A fantasy Roleplaying Game (RPG) forum with Immortals, Magics and where players Role Play (RP) in a dynamic, changing world called Idalos. https://www.standingtrials.com/
Age: 23 arcs Race: Mixed-blood (Sev'ryn & Avriel) Date of Birth: Ashan 3, Arc 695 Birthplace: Desnind
Current Location: Desnind Profession: Huntress Marks: None Factions Joined: None Alignment:Chaotic good
Languages: Xanthea (fluent), Common (fluent), and Ith'ession (broken) Likes: Travelling, the outdoors, lounging by a fire, and learning new things. Dislikes: Spicy foods, wet clothes, croutons, and everything cherry flavored.
Partners: It's complicated
Face Claim: Luca Hollestelle Alternate Face Claim: Aloy from Horizon Zero Dawn
Musical Inspiration
Ellen'wyn
Posted: Fri Oct 20, 2017 3:33 pm
by Ellen'wyn
• A P P E A R A N C E •
Ellen is no astounding beauty. Although pretty, her features sit in a natural frown that deters some. Baby fat still clings stubbornly to her cheeks, making her look younger than she is. A light complexion blanketed with freckles provides a distinct contrast on smooth skin, with a seemingly perpetual sunburn kissing her nose and cheeks. Long red hair frames her round features, complimenting mossy hazel eyes with honey colored coronas. Her locks shine with all manner of copper and auburn hues, usually wild and out of control, spilling down her back in curls and waves. She often keeps it pulled out of her face with a variety of braids around her ears and crown, decorated with wooden beads and small trinkets from nature.
Standing 5'2" and weighing in at an intimidating 90 pounds, give or take five, Ellen's diminutive size does little to slow her down. Though seemingly dainty with the lighter bones of an Avriel, she does not shy from hard work and has the firm, toned muscle to prove it, though her physic is softened by the curves of her hips, breasts, and the sway of her step. Both hands and feet are slender and long, each digit ending in a hard, talon-like nail that she keeps trimmed to a more human length and appearance. They quickly become sharp when left unattended, and could be used in self-defense if she had the mind to. When longer, it is impossible to wear closed shoes or gloves. She is particularly light and quick in her movements, often fidgeting subtly whether standing or sitting as if she might take flight without a moment's notice.
Her most striking feature is the pair of wings dominating her back. Similar in color to her hair, the feathers are a mixture of browns, auburn, reds, and other russet hues, with sooty speckles here and there. Closer to her shoulders is a distinct splash of gray-blue along her lesser covert feathers. With a span of approximately 15 feet, they are sleek and angular. Built more for speed and maneuverability than strength, their shape is akin to that of a falcon. They taper with sharper angles as opposed to having the rounder belly of a hawk or eagle, with the tips of the longest primaries dragging the ground behind her.
Injuries
Zi'da 49, Arc 717: Bruising and soreness
Cylus 28, Arc 718: Bruising and lacerations
Cylus 28, Arc 718: Broken arm
Cylus 28, Arc 718: Dislocated wing
Cylus 28, Arc 718: Two broken ribs
Ashan 13, Arc 718: Black eye and a shallow cut across the throat
Ellen'wyn
Posted: Fri Oct 20, 2017 3:34 pm
by Ellen'wyn
• P E R S O N A L I T Y •
A good person at heart, Ellen'wyn simply struggles with her dual nature. Still young and inexperienced, she has yet to discover her place in the world. Wanting to be "normal", the mixed-blood battles low self-esteem, self-loathing, and a rollercoaster of depression. Being raised as any Sevir would, her mother attempted to instill in her a spiritual connection to everything around her, and schooled her in meditation to center herself and curb the angry confusion that sometimes boils just below the surface.
She is deeply ashamed of her emotional or angry outbursts, though rarer now that she is grown, wanting nothing more than to be more grounded like the people that raised her. Ellen yearns to make her mother proud, and in doing so shuns the other half of herself, though this creates a internal battle with the baser instincts and desires she does not yet understand. Ellen is drawn to the sky in a way that frustrates and scares her. She tries to reject these feelings out of fear that she might somehow become less of a Sev'ryn, but is finding it more impossible to do so as the cycles pass.
Virtues
Curious: Ellen loves to learn. Different things, places, or the unknown are a temptation that she can't seem to resist, and Ellen's busy mind loves the challenge that comes with all manner of newness.
Dedicated: Throwing in the towel isn't something that comes easy. Giving up never paid off, especially in Ellen's life, and she's used to working harder to prove herself and finish the tasks at hand. Living with what seems to be a continuous disadvantage compared to her peers, notably during her former years in Desnind, Ellen'wyn has had to overcome racism and adversities since the day she was born. It makes the payoff for success that much sweeter.
Bold: It seems that most of Ellen's fears have been focused on cultural and social issues related to her mixed nature, leaving little energy left to be afraid of anything else. Not only that, but her restless nature makes it hard to stand on the sidelines. She finds herself diving headfirst into turbulent waters, not always on purpose but also for moral reasons. Being a generally kind person, Ellen'wyn inadvertently finds herself thrust between the oppressed and their oppressors.
Adventurous: An accumulation of several of her better qualities, Ellen is a true lover for adventure from head to toe. Living in Desnind for most of her life left a lot to be desired; not only because of her inability to truly fit in, but even her Sev'ryn half begged to be released upon the vast world, spurred by years of stories from the Elders. An overwhelming disdain for boredom has her frequently seeking new experiences, people, and places. She suffers at the hand of a restless soul consumed by wanderlust, finding it hard to stay stationary for too long.
Flaws
Reckless: Ellen's inability to be satisfied sometimes drives her to do nonsensical things. She is the type to poke the bear while it's sleeping, so to speak, and while she revels in most of the challenges that it brings, has found herself biting off more than she can chew on more than one occasion. This quality is likely a byproduct of her intense desire to prove herself.
Stubborn: Arguments are hard-won with Ellen, and convincing her to change her mind when it's already been made is a battle. She can rarely be worn down with a verbal round of fists, and although she can see reason, is naive and still immature. Sometimes just on principal she will refuse to change her opinion or actions. One might wonder if she's actually part bull instead of bird.
Feisty: Although raised like a Sev'ryn in Desnind, and no matter how much she might hate it, it has been impossible for Ellen to escape her Avriel nature completely. She feels all emotion strongly and with her entire being, and although she struggles with her identity and image, has high standards and takes insult easily. Ellen is defensive, and in attempting to prove herself in all things, can be very haughty.
Blunt: She struggles with the finer subtlies of social graces despite all of her mother's efforts. Her somewhat harsh demeaner seems yet another byproduct of her father's blood running through her veins. Although Ellen puts forth the effort to play nice, she has a naturally sharp tongue to match her quick wit.
Nosy: Curiosity killed the cat, but Ellen has so far escaped trouble while constantly weaseling her way into things she shouldn't. Drilling people and strangers with questions isn't beyond her, or simply wandering into scenes and places where she doesn't belong.
Ellen'wyn
Posted: Fri Oct 20, 2017 3:34 pm
by Ellen'wyn
• H I S T O R Y •
Ellen'wyn came into the world after a long period of misfortune at the expense of her mother. Marro'wyn had always been a proud example of the Sev'ryn people. Blessed by Moseke, the healer served her people faithfully and was an unwavering steward to her homeland, battling back remaining areas of blight and seeking to bring life back to the region. A very spiritual woman, she began having dreams of her familiar not long after maturity. Like so many others before her, she forged out in search of her other half. It was a long journey north, but they found each other near Volanta, and have never been apart since. The trek back was equally challenging but blissful in the company of her soulmate, until the Hot Lands reared its head, marking a temporary end to their journey back to Desnind.
Set upon by a large group slavers en route to market, Marro'wyn was captured and stripped of her freedom. She spent six uncertain months passing between several different masters of varying tolerability before finding herself in Athart. It was here that her life, although she never could have imaged it being possible, became unbearable. An Avriel by the name of Varydyn took up ownership of the young Sev'ryn and quickly fell in lust with her fierce beauty and demeanor. He strove to break her and make her his. After almost two arcs of physical and mental abuse, Marro'wyn's familiar managed to take physical form for the first time and help her escape. Their struggle at the hands of the cruel Avriel had stunted their abilities and dramatically slowed the progressive powers of their bond, as merely supporting his companion's will to live took most of the spirit's energy.
When finally they returned to Desnind, Marro'wyn was able to begin healing with the help of her people and her faith. As life started to have purpose again, everything shifted and was stripped away once more. Discovering that she was pregnant with the Avriel abomination's spawn filled her with a grief and rage she hadn't yet experienced in life, and she was determined to end the pregnancy altogether if not for the disappointment of a few elder women whom she respected. It was decided that she wound carry the creature to term and give it away, though Marro'wyn often dreamed in the beginning of throwing it into the sea.
As the pregnancy progressed, her demeanor changed incrementally. This final major shift in her life seemed to align the unfortunate events of her formative years into perspective. She understood that the child she carried was innocent undeserving of contempt, and suddenly there was doubt and guilt in her heart. When the mixed-blood was finally born, Marro'wyn saw her life in a new light--that of her child. So overwhelmed with the uncontrollable love she felt for the small thing in her arms, she refused to give her up. Promptly naming her Ellen'wyn, sharing part her own namesake to further claim the child wholly as her own, she vowed to take her revenge on the father by raising the child out of love. Ellen was to be a Sev'ryn through and through, and to serve on the side of life as opposed to death and misery.
Growing up, Ellen's early arcs were fruitful and happy. She learned as any Sevir child would and was a precocious creature, full of energy. It wasn't until closer to her tenth arc that she began to notice important differences between herself and her peers. The physical variance had always been there, but her mother's reassurances had always been enough to keep them out of her mind. It wasn't until her moods began to change erratically that Ellen started to feel like an outsider. While the other children progressed into their teens as productive members of society, the mixed-blood became resigned, angry, and confused.
Unknown to her, she was beginning to experience an average Avriel puberty. Although not as intense and violent as a pure blood, the next few arcs ostracized her somewhat from her people, for she had a hard time controlling herself and was victim of a short fuse, prone to fits of rage at the drop of a hat. It wasn't uncommon for Ellen to tear apart her mother's treehouse and disappear for a few trials before returning, figurative tail between her legs and filled with shame.
As time passed, these mood swings became fewer. Her mother was a constant supporter, patient and ready to give council. She taught Ellen how to meditate in order to center herself and calm the inner turmoil. Eventually, the violence became almost nonexistent. Still, the damage was done and the young woman couldn't seem to find her place anymore. She felt the uncertainty of many of her people dragging her down, no matter how hard she tried to be normal. Ellen knew that time could heal many wounds, and so decided to leave Desnind behind in order to grow as a person and find herself, with the intent of returning one day as a better woman.
She crossed the Ta'langean Erọim to Strosdyn, but only spent a few brief trials there. When her ship landed in Ne'haer, Ellen was dazzled by the culture and people. The mixed-blood spent some time in the city, recuperating from her journey across the ocean and finding her bearings before she set off along the southern coast of the new continent. She next arrived in Foster's Landing, tired and uncertain of the large port, but curious nonetheless. The politics quickly proved themselves to be harsh, and the government merciless. Ellen was quickly targeted not for her Avriel bloodlines, but her Sev'ryn heritage instead. Being a spiritual people, the mixed-blood was an instant suspect as an Immortal sympathizer and was stripped of anything relating to Moseke; specifically the pendant given to her by her mother upon leaving Desnind.
Her extended stay in the greater Eztos area was tumultuous to say the least. Her first acquaintance, Gangui, was a self-proclaimed patriot of the people, and whisked her along on several dangerous adventures that ultimately led up to him re-acquiring her confiscated necklace. The two had developed a close bond, which Ellen now attributes to her prior naivete, since that relationship came to a screeching halt when the man suddenly tried to press her into the role of a mother and wife. Despite her resistance to his affections she was inadvertently pulled into his war between the Sons of Justice and the Al'Angyryl. Initially Ellen was torn between them and the kinship she felt for the Al'Angyryl's leader; another half-blooded Avriel. But when he showed his true colors and murdered her childhood friend Niv, she realized all the mistakes she'd made in judging the characters of those around her.
Heartbroken and angry, yet certainly wiser, she is now returning to Desnind to sort out her thoughts and seek council among her people. Her constant nightmares from misadventures of the recent past have only been interrupted by increasingly frequent dreams of places that are both foreign and familiar. A strange voice haunts these dreams, goading and calling to her. She feels a sense of urgent restlessness now, and hopes that going home may provide her with some answers.
Ellen'wyn
Posted: Fri Oct 20, 2017 3:36 pm
by Ellen'wyn
• R E L A T I O N S H I P S •
Enrick
Full Name: Enrick Maze
Nickname: Ricky
Relationship: Love interest
Race: Mixed-blood (Sev'ryn & Biqaj)
Gender: Male
Status: Alive
Details: WIP
Niv
Full Name: Niv
Nickname: Little Sprout
Relationship: Best friend
Race: Tunäwä
Gender: Female
Status: Deceased
Details: WIP
Noth
Full Name: Unknown
Nickname: The Prince of Eternal Mercies
Relationship: Enemy
Race: Mixed-blood (Human & Avriel)
Gender: Male
Status: Alive
Full Name: Patrick Barnell
Nickname: Pat
Relationship: Estranged
Race: Human
Gender: Male
Status: Alive
Details: WIP
Gangui
Full Name: Gangui Munzorig
Nickname: n/a
Relationship: Estranged
Race: Mixed-blood (Human & Aukari)
Gender: Male
Status: Alive
Details: WIP
• C O M P A N I O N S •
Familiar 1
Blank
Familiar 2
Blank
Ellen'wyn
Posted: Fri Oct 20, 2017 3:38 pm
by Ellen'wyn
• P R O W E S S •
Skill
Experience
Knowledge
Proficiency
Notes
Meditation
26/250
16
Competent
SP, NH
Flying
76/250
20
Competent
RB
Endurance
76/250
24
Expert
SP
Strength
26/250
9
Novice
---
Acrobatics
26/250
9
Novice
---
Navigation
26/250
10
Novice
---
Field Craft
75/100
21
Competent
SP, FT
Hunting
76/250
17
Competent
SP
Ranged (Shortbow)
76/250
16
Competent
SP
Unarmed (Brawling)
26/250
10
Novice
SP
Cooking
5/250
1
Novice
---
Butchering
5/250
1
Novice
---
Etiquette
5/250
9
Novice
NH
Skill Point Ledger
Thread or Skill Name
Points Awarded
Points Spent
Running Total
Racial Bonus (RB)
25
---
25
Flying
---
25
0
Starting Package (SP)
50
---
50
Meditation
---
10
40
Shortbow
---
10
30
Brawling
---
5
25
Field Craft
---
10
15
Hunting
---
10
5
Endurance
---
5
0
The Outsider, Part I
15
---
15
Meditation
---
5
10
Endurance
---
5
5
Unarmed (Brawling)
---
5
0
The Outsider, Part II
15
---
15
Meditation
---
5
10
Endurance
---
5
5
Field Craft
---
5
0
Up Shit Creek
15
---
15
Endurance
---
10
5
Navigation
---
5
0
Breaking Up Foundations of Ash, Part I
15
---
15
Field Craft
---
10
5
Navigation
---
5
0
Breaking Up Foundations of Ash, Part II
15
---
15
Shortbow
---
15
0
Open Season
10
---
10
The Joke's On You
15
---
25
Archery 101, Part I
10
---
35
Navigation
---
15
20
Hunting
---
15
5
A Reunion Turned Sour
15
---
20
Bonds of Sea and Fire
15
---
35
Unarmed (Brawling)
---
15
20
Kestrel and Crow
15
---
35
The Expedition to Orimar
15
---
50
Wolfgang, Part I
10
---
60
Wolfgang, Part II
10
---
70
Refuge from Snow
15
---
85
Field Craft
---
25
60
The Guardian of Orimar
15
---
75
Acrobatics
---
25
50
Strength
---
25
25
Flying
---
1
24
Iron and Feathers
15
---
39
Food for the Expedition
10
---
49
We're Literally Doing This for Points
15
---
64
Endurance
---
1
63
Hunting
---
1
62
Shortbow
---
1
61
Cooking
---
5
56
A Change of Pace
10
---
66
Butchering
---
5
61
For Better or Worse
15
---
76
Everlong
15
---
91
The Fiend Unleashed
20
—
111
The Gift of a New Life
15
—
126
Glory! Glory!
15
—
141
Muck and Mire
10
---
151
Departure
10
---
161
The Lost City
15
---
176
A Shipment to Hijack
15
---
191
Hunting Them Bootays
15
---
206
Bright Feather, Black Feather
15
---
221
Àìdá Sädudä
15
---
236
Mockingbird
10
---
246
Learning Together
15
---
261
A Temporary Home
10
---
271
Home Sweet Home, Part I
10
---
281
Home Sweet Home, Part II
10
---
291
Evermore
15
---
306
Endurance
---
50
256
Flying
---
50
206
Field Craft
---
25
181
Hunting
---
50
131
Shortbow
---
50
81
Meditation
---
1
80
Navigation
---
1
79
Brawling
---
1
78
Strength
---
1
77
Acrobatics
---
1
76
Ellen'wyn
Posted: Fri Oct 20, 2017 3:38 pm
by Ellen'wyn
• K N O W L E D G E •
A-C
Acrobatics (9)
Acrobatics: Pull in your wings when you roll
Acrobatics: Contorted positions
Acrobatics: Balancing on ice
Acrobatics: Bend your knees to absorb heavy impact
Acrobatics: Vaulting from a high place
Acrobatics: Channeling energy into a fluid change of momentum
Acrobatics: Vaulting over a ship's rail
Acrobatics: Steep aerial dive
Acrobatics: A good handhold can save poor footing
Butchering (1)
Butchering: Beheading a snake
Caregiving (4)
Caregiving: Tying a baby sling
Caregiving: Soothing a crying baby
Caregiving: Providing physical comfort
Caregiving: Sometimes people need to be left alone
Construction (2)
Construction: Materials for a Tunäwä nest
Construction: Techniques can vary between cultures and races
Cooking (1)
Cooking: Dry rubbing meats
D-F
Deception (3)
Deception: Pretending to be married
Deception: Using another language for privacy
Deception: Fake it til you make it
Detection (9)
Detection: Searching the same spot more than once
Detection: Clues aren’t always obvious
Detection: Important items hidden in plain sight
Detection: The natural camouflage of snakes
Detection: Magical wards do not work on a Sessfiend
Detection: Watch where you're going
Detection: Finding an obstacle with your face
Detection: An unknown presence
Detection: Sometimes it's a feeling
Discipline (17)
Discipline: Standing your ground
Discipline: Resisting affection
Discipline: Maintaining a pokerface
Discipline: Managing your fear
Discipline: Focusing despite claustrophobia
Discipline: Ignoring the stares of others
Discipline: Fighting desire
Discipline: Halting foreplay
Discipline: Kicking a hot guy out of your tent
Discipline: Holding back tears
Discipline: Being able to listen when terrified
Discipline: Facing a terrifying transformation
Discipline: Remembering to grab the ring
Discipline: Anger can help you focus
Discipline: Keeping your mouth shut even if you’re impatient
Discipline: Brief bursts of bravery while intimidated
Discipline: Don't look back
Endurance (24)
Endurance: Taking a hit
Endurance: Recovering from a jog
Endurance: Battling drowsiness
Endurance: Eating more than your fill
Endurance: Taking action on a full stomach
Endurance: Keep moving even though you’re sore
Endurance: Recovering from a blow to the head
Endurance: Pushing past your limits
Endurance: Tolerating first degree burns
Endurance: The sting of a plucked feather
Endurance: Keep moving to stay warm in the cold
Endurance: Hiking through the heat
Endurance: Travelling long distances while injured
Endurance: Digging out of a collapsed building
Endurance: A monster pressing its weight on wounds and injuries
Endurance: The weight of a grown man slamming you to the ground
Endurance: Being knocked out
Endurance: Running while injured
Endurance: Sticking your hand in a fire
Endurance: Agitating current injuries
Endurance: Having hair pulled
Endurance: Stubbing a toe
Endurance: Toughen your feet by being barefoot
Endurance: Falling out of a hammock
Etiquette (8)
Etiquette: Avoiding the inner bad personalities
Etiquette: Don’t be ungrateful
Etiquette: Don’t interrupt
Etiquette: Don’t talk with your mouth full
Etiquette: It’s rude to make assumptions
Etiquette: Some behavior is frowned upon in public
Etiquette: Some questions are offensive
Etiquette: Accepting a compliment
Field Craft (17)
Field Craft: Firemaking techniques
Field Craft: Boiling water for consumption
Field Craft: Lighting a fire may take a few tries
Field Craft: Armor is cumbersome in the wilds
Field Craft: Following trails makes travelling easier
Field Craft: Gathering enough fuel for the night
Field Craft: Setting up camp near a water source
Field Craft: Preparing the site of a fire
Field Craft: Staying in a tree for the night
Field Craft: Shielding a weak flame with your hands
Field Craft: Lighting a fire with flammable resins
Field Craft: Sharpening a knife
Field Craft: Staying out of the rain
Field Craft: Taking shelter from the sun
Field Craft: Utilizing natural shelters
Field Craft: Layers protect you from the cold
Field Craft: Have more than one light source
Fishing (4)
Fishing: Handlining is a minimalist technique
Fishing: Handlining uses a spool, stick, or just fingers with line
Fishing: Heavier line for larger fish
Fishing: Weights let you cast farther
Flying (20)
Flying: Gliding efficiently
Flying: Crash landing
Flying: Harder after arcs on the ground
Flying: Utilizing updrafts
Flying: Staying lower to the ground for safety
Flying: Shortens travel times
Flying: Increases sight range and visibility
Flying: Minor adjustments to feathers alter flight path
Flying: Circling back around
Flying: Taking off from a standstill
Flying: Searching for a safe place to land
Flying: Flapping during descent to slow the landing
Flying: Circling to use a bow
Flying: Shingles are not a good landing surface
Flying: Controlled and slow drop
Flying: Spiraling slowly
Flying: Carrying a small passenger
Flying: A running start for takeoff
Flying: For easily reaching high places
Flying: Bypasses ladders
G-I
Hunting (17)
Hunting: Game trails may lead to quarry
Hunting: Being downwind can ruin a hunt
Hunting: Always watch your surroundings
Hunting: Tracks are easier to find in the mud
Hunting: Flying provides a distinct advantage
Hunting: Chasing down your prey
Hunting: Cutting the throat for a clean kill
Hunting: Game can be scarce in Cylus
Hunting: Stalking prey from the air
Hunting: Signs of hares foraging
Hunting: Hares stay near cover
Hunting: Hares can be found around edge habitats
Hunting: Rattlesnake tracks
Hunting: Arnabari tracks
Hunting: Watching and waiting
Hunting: Following fragmented trails
Hunting: Picking the best animal from a herd
Intelligence (5)
Intelligence: Suspicion of strangers
Intelligence: Working your way up the authorities
Intelligence: Not everyone is what they seem
Intelligence: Certain people congregate in certain places
Intelligence: An educated guess
Intimidation (10)
Intimidation: Harder when you’re small
Intimidation: Wings can make you seem larger
Intimidation: Raise your voice
Intimidation: Bare your teeth
Intimidation: Death threats
Intimidation: Making a kid cry
Intimidation: It's not always intentional
Intimidation: Cursing loudly
Intimidation: Holding someone at knife point
Intimidation: Looming over someone smaller than you
Investigation (12)
Investigation: Taste testing
Investigation: Pressuring for answers
Investigation: Simple questions, simple answers
Investigation: Sometimes questions can wait
Investigation: Cutting to the chase
Investigation: Digging for a motive
Investigation: Some questions don't have answers
Investigation: A person's appearance can tell you a lot
Investigation: Search for your own answers
Investigation: There's always two sides to a story
Investigation: Use your sense of smell
Investigation: Use all your senses
J-L
Leadership (1)
Leadership: Ordering others to relative safety
Linguistics (5)
Linguistics: Struggling with language barriers
Linguistics: Differences in written languages
Linguistics: Being bilingual is beneficial
Linguistics: Influence of an accent
Linguistics: Picking things up as you travel
Language: Ith'ession
Language: Lorien
Language (Lorien): Language of the Avriels
Language (Lorien): Eerie and beautiful
Language (Lorien): Moderately difficult to learn
Language: Dehasin
Language (Dehasin): Language of slaves
Language (Dehasin): Originates from Athart but spoken elsewhere
Language (Dehasin): Hard to learn
Logistics (3)
Logistics: Setting a future appointment
Logistics: Unpacking items in order of necessity
Logistics: Weighing how much information will keep Patrick safe
M-O
Medicine (3)
Medicine: Basic poultices
Medicine: Southguard medics were helping
Medicine: Willow tea as a pain killer
Meditation (16)
Meditation: Breathing techniques
Meditation: The familiar bond
Meditation: Controlling the Avriel fuse
Meditation: Advanced abilities of the familiar
Meditation: Close your eyes to block out visual distractions
Meditation: Emotions can have significant impact on function
Meditation: Self-reflection
Meditation: Focus an image in your mind
Meditation: Sometimes you need help to find clarity
Meditation: Letting out pent of emotions
Meditation: Having a good long cry relieves stress
Meditation: Guided meditation
Meditation: Reaching out to your familiar
Meditation: Tea in preparation
Meditation: Burning lavender for cleansing
Meditation: Don't try too hard
Navigation (9)
Navigation: Familiarizing oneself with a new city
Navigation: Finding your way based off memory
Navigation: Asking for directions
Navigation: No noticeable directional signs underground
Navigation: Being underground is disorienting
Navigation: Using a native guide
Navigation: Cities have many twists and turns
Navigation: Knowing when you’re lost
Navigation: Multiple routes to one location
Negotiation (3)
Negotiation: Sticking to your guns
Negotiation: The act of bartering
Negotiation: Offering something of value
P-R
Persuasion (10)
Persuasion: Goading someone into action
Persuasion: Trying to convince someone to change their mind
Persuasion: You need to have a strong case
Persuasion: The pleading of one who has truly been through it
Persuasion: A plea for the unbelievable can be strangely sincere
Persuasion: Honesty can be the best policy
Persuasion: Trying to make someone see your intentions
Persuasion: Pleading and begging
Persuasion: Trying to relay sincerity
Persuasion: Reasoning with the unreasonable
Philosophy (1)
Philosophy: Love isn’t always enough
Politics (6)
Politics: Etzos’ unreasonably harsh immigration policies
Politics: Immortals are forbidden in Etzos
Politics: Signing a binding contract
Politics: Release of liability
Politics: Propaganda
Politics: Trying to remain neutral
Psychology (5)
Psychology: Dealing with nightmares of Orimar
Psychology: Did dropping the ring doom Southguard?
Psychology: Fear so intense it's paralyzing
Psychology: The guilt of relief that the witnesses died
Psychology: Witnessing the murder of a loved one
Ranged Combat (15)
Shortbow: Square stance
Shortbow: How to string a bow
Shortbow: How to hold a bow
Shortbow: Don't dry fire
Shortbow: Three finger draw, pinch draw, and thumb draw techniques
Shortbow: Common anchor points
Shortbow: Shooting in the dark
Shortbow: Shooting on instinct
Shortbow: The impact of flying on aiming and shooting
Shortbow: Smacking an enemy with your bow
Shortbow: Knowing when you can’t make the shot
Shortbow: Shooting through bushes
Shortbow: Shooting from a crouch
Shortbow: Leaves can interfere with aim
Shortbow: Don't rush the shot
Rhetoric (4)
Rhetoric: Defending your personal beliefs
Rhetoric: Arguing against bad ideas
Rhetoric: Keeping it short and sweet
Rhetoric: A civil disagreement
Running (1)
Running: Keeping up with tall folk
S-U
Seafaring (1)
Seafaring: Transitioning back to land
Seduction (3)
Seduction: Moaning encourages a man
Seduction: Unconsciously being alluring
Seduction: An impassioned kiss
Stealth (5)
Stealth: Using trees as cover
Stealth: Moving in a crouch
Stealth: Crawling on your belly
Stealth: Hiding in the bushes
Stealth: Utilizing cover to sneak up on prey
Strength (9)
Strength: Repetition and practice makes you stronger
Strength: Flying with a bag full of gear
Strength: Struggling against someone larger than you
Strength: Fighting against the grip of your opponent
Strength: Put your weight into it
Strength: Anger can make you stronger in the moment
Strength: The force required to break a nose
Strength: Pushing people aside with your wings
Strength: Instances of brute force
Storytelling (4)
Storytelling: Recalling a memory
Storytelling: Painting a picture of yourself
Storytelling: Let it all out
Storytelling: Recalling a dream
Tactics (11)
Tactics: Projectiles can distract enemies
Tactics: Sometimes running away is the only option
Tactics: Let the tank go first
Tactics: Fighting dirty is effective self-defense
Tactics: Knowing when you're outgunned
Tactics: Covering all of the angles
Tactics: Sizing up your opponent
Tactics: Teamwork against a powerful foe
Tactics: Find an opening and take it
Tactics: A choke point can trap you
Tactics: Don’t turn your back on the enemy
Unarmed Combat (10)
Unarmed (Brawling): Scratching
Unarmed (Brawling): Biting
Unarmed (Brawling): Stomping on toes
Unarmed (Brawling): Wings are weapons too
Unarmed (Brawling): Flailing can save your life
Unarmed (Brawling): Get your opponent on the ground
Unarmed (Brawling): Kick a man where it counts
Unarmed (Brawling): Throwing a punch
Unarmed (Brawling): Breaking someone's nose with a fist
Unarmed (Brawling): Tackling someone from above
V-Z
Writing (2)
Writing: Signing your name
Writing: Quills can drip if you're not careful
People
Player Characters
Gangui: Shiny barbarian
Gangui: Patriot of Etzos
Gangui: Protector of the innocent
Gangui: Regular at the Dockside Pub
Gangui: Impressive mustachio
Gangui: Likes to presume things
Gangui: Probably a nice guy
Gangui: An exotic man
Gangui: Easily embarrassed
Gangui: A terrible liar
Gangui: Believes Immortals are evil
Gangui: A possible mutual attraction
Gangui: Crude yet chivalrous
Gangui: Father murdered by Fald’run
Gangui: Family sword stolen by Fald’run
Gangui: Formidable in combat
Gangui: Might be right about his armor
Gangui: Thinks she would make a good mother
Gangui: Leader of the Sons of Justice
Gangui: Extremely overbearing
Gangui: First kiss
Gangui: Comes on way too strong
Gangui: Wants to marry her and have babies
Gangui: Returned her stolen necklace
Nightshade Eld: Avriel
Nightshade Eld: Possibly the most noble warrior In Etzos?
The Prince of Eternal Mercies: Wanted Alive
The Prince of Eternal Mercies: Leader of Al’Angryly
Niv: Transported to Etzos by Ymiden in a dream
Niv: Member of the Sons of Justice
Niv: Her father was kidnapped
Niv: A friend of Patrick’s
Niv: Murdered by the Prince of Eternal Mercies
Patrick: There’s something alluring about him
Patrick: Traps you with a look
Patrick: Good with his hands... and mouth
Patrick: Dangerously distracting
Patrick: Rupture mage
Patrick: Leading an expedition to Orimar
Patrick: Good at being distracting
Patrick: Enemy of Raimeus
Patrick: Ran away to keep you safe
Patrick: Broke your heart, for better or worse
Patrick: Wants you to remember him, not his inner monster
Patrick: Vanished without a trace
Oberan: Expedition member
Finn: Expedition member
Finn: Possibly a backstabber
Non-player Characters
Immortal: Moseke
Immortal: Ymiden
Brandon the Bard: Etzos native
Brandon the Bard: Storyteller
Administrator Enitaplap
Raimeus Madeus: Treasure hunt benefactor
Raimeus: Caught up with the expedition
Raimeus: Opened the gate to Orimar
Kleo: Treasure hunt benefactor
Crowley: A likable guy
Crowley: The resident Orimar expert
Crowley: Helping Patrick find Orimar
Crowley: Patrick’s right hand man
Location: Etzos
Layout: Etzos
Location: Foster’s Bay
Location: Foster’s Landing
Layout: Foster's Landing
Location: (Foster's Landing) Apparently, don’t drink the water
Location: (Foster’s Landing) Nalod’s Dockside Pub
Location: (Foster’s Landing) The Harbor
Location: (Foster’s Landing) The Tower
Location: Fordwell
Location: Monastery Ruins
Location: The North Woods
Location: The Guardian of Orimar
Location: The Valley of Orimar
Location: The Lost City of Orimar
Location: Desnind
Layout: Desnind
History: Desnind
Laws: Desnind
Customs & Festivals: Desnind
Emea: A realm with souls, spirits, and Immortals
Emea: You can visit in your dreams
Location: Athart
Location: (Athart) Home of the Avriels
Organizations
Organization: The Severed Children Cult
Organization: Al’Angryly
Al’Angryly: A criminal organization
Organization: The Sons of Justice, aka Turkey Company
The Sons of Justice: Seeking order in Foster’s Landing
Domain Magic
Discipline: Rupturing
Rupturing: Creates portals
Rupturing: Associated with a “ripping” sound
Rupturing: Can be used to drop rocks on people
Rupturing: Can teleport people
Ellen'wyn
Posted: Fri Oct 20, 2017 3:39 pm
by Ellen'wyn
• M A R K S •
Marks
None
Abilities
N/A
N/A
N/A
N/A
N/A
N/A
Knowledge
None
Re: Ellen'wyn
Posted: Mon Sep 24, 2018 12:21 am
by Ellen'wyn
• P O S S E S S I O N S •
Garments
Everyday/Travel
Fitted short sleeved hemp shirt, brown
Short sleeved animal hide crop top
Wool infinity scarf, cyan
Wood and bone necklaces
Fitted hemp pants, brown
Knee-length animal hide skirt
Wool sash, red
Braided leather belt, brown
4 belt pouches, brown
Ankle high leather moccasins, brown, cyan stitching
Hemp undergarments, undyed
Fur mantle, wolf
Martial
Archery
Shortbow, 45# draw
Hip quiver
20 broadhead arrows
20 game arrows
Wood brush & comb
Toothbrush & toothpaste
Bar of soap
Razor
Housing
Ellen is living with her mother again after returning to Desnind, though more often than not she is elsewhere roaming, hunting, or exploring. The treehouse is her childhood home, relatively small, but tidy and comfortable. It is decorated with trinkets from nature that Ellen has collected for her mother over the arcs, pelts and hides to section of living and sleeping areas, and a small porch wraps around the abode.
Prized Possession
A small wooden pendant on a thin leather band, its face carved in the design of an oak tree; a symbol of Moseke and Desnind. Given by her mother before she crossed the Ta'langean Erọim as a reminder and good luck charm, it keeps Ellen motivated to someday return home after bettering herself and growing as a woman. She never removes it, and the piece is immensely comforting. It stays tucked inside her shirt, safely out of sight.
Upon entering Foster's Landing in Vhalar 717, the pendant was confiscated by local military as Immortal paraphernalia. As of Zi'da 717, it has since been returned.
Re: Ellen'wyn
Posted: Mon Sep 24, 2018 12:26 pm
by Ellen'wyn
• L E D G E R •
Wages & Taxation
Profession: Huntress
Cap: 50 gn/t
Starting pay: 2 gn/t
50 point modifier, Field Craft: +3 gn/t
Seasonal bonus, 6 seasons: +12 gn/t
Current total: 17 gn/t
Taxes: Commoner x.10
Pre-Creation
Item
Value
Total
Starting package
+100 gn
100 gn
Housing cash-in
+250 gn
350 gn
Shirt
-3.6 gn
346.4 gn
Skirt
-2.4 gn
344 gn
Belt
-4 gn
340 gn
Sash
-19.8 gn
320.2 gn
Scarf
3.3 gn
316.9 gn
Small bags x4
-4 sn
314.5 gn
Two-person tent
-30 gn
274.5 gn
Bedroll
-5 gn
269.5 gn
Medium blanket
-4 gn
265.5 gn
Rucksack
-4 sn
265.1 gn
Hemp rope (100 ft.)
-2 gn
263.1 gn
Waterskin
-3 gn
260.1 gn
Compass
-5 gn
255.1 gn
Hunting knife
-5 gn
250.1 gn
Torches x3
-1.5 gn
248.6 gn
Shortbow
-10 gn
238.6 gn
Arrows x 40
-1 gn
237.6 gn
Hip quiver
-7 gn
230.6 gn
Arc 717
Item
Value
Total
Rollover
---
230.6 gn
Vhalar wages
+738 gn
968.6 gn
Vhalar taxes
-36.9 gn
949.7 gn
Vhalar room rental
-70 gn
879.7 gn
Zi'da wages
+744 gn
1626.7 gn
Zi'da taxes
-37.2 gn
1591 gn
Zi'da NPC expense
-10 gn
1581 gn
Zi'da room rental
-60 gn
1521 gn
Fur mantle
-3 gn
1518 gn
Arc 718
Item
Value
Total
Rollover
---
1518 gn
Cylus wages
+330 gn
1848 gn
Cylus taxes
-33 gn
1815 gn
Cylus NPC expense
-10 gn
1805 gn
Ashan wages
+1599 gn
3404 gn
Ashan taxes
-159.9 gn
3244.1 gn
Ashan NPC expense
-10 gn
3234.1 gn
Ymiden wages
+705.5 gn
3939.6 gn
Ymiden taxes
-70.6 gn
3869 gn
Ymiden NPC expense
-10 gn
3859 gn
Saun wages
+380 gn
4238 gn
Saun taxes
-38 gn
4200 gn
Saun NPC expense
-10 gn
4190 gn
Bonus
+5000 gn
9190 gn
Total Currency: 18 onyx nel, 190 gold nel, 0 silver nel, 0 copper nel