with the Grand Fracture near Yaralon, as the flowers emit a somber and alluring sound once they've managed to bloom. All throughout the Rebirth cycle the flowers emit a glow that can't be missed, the hues of the bristles changing as the seasons progress, and they remain in bloom usually until late Ymiden. Predators tend to stay away as the frequency of their sound is unnatural, therefore while prey may linger near the tree these flowers bloom on; not a single creature will dare to ingest them.

Uses: Can be ground into a resin as they burn a bright white color, however one scholarly Attuner has found another use for them. When boiled for approximately ten minutes, the flower's properties mix within the water and can be consumed afterwards. When someone who is a mage drinks this water, two fascinating results occur from the consumption. The first obvious one is that the Spark emits a powerful resonance that even Abrogators and Attuners have difficulty in hiding, while the second one facilitates the use of Ether much quicker than a mage normally would.

Abilities: Emits a luminescent glow in full bloom, which lingers for approximately five trials after the flower is picked. Burning the resin from a ground flower creates a brighter, almost purely white, flame once it has been ignited. Consumption affects the Spark in a magic in an unusual manner.

Credit: Patrick
Etherbane Approved
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Wiki: wiki/index.php?title=Category:Etherbane

Name: Etherbane
Quick Facts: Siphons upon contact, dangerous to mages and wisps alike
Height: Less than 1 inch
Width: Less than 1 inch
Length: Less than 1 inch
Poison: Lackluster
Native to: Ivorian
Locations: Swamps and caverns


Appearance: Etherbane appears in clusters that some could easily mistaken for eggs when looked upon, as they're almost small pebble like orbs with a soft glow. Appearing mildly transparent when you look into them, the lichen's faint blue glow is both alluring and somber to behold.

Habitat: Mainly along walls and crevices of damp places such as caverns, but they'll also grow along tree trunks among the wilderness as well; however only in conditions where the lighting is incredibly poor.

Lifespan and Development: Etherbane is a lichen that manifests where as little lighting as possible occurs, and feeds of nutrients of minerals found in rocks or wood. Though it's impossible to tell where on Ivorian this lichen has manifested from, it's clear that slowly over the years it's begun to spread through other parts of the island.

Uses: Scholars have found it difficult to study as contact/prolonged exposure affects both mind and body. Overall they've discovered the lichen possesses a 'siphoning' quality quite unnatural, as the lichen saps energy from every source that comes close to it's presence. Granting it the name "Etherbane" as mages will find that the plant drains Ether rather quickly, posing a dangerous risk of Overstepping if prolonged exposure occurs.

Abilities: So far the only known properties this lichen possesses is the "Siphoning" aspect, which drains Ether from anything it touches and Ectoplasm from ghosts.

Credit: Patrick
Firebloom Approved
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Wiki: wiki/index.php?title=Category:Firebloom
Name: Firebloom (The Aukari's Memento)
Quick Facts: Rare and Exotic
Height: 4 inches
Width: 2 inches
Length: 2-4 inches
Native to: Northern Idalos
Locations: The Northern Wastes (Sirothelle) and The Stormwastes (Rharne)


Appearance: A vibrant red orange flower with leaves that look black or even charred.

Habitat: The Firebloom is a very rare flower that seems to only grow near Sirothelle, however its possible for the flower to bloom elsewhere under the right conditions. It prefers hot and humid climates where the terrain allows for wild floral growth to moderately flourish.

Lifespan and Development: The Firebloom gets its second name, The Aukari's Memento, from the fact that under the right conditions; this flower may very well bloom in the heat of Ymiden or Saun. Firebloom is a flower that flourishes from the death/remains of an Aukari, as the residual blood/ashes help fertilize the ground; providing a chance for this magnificent flower to bloom in place of their unmarked grave.

Uses: The flower can be boiled to extract unusual properties that generate a couple effects, the most noticeable one being the residual heat burning inside one's body for approximately an hour. This heat is akin to what an Aukari naturally generates and grants the imbiber a temporary resistance to colder weather/climates, while the other effect is the stimulation of natural Ether regeneration for anybody who is a mage.

Abilities: Consuming generates a 'heat' effect throughout the body, also promoting Ether regeneration for mages.

Credit: Patrick
Exodial Lotus Approved
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Wiki: wiki/index.php?title=Category:Exodial_Lotus
Name: Exodial Lotus (The Mage Bane)
Quick Facts: Lifesaving Flower, Remedial Cure-all
Height: 3-5 Inches
Width: 6-7 Inches
Length: 2-4 Inches
Native to: The Eternal Empire
Locations: The Southwestern Forests of the Eternal Empire


Appearance: The Exodial Lotus is a huge flower with distinctive pink petals, and a distinct plumage at its core which can be harvested for amazing medical properties. Growing on a skinny stem with large round leaves surrounding the lotus, this amazingly rare flower is as nearly impossible to miss as it is to come across.

Habitat: Usually in places where rain and water are a frequent commodity, the Exodial Lotus resides in the most reserve and wettest places of the Eternal Empire. Usually within forests densely populated with trees and water is in high concentration, the flower blooms when the conditions are just right in terms of climate and weather; favoring the wetter parts of the year more often than not.

Lifespan and Development: Unlike most lilies that bloom among the shorelines of lakes and ponds, the Exodial Lotus will first take root among the banks themselves. From there they will steadily grow towards where the sun is often most nourishing, and bloom in full during the wettest parts of the season. Water tends to absolutely crucial for these amazing flowers during their growth, as they don't easily reproduce and their roots weaken with it's gradual growth overtime.

Uses: Aside from the amazing healing properties this flower has, the cloves centered in the Lotus can be used to extract a powerful mineral; one that can somehow sedate the connection between a Mage and Spark.

Abilities: The flower's roots and stems can be used as nearly a complete 'cure-all' when it comes to illnesses and even poisons, while extraction of it's inner core can be used to create a powerful sedative to Mages. The sedative tends to affect the connection between a Mage and their Spark, so the use of magic becomes nearly impossible when the extract is found in their system.

Credit: Patrick
Star Lilies Approved
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Wiki: wiki/index.php?title=Category:Star_lilies
Name: Star Lilies
Quick Facts: Poisonous on contact, highly aromatic
Height: 2 inches
Width: Varies between 4-6 inches
Length: Varies between 3-6 inches
Poison: Moonwelt
Native to: Ne'haer
Locations: The Southern Region of Ne'haer


Appearance: Star shaped flowers a striped petals and a magenta colored core, usually found growing in a bundle of three or more flowers.

Habitat: Within the dangerous Willow Woods south of Ne'haer lies a Grand Fracture, and near that are several breeding grounds for unusual oddities such as these flowers.

Lifespan and Development: Star Lilies tend to bloom, remarkably, late Cylus and early Ashan as the warmth returns to the region. They tend to secrete a ooze within their core early in growth, which then covers the petals as they reach the blooming stages during the first quarter of Ashan. These flowers are actually believed to be nocturnal, revealing their cores almost as early as sunset, as they lure in small prey such as birds and insects to ingest for nutrients. It's dangerous to come into contact with the petals of these star-shaped flowers, as the substance they secrete causes the skin to blister and bubble white nodes shortly after contact.

Uses: The healers of Ne'haer have found that while the petals are toxic and can create a poison, the roots have properties that temporarily increase the amount of Ether one can harness. However the distillation of these properties isn't easy, and the drawbacks of the tonic will almost always put that mage at risk of Overstepping.

Temperament: Passive - This plant doesn't actively seek out prey, instead it uses a highly alluring aroma to ingest the smallest critters. It is of course dangerously toxic to even touch, and therefore should be treated with extreme care if handled.

Abilities: Upon contact one can expect to develop what healers have named "Moonwelt," which is due to the reaction of toxins affecting the area of skin on contact. White welts will develop shortly after contact is made, although depending on resistance it could take up to an hour max. The welts will begin to burn and itch upon formation, eventually breaking down the skin particles once the healing process begins. Healers haven't found any legitimate cure to it because none have dared to risk experimenting with the flower, while those who wore protective gear to examine them have found their secondary ability impressive. Because of how close they grow near the Grand Fracture the minerals their roots absorb have created an alternative effect, making them a risky boon to any who might wish to create a tonic that temporarily boosts a Mage's Ether reserves for approximately half a day. However once the tonic wears off the Mage will feel very close to Overstepping, leaving them at a heavy risk if they've spent too much Ether already before it's expiration.

Credit: Patrick

These are concepts that I couldn't finish, they're free to anybody else who might wish to take them. :oops:
Stickyshroom
Image
Name: Stickyshroom
Quick Facts:
Height:
Width:
Length:
Fruit:
Poison:
Native to: (aka Nashaki, hotlands)
Locations: (For example: Eastern and some parts of Central Idalos)


Appearance: (Be specific)

Habitat: (Where does it grow, what conditions do they prefer weather wise? What parts of the world have the spread out to?)

Lifespan and Development: (From germination to death)

Uses: (What is this plant used for?)

Temperament: (Only if it’s the kind of plant that wants to eat someone)

Abilities: (Healing properties, poisons, etc)

Credit: ??
Vilebloom
Image
Name: Vilebloom (The Man-eating Flower)
Quick Facts:
Height:
Width:
Length:
Fruit:
Poison:
Native to: (aka Nashaki, hotlands)
Locations: (For example: Eastern and some parts of Central Idalos)


Appearance: (Be specific)

Habitat: (Where does it grow, what conditions do they prefer weather wise? What parts of the world have the spread out to?)

Lifespan and Development: (From germination to death)

Uses: (What is this plant used for?)

Temperament: (Only if it’s the kind of plant that wants to eat someone)

Abilities: (Healing properties, poisons, etc)

Credit: ??
Wispwatcher
Image
Name: Whispwatcher (The Looming Bloom)
Quick Facts:
Height:
Width:
Length:
Fruit:
Poison:
Native to: (aka Nashaki, hotlands)
Locations: (For example: Eastern and some parts of Central Idalos)


Appearance: (Be specific)

Habitat: (Where does it grow, what conditions do they prefer weather wise? What parts of the world have the spread out to?)

Lifespan and Development: (From germination to death)

Uses: (What is this plant used for?)

Temperament: (Only if it’s the kind of plant that wants to eat someone)

Abilities: (Healing properties, poisons, etc)

Credit: ??
Bristlegleam
Image
Name: Bristlegleam
Quick Facts:
Height:
Width:
Length:
Fruit:
Poison:
Native to: (aka Nashaki, hotlands)
Locations: (For example: Eastern and some parts of Central Idalos)


Appearance: (Be specific)

Habitat: (Where does it grow, what conditions do they prefer weather wise? What parts of the world have the spread out to?)

Lifespan and Development: (From germination to death)

Uses: (What is this plant used for?)

Temperament: (Only if it’s the kind of plant that wants to eat someone)

Abilities: (Healing properties, poisons, etc)

Credit: ??
Last edited by Patrick on Thu Jul 11, 2019 3:10 pm, edited 2 times in total. word count: 2482
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Re: The War of Death and Souls Dev Thread

Rhakros Flora.

Flora 1:
Bubblebloom approved
Name: Bubblebloom.
Wiki: wiki/index.php?title=Category:Bubblebloom
Image
Quick Facts:
Height: 20-25cm.
Width: 5cm.
Length: 5cm.
Fruit: The heads of the crop can be harvested periodically, naturally growing back every 15 days.
Poison: Airborne spores are poisonous to Rupturing mages.
Native to: Rhakros.
Locations: Central Idalos, tropical climates.


Appearance: Bubblebloom appear as long, thin featureless stems that balloon at the tips into oblong-shaped caps covered in tiny holes, occasionally with frill-like drooping strands hanging from the sides. As a fungus, these plants do not have any leaves. These plants always appear in clumps and patches, and are bioluminescent, glowing faint blue at night.

Habitat: Mostly found within the dense jungles of Rhakros outskirts, the plant spreads to wherever the climate is hot and wet, preferring the dense overhang of jungles, since the protective barrier prevents the plant from drying out quickly. It has spread to some sections of Quacia, Desnind and Augiery, along the southern continent in rare clumps. Extremely rare clumps have been occasionally spotted along the eastern continent as well, at the edges of Cahryst and Korlasir, where there is sufficient heat, moisture and foliage.

Lifespan and Development: Bubbleblossom has a very fast germination period of a few days, growing directly from spores that do not require pollination to form. After the spores land on a particularly wet and nutrient-rich surface, such as a dead animal or plant, or directly onto soil, it grows roots deep into the ground, then creates a cap on the surface, all within the space of approximately five trials. The total lifespan of a single Bubbleblossom is approximately thirty trials, at which point the original wilts so that other Bubbleblossom may use its body for nutrients. While there is no specific season that the Bubbleblossom begins to grow, it does appear much more common around the Rebirth and especially Hot Cycles than in the Cold.

Uses: Many prefer to use Bubbleblossom for its luminescent qualities, gathering large quantities in bottles and jars to hang or store around a room for perpetual light, without knowledge of its Rupture-negating properties. Even those that make use of its poisonous properties handle with extreme caution, for fear that the fungus has other as-yet unknown effects on other Sparks.

Temperament: None.

Abilities: The small spore clouds it emits periodically are mildly debilitating for Rupturing Sparks, causing disorientation, dizziness, confusion, and slight difficulty pinpointing exactly where they want their Portals to open, accidentally creating them several feet to the right, to the left, or above where they want to be. Highly concentrated and released in large doses, these airborne spores can completely incapacitate a Rupturing mage with wild bouts of inertia and vertigo, creating imperfect and oddly-shaped Portals, ether stream fluctuations that put too little or far too much power into a portal, and a complete loss in one's sense of direction. Portals meant to open a few feet away throw the recipient several hundred miles, portals heading north instead go southeast, and mages can accidentally find themselves appearing hundreds of feet in the air or underwater in the middle of the ocean. Low concentration doses can last anywhere from 1-3 breaks, high concentration doses can last anywhere up to a full trial.

Credit: Nir'wei.
Flora 2:
Rancousthrane approved

Wiki: wiki/index.php?title=Category:Rancousthrane
Name: Rancousthrane.
Image
Quick Facts:
Height: 40-55cm.
Width: 10cm.
Length: 10cm.
Fruit: None.
Poison: Crushed petals ingested are wildly hallucinogenic and potentially toxic.
Native to: Desnind.
Locations: Southern and Central Idalos regions.


Appearance: Appear as tall, faintly glowing plants with multi-tiered purple-and-black flowers directly over a very thick central stem. Petals are edged with dull spines that double as leaves, moving to catch sunlight rays. Pollen-filled anther hang just outside of the flower on long filaments. They do not cluster together and prefer to keep ample space between each plant.

Habitat: Requires nutrient-thick soil and plenty of access to sunlight, and so rarely appears in forests, preferring open fields or clearings. For its delicate nature, it is rarely found close to civilization or near any area of high human or animal activity.

Lifespan and Development: Budding during early Ashan and blooming right around late Ashan/beginning of Ymiden, these plants pollinate all the way through to late Vhalar. Once germinated, it takes approximately 20 trials to grow into a young and fertile plant, capable of producing a half-dose, and 40 trials from germination to become mature and create a full dose of poison. Adult plants have a lifespan of a full five arcs and can be harvested routinely approximately every twenty trials for a full dose.

Uses: Used as a stimulant drug and a hallucinogenic in normal conditions, vastly improving a persons senses but often causing them to become confused and creating a sense of synesthesia in the user.

Temperament: None.

Abilities: When ingested by a Transmutation Spark, it causes a complete sensory overload. The identities of different materials overlap one another, one's own Brilliance becomes far too bright for their own eyes, and as individual properties overlap and overload one-another, it becomes impossible to select one specific property to enhance or change. In high doses, vivid visual, audial and tactile hallucinations can plague the victim, destroying their sense of reality and making it impossible to trust their own senses. The poison takes less than half a break from ingestion to begin working, and at a full dose at high concentration, the victim can become lost for breaks at a time, causing untold amounts of damage to both themselves and everyone around them in a blind panic. Even once the hallucinations have worn off, it will take up to five trials for the victim to recover full functionality of their Transmutation Spark, and their senses.

Credit: Nir'wei.
Flora 3:
Yorksha's Spines approved

Wiki: wiki/index.php?title=Category:Yorshka%27s_Spines
Name: Yorshka's Spines (Commonly known simply as Yorshkas.)
Image
Quick Facts:
Height: 15-25cm.
Width: 3cm.
Length: 3cm.
Fruit: None.
Poison: Sticky nectar collecting within the head and leaves is a depressant to Attuners and Empaths.
Native to: Viden.
Locations: North Idalos, Scalvoris, Melrath.


Appearance: A bulbous-looking flower with a thick stem, green leaves covered in white droplets of nectar. The flower itself is a large red cap with a single elongated needle poking from the tip, ringed by smaller green petals.

Habitat: Cold-to-temperate conditions, preferring high altitudes and often appearing in crevices, hidden except for the spine-like tip to deliver and collect pollen. Will make its home anywhere, from the middle of a forest to the middle of a city, and is able to survive on very low amounts of sunlight and heat due to its carnivorous diet.

Lifespan and Development: Slow-growing plant, requiring 10 trials to germinate and 50 more days to grow to a young plant. Long lifespan of 5 arcs - despite being partially flowering and acting inverse of traditional heat-loving plants, blossoming only between early Vhalar and early Ymiden, with the latter seasons spent budding and in hibernation - this plant is surprisingly durable and able to survive stomping, crushing and even burning, providing its roots are not pulled out and crushed as well. In these cases, development and regrowth can take anywhere up to twenty trials before regaining its full strength.

Uses: Depressant; soothes troubled minds in small doses and helps slip into a peaceful sleep, when the nectar that collects within the head and across the leaves is ingested. Therefore, most often used in teas and herbal remedies.

Temperament: Mostly passive, remaining within its 'hiding spot' or blended into the background until an insect wanders close, at which point the spine leaks the viscous nectar, attracting the insect and trapping them while the tip opens and slowly drags them back into the bulbous head to be digested and consumed for nutrients. In some instances it has been known to mistake humans and other mammals for prey, secreting sweet nectar onto its tip and piercing their bodies when they draw too close, injecting them with a full dose. However, the plant is far too small to consume prey of such size, and besides the discomfort of the depressant dose, no human has ever suffered severe adverse effects in the long-term.

Abilities: When the nectar collected on the leaves or in the head enters an Attuner in any way (eyes, mouth, nose, blood, etc), it also affects the Attunement Spark, dulling their sense of frequencies and making it very difficult to perform abilities relating to sensing and especially identifying frequencies. In high concentration and a strong dose, it can mute them entirely. This works in entirely the same way for Empaths, their Spark, and their ability to perform abilities relating to sensing and identifying Tangles, but does not prevent manipulation, except when the dose is high enough to mute their sense of Tangles entirely, at which point all Empathy-related abilities affecting other people are muted.

This is coupled with a significant dulling of sensation and emotions for both Attuners and Empaths. Dulling of sight, hearing, touch, taste - the dulling of pain, happiness, loss, fear. Even in concentrations strong enough to mute magic, this dulling can never truly nullify any one sense or emotion, but it can significantly dull them by anywhere up to 70%.

A full dose, ingested, takes a break to take effect. Passing directly into the bloodstream reduces this to half a break. Entering through other means, into the ears, eyes, held within the mouth, passes directly into the bloodstream, but immediately dulls the sense it absorbs into first and reduces the effectiveness of that organ up to 90%. A full dose will remain in the bloodstream for 6 breaks, with the effects beginning to wear off after 4 breaks.

Credit: Nir'wei.
Flora 4:
Vlahardrams Approved

Wiki: wiki/index.php?title=Category:Vlahadrams
Name: Vlahardrams.
Image
Quick Facts:
Height: 6-8ft.
Width: 2ft.
Length: 4ft.
Fruit: Known as Vlahars. Large, juicy oblong fruits with a hardened exterior, yellow on the surface with an orange-yellow interior and large enough to feed a family of 4 when ripe. Has a uniquely rich taste to it, sweet but filling.
Poison: Utterly harmless to the majority of the population, but known by a rare few to be highly dangerous, almost toxic, to Defiers.
Native to: Rynmere.
Locations: North and Central Idalos, across Rharne, Eastern Territories, Ivorian and Eternal Empires, Scalvoris and Melrath.


Appearance: During flowering season, the plant appears as an ordinary tree, with a very thick trunk, tall branches covered in green leaves and with small vibrant yellow flowers dotting its surface. These flowers have no particular properties and simply look pretty. During harvest season, the leaves fall away and many flowers wither and die - the few that have survived germination growing into thick heavy-hanging fruit that dangle from the remaining branches, which are forced to bend under their sheer combined weight. These fruit, individually, have been known on average to grow anywhere up to one and a half feet in diameter and weigh 15-25kg, appearing in bunches from 4 to 10. Its wood is soft and pliant, making it mostly useless for anything other than decoration.

Habitat: Temperate conditions, toeing the balance between pleasant heat and dry conditions, though considered to be a hearty plant nonetheless and capable of surviving in both intense heat or cold, dry or wet. The yield of fruit is usually negligible in these cases however and so the tree is deemed mostly useless.

Lifespan and Development: Approximately twenty seeds can be harvested from a single Vlahar. When planted, it takes a full arc to grow into a mature tree, becoming a young sapling within a cycle (cannot be Cold) and another two of development to become capable of bearing flowers and fruit. Can be harvested twice per Arc, once per Cycle for the Rebirth and Hot Cycles. During the Cold Cycle, the Vlahars will lose its leaves and fruit, falling into hibernation until warmer weather around the beginning of Ashan.

Uses: Often used for food. Known for its large edible fruit and high nutrition, this fruit can be paired with all manners of salads and meats, making it a common dish, widely available.

Temperament: None.

Abilities: The fruit is entirely harmless and very nutritious, but harbours a secret that only those with very high researching skills are likely able to uncover. The juice, contained within a pocket in the center of the fruit, is toxic to Defiance mages. If consumed ordinarily along with the rest of the fruit, unless eating the entire fruit (which would be a feat in itself) the amount is often harmless and diluted by the fruit itself. If squeezed, removed and concentrated, it becomes an extremely-sweet concoction that, when ingested, causes a brief and massive rush of energy to the mage, as well as a loss of inhibitions as their Spark greedily consumes the juice and searches desperately for more, instantly hooked on the craving. When it does not find any, the element burns deep within the mage, filling them until it bursts from their skin and kills them in either a huge flood of water, spikes of stone, raging flame or a blast of air in its own hunger. The mage can briefly stave off this hunger by ingesting more, but this is a short-term fix and eventually the Spark will overload on its own craving. Even incomplete doses can prove debilitating and dangerous, creating a bubble of water trapped within the mage's abdomen, or earth spikes bursting from their shoulders.

A full dose of this poison depends on the level of the Defier in question, with a single Vlahar sufficient for a Novice Defier, two for Competent, three for Expert and four for Master. Revealed Mages, being the embodiement of the element themselves, do not suffer any adverse effects and are given a huge boost of energy and awareness with no detriment.

Credit: Nir'wei.
Flora 5:
Bloom of Axies Approved
Name: Known as Bloom of Axies, singular Axies; however they also choose individual names for themselves.
Image

Wiki: wiki/index.php?title=Category:Bloom_of_Axies

Quick Facts:
Height: 4" - 8".
Width: 2 - 5"
Length: 1 - 3ft.
Fruit: None.
Poison: Sparksbane.
Native to: No fixed location.
Locations: No fixed location.


Appearance: Axies appear as large floating flowers made up of long, thin and stiff blue petals covered in white-line designs comparable to the stripes of a zebra, each flower unique. These petals overlap one-another in three tiers down the length of its body, towards the base where there would normally be a stem. At the base of the petals near its head, the colour palette changes to deep red and a long, thin spine of blue and white extends forwards. From the base of the head also trail two anther, covered in blood-red pollen with a sharp spine tipping each one. From the bottom of the plant extend eight flowing tentacle-like protrusions, similar to leaves with long winding stems and a rounded tip, the colour palettes of each leaf changing from greens and blues at the base to reds and oranges at the tip, always with white stripes painted throughout. These flowers have no roots and never touch the ground, able to either ride or subtly manipulate the wind around them to always remain afloat, though their tentacle-like leaves can grapple onto any surface and hold the flower still in times of duress.

Habitat: Due to its ability to fly, Axies do not have any fixed location, nor do they seem to show any preference for any particular climate or habitat.

Lifespan and Development: Axies germinate in the same way that all other plants do, through pollination, however unlike normal plants, due to their free-form movement, each plant inserts their anthem directly into the stamen of the other. This creates a child Axies that will then be buried completely into a patch of soil dug out by the parent Axies using their tentacle-like leaves and left to grow for a full three arcs. Once the Axies has matured sufficiently, it will emerge from the soil and rise into the air to join its other seed-mates. Axies, as magical plants, are naturally extremely long-lived creatures and can live up to 120 arcs, however also being surprisingly fragile, rarely make it that far. Once an Axies reaches 60 arcs of age, they are considered 'elder', developing more vibrant blues as they age and gaining a significantly higher mental capacity and fortitude.

Uses: Companionship and for harvesting Sparksbane.

Temperament: Axies are self-aware and sentient plant-creatures, independent of thought and consciousness. Many are shy or fearful and avoid human contact entirely, including Tunawa. If chased or cornered they tend to immediately lash out with doses of poison and escape at once. They are very careful and methodical, especially in elders, but have been known to form agreements with humans if their cause is in any way aligned with their own ideals - which, eventually, can lead to emotionally deep and intellectually-rich pacts for mutual benefit. Capable of forming their own societies, it is safe to say nobody truly knows what goes on within the minds of an Axies and what their goal is, for their minds do not act in the same way that a human mind does, and they have a tendency for acting unpredictably in extreme situations in the pursuit of an outcome that aligns with their interests, even at the downfall of humanity.

Abilities: Can float without ever tiring. Leaf-like tentacles hold surprising strength, enough to pick up small objects like pens and light tools. Capable of independent thought and communication with others by inserting a seed under the skin of a human to form a mental connection. This communication is also possible with all plants and trees, except Tunawa. The spine at its head and smaller spines at the tips of all eight leaf-tendrils holds small but concentrated doses of Sparksbane - a poison that corrupts the Spark within any mage, causing it to shrivel and writhe painfully within said mage, unable to perform magic. Mages compare it to having acid thrown over their soul. Does not cause damage to non-mages. A single full dose takes 10 bits to spread throughout the bloodstream and can last anywhere up to a maximum of 8 breaks to a Novice mage, with one break of duration lost for every tier higher the mage is, up to a maximum of 4 breaks for a Revealed mage. Each Axies is capable of carrying a total of 9 doses within them at any one time, but will take a full 20 trials to regenerate them all once used, a little under 2 trials for each individual dose. These doses cannot be harvested without the express permission of the Axies and attempting to force an Axies into relinquishing its Sparksbane will result in a vendetta against the individual responsible.

Credit: Nir'wei.
word count: 3191
We return to where we started, and pass onwards into history.
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Faith Augustin Champion
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Re: The War of Death and Souls Dev Thread

Approved the Truthblade


Artefact: Truthblade
History: Found in the secret area behind the Mirror of Fear in an abandoned Coven base, this blade appears to be a fairly normal gladius. It is of masterwork quality, with a plain design. It is marked with a single sigil on the pommel and that is the mark of Famula. It was found in the Coven base, among a stash of things which were considered to be of no use.

Physical Description: A beautiful, understated gladius.

Abilities: This blade is a good quality blade, but it has two main abilities:
1. Razor-Sharp Focus: This blade was made for a Champion of Famula many hundreds of arcs ago . Legend has it that it was made by Pier and Pre, but that is just a tale told - no one knows who crafted it. To anyone who does not bear the blessing of Famula, the blade will appear mundane, even uninteresting. This is a defence so it is not used by anyone other than a Zuuda. It can be, of course, but they will find they just ... don't really like it.
2. Mental Acuity: In the hands of a Zuuda, the blade protects it's wearer from illusions and mind control. The more powerful the Zuuda, the more powerful the effect of the blade .

Note: This is from the hidden Coven base, where we could find one artefact, etc.
The threads for this are:
01
02
03

Last edited by Faith Augustin Champion on Sun Jun 30, 2019 1:15 pm, edited 1 time in total. word count: 242
Life, Death and the In-Between .
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Max
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Re: The War of Death and Souls Dev Thread

Douglas Reich approved
Wiki:wiki/index.php?title=Category:Douglas_Reich
Name: Douglas Reich - Scalvoris Cell Leader
DoB: 5th Ymiden, 686
Race: : Mixed Race
Skills: Master Intelligence. Master Interrogation. Master Investigation. Master Stealth. Master Ranged (Crossbow), Expert Strength. Expert Detection. Expert Disguise. Expert Intimidation. Expert , Expert Mount, Expert Endurance, Competent Lock Picking, Competent Persuasion, Competent Resistance.
Profession: Former Slave turned Mercenary for Hire
Personality: Douglas is as aloof as they come. Arcs as a slave have left him a man of few words, but instilled in him a diligent work ethic. He's spent most of his freedom making a new for himself as a mercenary. He finds his greatest pride in honing his craft and fulfilling his contracts with stunning efficiency.
Other Information:
Well-connected to the black markets of the island
Possesses a small network of spies across the island
Exalted of Famula
Exalted of Ashan

Location: Scalvoris

Background: Douglas was a loyal Almund slave to his master for a long time. He was disciplined and molded from a young age into the disciplined, dedicated man he grew to be. His master valued him as the quiet, deadly muscle always at his side. As time went on, it was discovered that Douglas could do better than look the menacing character he was. He was observant and quick to pick up on the people around him that served as assets toward his master's end. His inquisitive mind and natural curiosity meant he was quick to put the pieces together, tying people to conspiracies and identifying poor business partners unworthy of trust. Rarely did his instincts prove wrong. Nonetheless, on the one day his master failed to heed his sincere warning, he was double-crossed in a business deal and left to die in the Almund streets.

After his master's death, his master's family released him from his long service. Douglas bounced between mercenary companies for some time before striking out on his own. He found he was better suited to something more than common grunt work. He became invested in the world of subterfuge and intelligence dealings, satisfied to find people will pay for information just as much as they will pay for protection. Douglas is still quick to fill someone with bolts, but his more subtle talents have proven to be his most lucrative path.
word count: 389
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