Of Mages and Kings : A Twokinds RP (Open, PM sheet to GMs)

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RBMidknight

Elite Member
Nov 27, 2009
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A Twokinds RPGMs: [user]Baldrek[/user] and [user]RBMidknight[/user]

General Rules

1. Respect the GMs.
2. No godmoding.
3. User proper grammar in your post and always use third-person past tense.
4. OOC chat should be in spoilers [ spoiler=OOC ] or taken to the User Group.
5. No NSFW content in your posts. Take that to PMs or //fade out// if you must.
6. If you submit a sheet you are committing to be a part of this RP. That means you should be posting regularly. If you have to be absent for a period of time, try to let one of the GMs know beforehand.

Posting Format

• Italics should be used for thoughts
• If you quote someone else's character it's recommended that you bold their words.
• Please stick to the standard black text.
• If your character is speaking Basitin, enclose the words in curly brackets. Example: "{Something Basitin goes here}"
• If your character is speaking Keidran, enclose the words in brackets. Example: "[Something Keidran goes here]"

Introduction

It has been long since the events of the rebellion, the event that would change the face of the continent of Mekkan from being dominated by the Vast Human Empire and instead divide the land into a number of sovereign nations as it still exists to this day and age. The rebellion started out along the Human-Keidran borders as a simple understanding between the races that lived there, developing into a ceasefire and peace over time. However, this conflicted greatly with the policy of human superiority that the imperial rulers had attempted to ingrain into the heart of the nation. Seeing this as something that might evolve into slave uprisings and questioning of their practices, they retaliated with force, intending to spark war near the borders once more. Their plan backfired however, when the local populace both Human and Keidran alike decided that enough was enough, they had fought each other for far too long already. Eventually aided by the militaristic Basitin as well, they managed to fight back the Imperial forces who retreated to the Human Capital. The Azure Badlands, located in the path of the advancing Human-Keidran armies, feared the destruction that might be wrecked in their lands. As a result they declared themselves neutral in the conflict and renounced the imperial crown and banner, becoming what is today known as the 'Border Nations'. A big portion of their territory ceding from their rule, and with their armies battered and broken, the Empire petitioned for peace and a treaty was fashioned at the neutral ground of Lyn'Knoll. The treaty stated that the Templar order, a powerful order of magi under imperial command, would face immediate disbanding and the imperial military was to be reduced to one fourth of their current strength. In addition to this, all secessionist territory would be allowed to govern themselves, and that the territory of the Keidran and Basitin would remain theirs. Peace once again restored on Mekkan, a few years passed before various Keidran clans and ex-imperial territories formed the current republics. In the North there was the Arctic Republic, in the south the Republic of Felimarlch, and to the west there was the Republic of the Free lands where the rebellion had its origins.

The years have passed since that time, no one who still lives can say that they fought during those events. The races have grown closer in the republics, living side by side as equal individuals, free from slavery, but perhaps not entirely free from racial tension. In the border nations it is still like it has always been, numerous nations with each their own laws and views, seemingly differing every few miles, if not more often. In the Human Kingdom not much has changed, the human race is still regarded as superior, the other two kept in shackles by law and prejudice, forced to wear slave collars and being treated as the property of their betters, but even here some stand up for them, and the 'Resistance' has been busy freeing slaves as long as there have been slaves to free. And the Basitin Isles? Well, Basitin being Basitin, they are still fighting with each other, and enjoying every minute of it.

This RP is based on the world set up by the webcomic TwoKinds. You are not required to have to have previous knowledge of TwoKinds to join, but it's recommended that you take a look [http://twokinds.keenspot.com/] at it.

Character Template
[small](Note: The characters will be starting in the Port city of Wreathwood in the Republic of the Free lands, which is not too far from the Border nations.)[/small]

Name: (Guess what goes here.)
Race: (Human, Keidran or Basitin.)
Subspecies: (Only applicable if you're a Keidran or a Basitin. See the extra notes on different species under Keidran and Basitin.)
Age: (Self explanatory.)
Profession: (What your character does, or did prior to the RP. Anyone who wants to play as a mage, or magic user has to PM both GMs.)
Physical description: (How your character looks. Height, weight, skin/fur colouration, hair colour, eye colour, build, etc. Clothes and stuff like that also goes here.)
Weapons: (If your character begins play with any weapons you write it down here, but keep in mind that your character isn't a walking arsenal.)
Other notable equipment: (Any other equipment that is not weapons and has story significance. Like 'Medical supplies', or 'lockpicks' or whatever.)
Backstory: (Your characters past, what made your character the person s/he is today?)
Additional notes: (Optional notes about your character that don't really fit any of the aforementioned points.)

Differences in Species

Human
Humans are your standard primate-based, bipedal, sentient animals. Due to their high intelligence and natural curiosity they used to be technologically superior to the two ther races. But the technological gap has closed between the races since the rebellion, although even today most specialists still tend to be human due to their longer lifespan.

Humans live to be as old as 80 years+ provided they receive medical treatment, human opinions about the other races differs greatly, but some still see themselves as superior to the other two races, or at least less animalistic. Humans can be taught how to work magic and are perhaps the best at it due to their ability to draw mana straight out of their surroundings.

Keidran
Keidran are canine- and feline-based, bipedal, sentient animals. They come in a variety of shapes and sizes, which include: Tigers, Large Cats, Dogs, Wolves, and Foxes. They are a short-lived but intense race; guided by powerful base instincts. They are highly territorial and usually short-tempered. However, they are relatively easy to subdue and dominate individually, and thus make ideal slaves for Humans. This has been a point of contention for centuries between the two races.

Keidran can live to be 20-25 years old and reach adulthood at around 8 years, their society is usually a free spirited one, and most have trouble with long relationships due to both their short lifespans and their sometimes instinctual behaviour. Most Keidran have attributes associated with the animal, such as a very keen sense of smell for Dog and Wolf Keidran. Like humans, Keidran can be taught how to utilize magic, but they have to draw the power from a prepared source of mana, usually in the form of a crystal.

Subspecies: Cat , Dog, Fox, Tiger, Arctic Wolf, Forest Wolf, Mixed heritage (Ancestors from two or more subspecies), Other (PM the GMs if you would like to play as any other subspecies)

Additional Notes: Keidrans are Carnivores, they get sick from eating bread, their diet is more or less meat filled. Keidrans also do not take well to Human alcohol, there are specific types of alcoholic drink aimed at Keidrans.

The Festival of Beasts, a form of thanksgiving which is celebrated around every winter to symbolize Keidran and Human co-operation. (Most common close to the Forest Wolves.)

Basitin
Basitins are a little-known race of bipedal, long-eared, brown-furred, sentient animals. Unlike the other two races, the Basitins live off the mainland on a distant island-continent. Due to their isolation, they are often forgotten by the other two races and left to their own devices. They are a warrior race, with a society solely consisting of soldiers. They behave in a hive-like manner, following orders of superiors without question. They are usually even-tempered and disciplined.
The Western Basitin are more free spirited again, but their society is still centered around warfare due to their long conflict with their Eastern neighbours, one which is still ongoing.
Mainlander Basitin are the descendants of exiles and immigrants from the isles, they are still very much like their islander kin, but have adjusted to life in the mixed cities with less oppressive laws.

All Basitin can live to be around 60 years old, they are bound by numerous social taboos (like having to cover their feet, the base of their tail, and between their legs at all times, and with bodily contact usually being perceived as inappropriate, this is generally referred to as the 'Modesty laws') and they are incapable of using magic under normal circumstances, their minds degenerating quickly if they gain access to mana. However, Basitin are incredibly tough and highly resistant to disease, sickness, and poison. They also have a heightened sense of hearing.

Subspecies: Eastern Basitin, Western Basitin, Mainlander Basitin

Humans
Humans utilize magic by drawing out the mana in their surroundings and giving it shape and purpose, more experienced mages can draw and use more mana at once, leading to more powerful magic. However, at most times even an experienced mage will be reluctant to use his full potential, for if ones surroundings are drained too quickly it will leave them powerless, their knowledge of magic suddenly useless. Though perhaps useless isn't the right word, for there is more power to be had in a patch of ground even with all its mana drained. 'Black mana' as it is called, is the life force drawn out of the ground itself, it is a very powerful matter to weave magic from, but it has been known to affect the users sanity greatly, leading to delusions, nightmares, violent outbursts, and other unpleasant effects. As such 'Black mana' is outlawed in most nations for its damaging effects, and mages taught how to avoid it.

Keidran
Keidran can use magic from prepared mana crystals, or stones. These are prepared beforehand and can be used only once before having to be prepared anew, how powerful a magic users spell becomes is dependent on the amount of mana in the crystal, and ones skill in utilizing the mana reserve. More experienced Keidran are known to be able to fit more mana inside a single crystal, leading to more powerful spells, but seeing as it has to be released all at once most settle on a moderate amount. Keidran can also use 'Black mana', which is referred to as the forbidden magic among Keidran mages, by trapping it in crystals as with normal mana, the crystals then glow red instead of the usual blue, and using them results in highly increased power, but at the expense of ones sanity.
One thing that is unique about the Keidran magic users is their apparent affinity with specific types of magic depending on bloodline, and sometimes clan, with pure blooded Keidran of one clan often excelling in a particular magic type, much more so than any mixed heritage Keidran. For example, a pure blooded mage of the Arctic Wolf clan could have a much stronger affinity towards ice or cold oriented magic due to his heritage.

Basitin
Basitin cannot use magic, their bodies are simply not suited for it and they are incapable of utilizing mana from the conventional sources available to Humans and Keidran. However, a Basitin can be granted access to mana through the old templar towers or similar structures, but doing so will cause their minds to deteriorate quickly, leaving them close to mindless and nearly incapable of independent action. It is unknown what effect 'Black mana' would have on Basitins, but it is theorized that it would simply speed up their mental erosion.

The Setting
The Arctic Republic
The lands north of the Forest of Wolves and West of the Northern Plains, the Arctic Republic is a democracy encompassing the old Arctic Wolves territories and parts of the old Human Empire, leading to a mixed population and a mixed elected ruling class. Still the republic has much inhospitable land that is difficult to settle, and which is still only inhabited by isolated Arctic Wolf settlements who follow their old clan democracies and who have mixed feelings about the republic and the settlers being encouraged to move further north and west. Slavery is illegal in the Arctic republic, though it is sometimes difficult to uphold out on the frontier.

Republic of the Free Lands
The former territories of the Forest Wolves combined with the Fox and Dog clans and a small area of former human territory, the Free lands stretch west of the mountains formerly known as the 'Great Human-Keidran Barrier' but also incorporate a few coastal cities just east of the mountain range. Due to the diverse territories that banded together to form the republic there is an understandably mixed racial makeup of the nation, with every race being well represented in most cities, even Basitin. The old nobility left over from the Forest Wolf monarchy still dabble in politics from time to time, but do not carry the weight they once did, and the nation is now ruled by a council of elected officials from every race. Slavery is considered illegal and every slave entering the republic is a free man/woman.

Republic of Felimarlch
Felimarlch is a word constructed from both the human and Keidran tongue, it's meaning initially being something like 'The feline woods' or 'The Forest of the Felines'. The republic governs the area south of the Parapet mountains and borders directly to the remains of the Human Kingdom to the north, and the Basitin Isles to the south-west. The nations racial makeup is varied, with emphasis on feline Keidran, but only Arctic wolves seem to be less represented among the populace. The republic also governs the neutral meeting ground of Lyn'Knoll, also known as Orchard Valley, where officials and ambassadors of all the nations meet to discuss matters of international importance. Slavery is illegal, sometimes to their northern neighbors great annoyance when they are refused the return of their 'property'.

The Basidian Isles
The Isles are strictly speaking two nations, each a monarchy lead by a king (The title is bestowed regardless of the kings gender) and with great majorities of Eastern and Western Basitin, as the other races often have trouble with the strict laws of Basitin society. The nations are also continually at war with one another, their armies constantly clashing at the border to duke it out in a never ending war that both sides seem to enjoy greatly, even to the point where they have yet to actually occupy any of the other nations holdings. This is how it has been for centuries. Slavery is considered illegal in the Isles.

The Human Kingdom
The remains of what was once known as 'The Vast Human Empire', they now only hold the territories north of the Republic of Felimarlch, east of the jade river and a portion of the Northern Plains east of the Serpent Tongue, as well as the Soden Island. They are still ruled by a monarchy, with all the nobility that follows, and the nation has its fair share of dispute between noble families. The population is mostly human, with Keidran and Basitin slaves as a minority, only Humans can receive citizenship and it is considered a public service to capture any runaway slaves and 'free' Keidran and Basitin so that they do not become a danger to others and themselves.

The Border Nations
The territory between The Arctic Republic, The Free Lands, and The Human Kingdom consists of numerous independent nations, each with their own laws, names and rulers. Some nations here put Humans and the other species as equal, others elevate humans as superior, some outlaw slavery, other encourage it, and some allow free slaves alongside slavery.

GM Sheets
Name: Dusty (Maya Durand)

Race: Keidran

Subspecies: Cougar (Mountain Lion)

Age: 12

Profession: Vagabond

Physical description: Standing at 6'2" feet Dusty is considered tall for a Keidran, and weighing in at only 142 lbs she can definately be described as lean, as she's still a little bit of muscle away from being called slim. Her short fur is tawny with lighter patches on her front including her jawn, chin and throat and her eyes are a dull green color. Her brown hair is kept neck long and parts of it tend to be kept in a few small braids secured with brass clasps.

Dusty prefers her clothes practical and easy to move around in, and being convinced that the best way to deal with troublesome situations is to not be spotted at all, she tends to keep her clothes plain, with earthen or dull coloration. Usually she wears a pair of brown pants, a white shirt with a light brown overshirt, and leather boots. On her left hand she wears a leather glove to protect her fingers and the inside of her bow arm, and she also wears a leather chestguard over her clothes to protect from the bowstring.

Weapons: Dagger, bow and arrows.

Other notable equipment: Leather satchel, utility knife, simple self-made flute.

Backstory: Maya was born in the northern part of the Republic of the Free Lands, her parents were both former slaves from the Human Kingdom who had settled down there after their successful escape, or at least that is what she has been told, she doesn't remember much about them herself, just a few vague memories from when she was very young. Apparently her mother died before her second birthday, and her father left shortly after due to circumstances that were never fully explained to her, leaving her in the care of her 'uncle', an aging feline Keidran employed in the village's small guard who went by Clay Silverstein.

Her uncle raised her much as he would have raised a daughter of his own, helping her learn how to read and write Human and Keidran, as well as teaching her the only real trade skills he had to impart, namely archery and a bit of hunting that he had picked up during his younger years. Maya liked living with her uncle, to her he was a kind father figure, even if he was sometimes strict when it came to her studies, but even that was masked in kindness, at least in hindsight, as a means to make sure that she could actually care for herself when the time came.

As she grew older she started putting more effort into improving her archery, finding that she had a penchant for it, or maybe that was just due to her uncle's encouragement. She soon found herself ready to join him on more practical training, learning more about hunting than just drawing back a bowstring, there were many more things to consider after all, locating prey, stalking it, then shooting it, chasing it if it was merely wounded, and finally making use of the animal. She proved a natural at stalking and ambush approaches, often making use of trees to catch unwary animals off guard, or hiding in those hard to reach places in the mountainside to wait for passing prey.

Finally on her ninth year, having grown up with second hand stories about her parents almost miraculous journey during their escape and the many places they visited in the Border Nations and beyond, Maya felt a kind of wanderlust set in. She needed to go out there and see if this was all true, if there was indeed a place that was run by Keidran mages who didn't bow to anyone, or if there was a place where slaves and free Keidran walked side by side, or even if places where magic was outlawed existed. Of course, she couldn't leave her uncle, now nearing his 24th birthday he had started to grow frail, enough so that the rest of the guards had finally managed to convince him to retire from service.

In the end Maya's uncle didn't live long enough to celebrate another birthday, and Maya now had little left in the village she grew up in besides the small house once belonging to her uncle. Deciding that she needed time away to avoid seeing shadows around every corner, Maya loaned the house to the remaining guards for the promise that they would keep it maintained, she then wrapped up some of her belongings, grabbed her equipment and the gold that had been left her and headed off over the mountains to the east.

Over three years have passed, and Maya has been from place to place within the Border Nations, even wandering over into the republics from time to time. Her tawny fur combined with the dust blown up on dry days has earned her the nickname 'Dusty' among those few who recognize her, which she has found fitting enough to adopt herself. Her money has depleted a fair bit since she started, but with a little bit of income from the surplus materials and food from her hunting she has managed to keep things going. Her newest stop on her journey without any real goals or directions is Wreathwood, if the city will keep her for more than a few days remains to be seen.

Additional notes:
- Dusty may be described as an easygoing and pretty carefree individual, she tends to live on a more day-to-day basis, being one for spontaneous decisions.
- Despite her personality Dusty speaks less than one should think, only when she's in pleasant company or when slightly intoxicated will she start talking a lot.
- Speaks Human and Keidran, and knows a few words she finds 'amusing' in Basitin.



Name: Katja Laskari

Race: Keidran

Subspecies: Mixed-Heritage Forest and Arctic Wolf

Age: 9

Profession: Traveler

Physical description: Katja stands at about 5'6" tall, a pretty average height for a Keidran, and weighs around 130 lbs. Her fur is a light brown, almost sandy in color, with patches of darker brown on top of her muzzle and underneath her eyes, which are a golden yellow color. Her hair is of the same dark brown as the fur under her eyes, and reaches down to her shoulder blades. It is usually kept in a braid for practicality's sake, the end being bound up with either bandages or rope, depending on what she has at hand.

She prefers her clothes practical, usually wearing a pair of dark brown pants, a simple linen shirt, a piece of rope as a belt, and a worn cloak made from gray wool. In addition she prefers to wrap up her feet and the base of her tail with bandages, a very peculiar practice for a Keidran, and this (along with her fur coloration) sometimes make people mistake her for a Basitin.

Weapons: Broadsword, shortbow and arrows.

Other notable equipment: A map yellowed with age, a utility knife, a worn leather satchel, and a wooden figurine depicting a Basitin.

Backstory: Katja has had an unusual life for a Keidran, the first memories that she can recall is of herself traveling with her Basitin foster father, who later also became her mentor.
He told her that he had stumbled across her while he was traveling through the border nations, her family nowhere to be seen. She had been badly emaciated and was carrying tell tale signs of having been on the run for a prolonged amount of time. Due to the child's bad condition and the sometimes hostile reactions of the local populace towards Keidran, he had been fairly certain that whatever had befallen this young child's guardians had likely resulted in them either captured against their will, or worse. If she even had guardians that was, she could also be a runaway slave, but that didn't exactly improve her situation.
Knowing full well that the Duchy they were currently in was rather unkind to Keidran, the Basitin took it upon himself to lead her to the Arctic Republic where she could find herself a new home in an orphanage. To make the trip slightly easier he disguised her as a Basitin. They were also disliked along with Keidran, but most bigots knew better than to pick a fight with a Basitin unless they were certain that they had the odds on their side, so it offered some meager protection.
However, as the journey went on, the Basitin's original idea seemed to fade away, as Katja seemed content to follow him around. This eventually lead to him growing attached to her and start treating her like an adopted daughter.

Katja learned much from traveling with her 'father'. He had taught her how to speak, as well as how to read and write the Basitin and Human languages. Unfortunately he had nearly no knowledge of the Keidran language, and Katja grew up with nearly no exposure to her own race's language as a result. After that he started teaching her how to fend for herself the Basitin way, with superior martial prowess. Her lessons mostly centered around swordsmanship and archery, even though her mentor used a halberd himself. And when she asked about why he wasn't teaching her how to wield that as well, he had replied that the halberd was something better suited for war. That it served nearly no purpose in protecting oneself or other people, what he was teaching her could be used for far nobler purposes than just fighting an opposing army. Katja was still a little unsure if this was entirely the case, but took her mentor's words to heart. After all, who was she to oppose the wisdom of those more experienced?
Other than that she got taught how to use her skills for hunting as the traveled, and of knowledge that could help her find edible plants and berries in the forest, even if she herself couldn't eat them due to her race's carnivorous nature. And though perhaps not her mentors intent, she also picked up a very Basitin way of life. Something that lead her to behave a lot more strict and formal than most Keidran, and perhaps also in part leading to her developing a very stubborn, yet assertive and slightly proud personality.

A few months ago her mentor passed away from old age, as is to be expected of Basitin nearing their sixties. And Katja, knowing no other way of life, continued wandering the land with the sparse equipment and supplies left over from her mentor, eventually finding herself in the port city of Wreathwood.

Additional notes: She speaks Human and Basitin fluently, yet she doesn't even know rudimentary Keidran.

Name: Jarrod
Race: Keidran
Subspecies: Forest Wolf
Age: 10
Profession: Dockworker (former slave)

Physical description: Jarrod is 5'8" tall and 160 pounds. A lifetime of manual labor and hard work has kept him fit, strong, and well muscled. He has dark brown fur except at the tip of his ears and his feet where the color lightens. His light brown hair is cropped very close to his skull.

When working Jarrod wears a loose fitting light-colored shirt and plain brown or black pants. On his free days Jarrod forgoes the shirt and simply wears a comfortable pair of pants secured by an worn old leather belt he found unclaimed in the dockworkers' common room.

Weapons: Jarrod carries a well-worn splitting hatchet with a solid birch wood haft and metal head in a loop on his belt. Also attached to his belt is a small dagger. He carries a single bit felling axe strapped to his back. The head of the axe is covered by a hand-made leather blade guard, many years old and in need to replacing.

Other notable equipment: He has an empty mana stone attached to a leather cord that he wears as a necklace. This necklace is kept hidden under his shirt. On his belt Jarrod has tied two leather bags, one filled with a variety of seeds and one that contains his three (two full, one empty) mana stones mixed in with pieces of metal from a broken slave collar.

Backstory: Though born a free Keidran Jarrod was kidnapped by slave traders at a young age. He was forcibly employed as a lumberjack for a logging company run by Humans. During his captivity Jarrod met an unusual fox Keidran. This unusual slave was a fire mage and Jarrod's key to escaping. Jarrod's own abilities manifested and were found to be related to plants. Together the two slaves planned and executed their escape. Several attempts failed but they continued trying. Finally they were able to overpower an Overseer and break their slave bands. Unfortunately Thane was injured during the escape attempt and Jarrod was forced to leave his friend behind or risk recapture. Jarrod followed the coast until he found the city of Arroy. He made this city his new place of residence and slowly relearned the basic rules of society. Though Arroy had banned slavery Jarrod never truly felt safe except during his time in the city gardens. He found a job as a dockworker to pay for his room at the Inn and lived without any major problems. He became interested in finding his home village and after some advice from a coworker Jarrod decided to visit Wreathwood, a neighboring city to Arroy. He allowed himself to be hired as a guard for a particular shipment of goods. Before leaving the city Jarrod buried some of the pieces of his slave collar in the gardens, using his magic to wrap the pieces with the roots of different plants.

(Expanded Backstory is here [http://www.escapistmagazine.com/forums/jump/540.353005.14078146])

Additional notes:

Mage Abilities

Jarrod's affinity is with plants. Using his mana stone Jarrod is able to convince plants to grow out of season, to grow rapidly, or to move in an unnatural manner. This latter ability works similar to a puppeteer controlling a puppet. Jarrod controls the plants using mana. If he uses a lot of energy for a single plant, that plant will start to glow with an unnatural light. Jarrod can convince healthy plants to wither and die but it takes more energy to do something so against the natural flow of life. And it's not something that he likes to do.

Language Skills

Jarrod can speak Keidran but cannot read the language very well. He has learned some Human, most of it slang, from listening to his supervisors while in slavery. Basitin is a language he can recognize but his knowledge only extends to those terms relating to ships and the dockyard where he works.
 

RBMidknight

Elite Member
Nov 27, 2009
5,022
0
41
Current Roster

Name: Arryn
Race: Keidran
Subspecies: Tiger
Gender: Female
Age: 10
Profession: Hunter

Physical description: She stands at 5'9", her tail reaches all the way down to the ground when it's straight. She weighs about 132 pounds, which is quite enough for her. Her fur is just like you'd think would be on a tiger, orange fur for the most part with black stripes all over and white fur on her front torso and front side of her neck, around her mouth, around the groin and on her palms and under her feet. She's got black hair that reaches down to the middle of her back. Her eyes are green. She's got size C breasts and she has a kind of an hourglass build. She doesn't normally wear clothes, but when she has to, she has a pair of dark green trousers and a green sweater to cover herself with. She doesn't care much for footwear.

Weapons: Sword and a bow with some arrows

Other notable equipment: A pendant from her mother she keeps inside her fur, though obviously it dangles down from her neck if she leans forward.

Backstory: Arryn was born into one hunter family out of few that hunted together, who hunted wild animals. They lived inside the forest near Lyn'Knoll, never going there themselves since they had what they needed in the forest. She had, from a young age, been alright at hunting, her father teaching her everything he knew. She was able to crouch carefully and sneak on the wild animals, hunting them successfully most of the time.

Her father was still the one to provide his own family with food, but he never said no to Arryn following him on the hunts. They were very careful and usually never got hurt, and if they did, it was usually never anything serious. Arryn had one time had to carry her father home after a nasty fight with one of the wild animals, which had gotten away, but that hadn't mattered to Arryn, since she needed to get her father home so her mother could take care of him.

Arryn had never been particularly girly about anything about her, even bounding her chest down with bandages, though that was mostly so it wouldn't get in the way while she was hunting. She was among the better hunters in the group of hunter families, but she wanted to do more than just hunting. At the age of 10, she decided to go and had the support of the others. They were sad to see her leave, but they didn't stop her from doing what she wanted to do. She traveled by foot for many days, often needing to hide in the trees if she encountered someone she didn't know, before arriving in Wreathwood.

Additional notes: She's not too picky about a mate, though she still prefers males over females, if only ever so slightly. She doesn't speak any human due to the group she traveled with didn't visit any human villages or encounter any on their travels. She only speaks in Keidran.

Name: Victor Donredden
Race: Basitin
Subspecies: Mainlander Basitin
Age: 28
Profession: Assassin/Tracker

Physical Description: 6'2'', 180lbs., Darker grey fur, Green Eyes, Normal build, Feet covered in bandages and travel boots, as well as tail wrapped. Also wears travel garb of black pants and shirt, with also a cloak of dark green color.

Weapons:Arm mounted steel blades, along with a hunting knife at his waist.
Other Equipment: A small amount of spare bandages, some lockpicks, and some rope which simply looks like a belt.

Backstory:

Victor has been doing rather well for himself as a Mainlander Basitin. He grew up learning all the things that a Basitin should know: Fighting, surviving, weapons. This meant that by the time he had hit the age of 18 he was more than ready to head out on his own. So, that is exactly what Victor did, heading out among the rest of the lands to make use of his abilities.

The search, however, was largely a useless one. More people were interested in trying to get him for slave labor or simple bodyguard, which Victor had no intentions of settling as. Frustrated with how the world had been going, he finally went to much darker streets and far worse people. It was there he learned to be an assassin, to be just as dangerous in the dark with one shot as he was in an open battlefield. It was during this time that he decided that rather than use knives or a sword like he would traditionally see, he found that claws of the steel type mounted on his hands to be much more effective in killing and getting about.

However, as his time as an assassin and mercenary continued, Victor came to realize that he was angry. He wasn't sure if it was at himself, the world, or just the people he had been working for and killing, but he was angry that this was what he was going to do. Finding this new frustration, Victor began a period of wandering, having decent enough coin from previous jobs to keep himself going for some time, and catching rides with merchant caravans seemed to make it even easier to stretch it farther. For now, Victor just wanders, looking for something or someone interesting enough to catch his attention, and possibly vent his frustrations out on.

Other Information Speaks Human and his native Basitin easily. Has some small learnings of Keidran, but it is very limited. Has never really considered a mate, nor any matters concerning as much.

Name: Alistair "Blackwind" Thorngrave
Race: Human
Age: 27
Profession: Mage, Alchemist, Self-Proclaimed Chef, Hermit

Physical description: 5'11"; 155lbs; medium, thick, black hair that always seems a mess; short, thick, black, scraggly beard; dark brown eyes; thin build, though with light muscle definition; has a large, black splotch on the back of his left hand and another on his right cheek, half-hidden by his beard; generally wears a worn cloth shirt and leggings when in his hut, and a thick, flowing, black, hooded robe when out - occasionally puts on the guise of a Keidran with the help of a bodysuit sewn from rodent pelts (passable from a distance, with low visibility, or at a glance; occasionally supplements disguise with an illusion spell).

Weapons/Magic:

Telekinesis: Alistair, being the well-practiced mage he is, is an expert in telkinesis; having both finesse and power in his ability. Even though he has the strangth to shift a large boulder, he also has the delicacy to remove a book from a tightly-packed shelf without disturbing the surrounding contents. The menial uses of his telekinesis use miniscule amounts of mana while heavy lifting will take considerable effort, the amount of mana expended increasing with the weight of the object of course.

Minor Healing: He is somewhat of a healer, being able to heal minor wounds (cuts, scrapes, minor burns, small gouges/gashes) while more severe injuries require him to use more conventional methods - potions, salves, bandages, splints and the like - to supplement his minimal experience.

Rarely having been in any physical conflict himself, he very limited experience in the use of weaponry or even hand-to-hand combat and has always relied on his magic for self-defense.

Cuncussive Blast: This spell allows him to launch a ball of energy that he forms in his hands and delivers a concussive blast on impact. Lesser blasts take little time and mana to manifest while greater blasts take longer and expending mana in larger quantities. The force produced from small blasts, being released in a concentrated area, have the effect of a heavy punch. The severity of blasts are dependent on the time and mana spent as well as the distance from the point of impact. A small blast could either rupture organs and crack ribs or just leave some bruising, whereas the power of a large blast can range from a heavy push to the equivalent of being a couple meters away from a powder-keg explosion, without the incineration of course.

Illusion Spells: Having been in isolation for years, and preferring it to be that way, he has done well to remain illusive with the help of his magic (keeping unwanted wanderers away from his home by leading them astray or even frightening them off). He can make himself appear as a feline Keidran (with the help of his hand-stitched disguise) to scare human travellers into believing feral Keidran roam the area. He can also conjure up a copy of himself, though it's purely for show - any physical contact from another person or outside force would make them disappear.

As for physical weaponry, he carries a small, ivory-handled, all-purpose 'puukko' knife in a belt sheathe.

Other notable equipment: A satchel he uses for apothecary and medical supplies. He keeps a journal within the satchel as well, though most writings are just seemingly mindless drivel in illegible scrawl (keeps a quill and ink bottle with him).

Backstory: Alistair was born into the Thorngrave family, a highly regarded family of mages and alchemists residing within the Republic of Felimarlch. From birth, it was clear he was the black sheep of the family, for he was the only one with black hair. The anomoly, though not an extreme one, was a result of an affair between his mother and a hired hand. His father knowing of this led to young Alistair's mistreatment and was tread upon constantly, even to the point of refusal, by his father, to conduct the boy's lessons. Alistair's maternal grandfather would be the one to teach him of the ways of the mage, and the young mage did well to learn all he could. Using magic became an escape for him and a way to vent the feelings brought about by his father's anger.

Growing up in a society where Keidran coexist with humans, it was imperative that Alistair learn the language of both races. He learned from a feline Keidran scholar by the name of Khalid who owned and resided in a homely bookshop not far from the Thorngrave Estate and who knew the family well. Alistair could be found in the shop nearly as often as he was training, which is to say about half a dozen hours every day. Clearly the young mage had taken a liking to Khalid, as the Keidran became his one and only friend, and enjoyed learning all he had to teach. Alistair developed an affinity to Keidran almost instantly, those he'd met working in the shop with Khalid hadn't cared that he was a bastard child in a family of near-nobility. They neither judged him for his awkward tendencies and timidity, nor the fact that he was always asking questions. In the shop, Alistair felt accepted as if he had belonged there, as if he were a Keidran amongst kin, and a big part of him had wished he had been. Sure his grandfather cared enough to teach him magic, but he knew that the old man just felt obligated and still held judgement, though not really towards the boy, rather the boy's mother. Still, the old man was family and Alistair didn't think he could just abandon his family in hopes that he might live amongst Keidran, so he continued with his lessons, still escaping to the bookshop whenever he could.

One particular day at the age of fourteen, his father's anger grew strong, fueled by the demon drink and steadily growing resentment towards the success in which Alistair had in his learnings. It was strong enough to be cause for a harsh beating delivered with a thistled branch. Hurt and infuriated, Alistair ran from home, deep into the woods at the outer fringes of the kingdom where he let loose the sudden welling emotion through his magic. On and on his venting went until the mana in his surrounding were completely drained. Without realization, he began tapping into the Black Mana he was taught never to touch and immediately his mind began deteriorating.

All the while, his grandfather was searching for him when he felt the emptiness in the woods, like walking into the cold darkness of a cellar. The old man approached the boy and made an attempt to peacefully talk him down, but Alistair was too far gone. The Black Mana enveloped the young mage, blinded him, and he lashed out at his grandfather with unrelenting force until he (Alistair) was unconscious. When Alistair came to, it was already dark, his clothes were bloodstained, and though he couldn't see it yet, a black splotch had formed on his cheek. Though not far from him was the source of it - his grandfather, or rather the strewn about pieces of what had remained of him. Knowing he would never be able to face his family again, he ran as far from Felimarlch as he could.

After years of roaming, he grew tired of being outcast from every town and city he ventured to, due to his abated sanity. He finally settled in isolation, building himself a small hut to reside in, living off the land and content with the absence of other people. Occasionally he went off to find settlements and towns where he traded pelts and apothecary supplies for books and occasional luxuries with the help of gold he saved up.

Living alone hasn't been a problem for him, for even though he has no one to spend his time with he always finds something to occupy himself. For example, when he's not experimenting with various herbal mixtures, he's usually concocting some new cooking recipe. Cooking has become an enjoyable hobby for him, and even though he'd be content with simply roasting meat on a spit or throwing together a simple stew, he feels creating new dishes keeps his creative mind active and (relatively) healthy. He grows his own vegetables and herbs in a garden near his hut and as for meats, he hunts in the woodlands around his home and fishes in a river just a few miles away.

Other than providing him an environment without judgement, the isolation also has allowed him to practice his magic without interruption and explore it to great extents, which he still does today. One instance in his practices, where he had been attempting to uproot a large pine tree, he felt the mana around him draining quickly and was soon spent, though not before he saw the tree shift. Believing he could push on, he exerted as much of his own energy that he could before he felt the power of the Black Mana around him. Soon, a black spot appeared on the back of his left hand and as the pine rose, the spot expanded considerably then contracted ever so slightly as if it were a growing and breathing organism. Following the growth, came a searing pain as if his hand was engulfed in fire and not long after the pain started, it became too great for him to bear. He fell, unconscious, as did the tree which went back into place for it had not been more than a few inches off the ground. After coming to, nightfall had passed and it was already nearing midday. Having little recollection of the afternoon before and feeling a little disoriented, he still managed to deduce that he'd gone a little overboard in his trials by the spot on his hand and the tree that didn't appear to be entirely embedded in the ground...

An excerpt from the journal of Alistair Thorngrave:

"I've recently discovered that in the local settlements a rumor has been spreading of an apparition, frightening any who venture deep enough into the woods. Even a few missing people have been said to have fell victim to this 'spirit'. Upon hearing further description, I came to the conclusion that they were talking of none other than myself. Unless, of course, there's another illusive mage 'round this neck of the woods, though it could very well be me again and I just haven't realized it yet. Though it is me, regardless of which me it may be, I am the apparition the folk tell about amongst their crocheting circles and fishing companions and what have you. Some are keen on calling the apparition "Blackwind" while others see fit to call it (me) "The Black Wind" which, I must say, is far too grand for the likes of myself. I can most readily assume that the black is simply for the color of my robes [sub]get new, lighter-colored robes for traveling into towns - don't need them wising up[/sub] while "wind" being attributed to my ability to swiftly come and go as such. I do believe I just overheard a mother telling her child that "Blackwind" will devour him if he goes into the woods. Seems absurd, really, eating another person. Though I do wonder, what could go with a nice human filet
hock of Keidr
Basitin stea
On second thought, I'll settle for a leek and rabbit stew.
[sub]Note: Gather more juniper and kale. I would very much like to attempt a new brew...[/sub]"


Additional notes: His seperation from civilization, along with the deteriorating sanity, has greatly diminished his social skills. Other than his native tongue, he speaks fluent Keidran and broken Basitin, with the help of books.

Name: Chris Gannon
Race: Human
Age: 2
Profession: Previously a Mercenary, now a wanderer

Physical Description: Standing at 5' 11", weighing 200lbs, having a Caucasian complexion, and a slightly muscular build, Chris could blend into a crowd. He has short, light brown hair, and grey eyes. He could blend into a crowd if he needed to. Chris normally wears a crimson-dyed cotton shirt, and grey pants. On his feet he wears black leather shoes, and a small bronze pendant in the shape of an eagle with its wings spread wide that he wears around his neck, which was given to him by a woman he saved. Chris also has a small scar that runs down his left check to the corner of his mouth.

Weapons: A bow and arrow, and a small dagger

Other notable equipment: the usual first-aid kit, camping gear.

Backstory: Chris was born into a poor farm family. Growing up in a Border Nation, Chris saw struggles between Humans and Keidrans. Seeing slave traders travel down the road with their newly caught slaves became almost a regular sight. Chris' parents wanted to buy a slave to help out on the fields, but they were too poor to buy one, so Chris did not really have time to get to know any Keidran. On the rare occasion, Chris would hear his parents talking about how they saw a keidran trying to escape. Beyond that, his parents did not really talk about the keidran all that much, so Chris did not really grow up to hate nor like keidran; to him, they were like humans; just meet them and make impressions individually. His parents raised him right. They did not beat him, nor did they let him get away with everything. When his father was teaching him how to hunt, it became apparent that Chris was exceptional while using a bow. When he scored his first kill, his father taught him that you should only kill wild animals for food, not sport, at the same time, he told Chris that you should honor the animal and thank it for the food. He then made Chris believe that honor was one of the most important aspect in a man's life, right behind family. However, at the age of 16, a band of raiders came and killed his parents and destroyed their farm. At the time, he was hunting, and when he got back, he saw the carnage. Chris buried his parents, paid his respects, packed up, and headed off down the road. When Chris was 20, he fell into a band of four mercenaries. They saw his skill with a bow, and offered him a job. He accepted seeing how the extra coin wouldn't hurt to have. However, when one mission required the band to kill another family instead of just men, Chris was reminded of his parents. When they reached the target, the rest of the group quickly slaughtered the parents as Chris remembered his parents. Before they could kill the young daughter, Chris readied two arrows and shot both the leader and another member. The other two jumped into action and one got him on the cheek, but Chris quickly recovered, pulled out his dagger, and stabbed one in the throat. The last member was the newest and youngest. Before Chris could get to him, the youth ran away in terror. Chris returned to the little girl. He told her that he was sorry that he did not do something sooner, but the girl hugged him anyway and said that she was thankful. She gave him a small bronze pendant of an eagle for his aid. He took her to the closest town, and gave her to some friends of her parents that she pointed out for him.

After those events, Chris set off on his own. He vowed to help the innocent and hurt the guilty. For a few years, Chris gave aid from being an extra farm-hand to killing bandits that were harassing caravans. His travels have brought him to Wreathwood where he is now helping at the docks.

Name: Hazel May Katriana
Race: Human
Subspecies: N/A
Age: 26
Profession: Mage, Healer, Traveller

Physical Description: At 5'5" tall, Hazel is a mite on the short side. She does her best to stand as tall as possible, though. She has fairly tanned skin, brown eyes and straight black hair which stops just short of reaching her shoulders. She normally wears middle-class clothing: a shirt, long pants and leather boots, accompanied by a lightweight traveller's cloak if the weather is unfavourable.

Weapons: Hazel carries a short sword to defend herself if she has to fight. It is a simple weapon, without any decoration or embellishment.
Other Notable Equipment: Hazel has a mostly full pack, containing traveller's supplies: mostly non-perishable food, durable clothing and tools to start a fire. She also possesses a medium-sized book, in which she has recorded her knowledge of magic. This is accompanied by quills and ink, as there are still a decent number of blank pages.

Spells: The spells Hazel has at her disposal are as follows:

- Hazel can heal injuries inflicted on herself or others by using magic to stem the blood flow and close the wound. This spell does not work on broken, dislocated or missing limbs, nor will it have effect on bones at all. It only applies to flesh wounds, and is applied through physical contact. Depending on the size of the wound, Hazel's healing may or may not leave scars. In addition, the spell does not work instantly: it takes time.

- Through one of her spells, Hazel can lift and move objects from a short distance, up to and including one humanoid, for a short time. If a living being is being moved the spell requires Hazel to focus exclusively on her target instead of doing anything else, as they can resist and break free from her magical hold. This spell is accompanied by Hazel performing small hand gestures to assist in moving her target.

- Hazel can see clearly in darkness for up to a few hours at a time, when assisted by the third of her spells. This only affects Hazel herself, rather than any others.

Backstory: The only child of a family of mages, Hazel was taught the ways of the mage from an early age. The Katriana family lived in one of the many Border Nations; theirs in particular was somewhat small compared to its neighbours, and often relied heavily on trading with other nations. Hazel's parents were often summoned before the nation's ruler, a mage himself. She often wondered what it was that they discussed, for they never told her exactly what went on in their meetings. It was supposedly one of those things that "you'll find out when you're older".

As she grew into her teenage years, Hazel began to use her magical abilities outside of home. She frequently found herself drawn to assisting the injured or infirm, often fussing over the people she met and aided. Some were Keidran or Basitin slaves, seeking asylum from their captors: Hazel often spent more time than necessary with such people, talking to them and trying to understand their plight after she had treated any injuries they had. As a result she sometimes found herself questioning why humans treated the furred races as inferior beings.

By Hazel's eighteenth birthday, she had learned and mastered three different ways to apply mana to situations, and was eager to learn more. On that day her parents gave her a pack full of traveller's supplies, a small sword that had belonged to her father and a fairly large sum of money. They told Hazel that she knew everything they could teach her, and it was now time for her to make her own way using her skills. Time for her to make a living on her own. Most of the Border Nations were too small and self-sufficient to require the aid of a mage, so Hazel was told to make her way to the Republic of the Free Lands, where she could put her talents to use and help others as she desired. Her parents pointed her in the direction of the port city of Wreathwood, described as being home to many unique opportunities.

The trip through the Border Nations to Wreathwood was a long but enjoyable one. Hazel bought passage on a large caravan which was occasionally attacked by raiders who wanted some easy plunder. The young mage assisted in the defence of the caravan by keeping watch at night thanks to one of her spells and patching up the - thankfully few - injuries the other passengers received. She didn't ask for anything in return when healing her fellows: it was something that she felt did not require payment. Such was the way she had always treated her ability to repair wounds.

Upon arriving in the port city, Hazel took a couple of weeks to get her bearings and get used to her new, independent life. Renting a room at one of the inns in the city, she soon realised that she needed some way to maintain her finances: either some form of employment, so she could keep renting the room, or she would need to buy her own house, which would likely cost a fair bit more despite being a one-time payment... and most likely keep her stuck in Wreathwood. A house of her own was not exactly ideal, since Wreathwood was meant to just be a starting point of Hazel's journey and she hadn't originally planned to stay for very long.

Ideally, she would have found herself another caravan or a ship to jump onto and head off from there... but no such opportunities were readily available. With that in mind, Hazel took to asking people whom she didn't know at first if they had any jobs that she could do for them in exchange for a small payment. It worked, at least a little. Captains of ships that had just made port sometimes needed goods obtained or delivered, or had injured crew members that Hazel patched up. Other times innkeepers or other merchants needed extra hands, and she happily helped them out. Sometimes she even entertained audiences through use of her magic. Throwing darts at a target, while she held her hands behind her back, was a clever act of hers.

Despite her role as a jack-of-several-trades, Hazel often felt a little out of place. She wanted to learn more about magic and how it could be used to heal afflictions: perhaps curing diseases, maybe, or repairing a broken limb. Both of those, among other things, were outside of her capabilities. She often bought passage on caravans to other cities, hoping to find a mage who could teach her more advanced forms of healing, but the mages she found were either not inclined to teach her without a large up-front payment, far more than Hazel could afford, or they simply did not have the knowledge which she wanted to gain.

Hazel spent the better part of eight years travelling, looking both for work to make a living and for a mage with the skills she feels she needs, that she might learn from them. She is currently staying in Wreathwood once more, having only recently returned, in hope that the port city will provide what she seeks.

Additional Notes:
- Hazel speaks a fair bit of both Keidran and Basitin, but is fluent in neither.

Personality Notes:
- Hazel is generally a nice person to be around, well-mannered and civil towards all she meets. Intelligent and inquisitive, she likes to get to know people of all races.
- She is a firm believer in the idea that being able to live one's life is not something that should be paid for. With that in mind she never charges a fee, in coin or otherwise, for nursing a patient back to health. If someone wishes to pay her regardless of her protests against it, she will accept the payment but think it to be too generous no matter how much they offer. However, Hazel chooses her patients carefully, and is not likely to heal a criminal on the run or a person of a highly violent nature.
- One of Hazel's major goals is to meet more experienced mages than herself and learn from them. In particular she wants to learn how to properly heal broken bones and maybe even regenerate lost limbs through magic.
 

Lambi

Yuki-Onna
Oct 20, 2009
30,217
0
0
You can bet I'm signing up for this one again.

Name: Arryn

Race: Keidran

Subspecies: Tiger

Gender: Female

Age: 10

Profession: Hunter

Physical description: She stands at 5'9", her tail reaches all the way down to the ground when it's straight. She weighs about 132 pounds, which is quite enough for her. Her fur is just like you'd think would be on a tiger, orange fur for the most part with black stripes all over and white fur on her front torso and front side of her neck, around her mouth, around the groin and on her palms and under her feet. She's got black hair that reaches down to the middle of her back. Her eyes are green. She's got size C breasts and she has a kind of an hourglass build. She doesn't normally wear clothes, but when she has to, she has a pair of dark green trousers and a green sweater to cover herself with. She doesn't care much for footwear.

Weapons: Sword and a bow with some arrows

Other notable equipment: A pendant from her mother she keeps inside her fur, though obviously it dangles down from her neck if she leans forward.

Backstory: Arryn was born into one hunter family out of few that hunted together, who hunted wild animals. They lived inside the forest near Lyn'Knoll, never going there themselves since they had what they needed in the forest. She had, from a young age, been alright at hunting, her father teaching her everything he knew. She was able to crouch carefully and sneak on the wild animals, hunting them successfully most of the time.

Her father was still the one to provide his own family with food, but he never said no to Arryn following him on the hunts. They were very careful and usually never got hurt, and if they did, it was usually never anything serious. Arryn had one time had to carry her father home after a nasty fight with one of the wild animals, which had gotten away, but that hadn't mattered to Arryn, since she needed to get her father home so her mother could take care of him.

Arryn had never been particularly girly about anything about her, even bounding her chest down with bandages, though that was mostly so it wouldn't get in the way while she was hunting. She was among the better hunters in the group of hunter families, but she wanted to do more than just hunting. At the age of 10, she decided to go and had the support of the others. They were sad to see her leave, but they didn't stop her from doing what she wanted to do. She traveled by foot for many days, often needing to hide in the trees if she encountered someone she didn't know, before arriving in Wreathwood.

Additional notes: She's not too picky about a mate, though she still prefers males over females, if only ever so slightly. She doesn't speak any human due to the group she traveled with didn't visit any human villages or encounter any on their travels. She only speaks in Keidran.
 

UnusualStranger

Keep a hat handy
Jan 23, 2010
13,588
0
41
Well, why not try again? See if this goes somewhere or someplace. Hopefully it works nicely.

Name: Victor Donredden
Race: Basitin
Subspecies: Mainlander Basitin
Age: 28
Profession: Assassin/Tracker

Physical Description: 6'2'', 180lbs., Darker grey fur, Green Eyes, Normal build, Feet covered in bandages and travel boots, as well as tail wrapped. Also wears travel garb of black pants and shirt, with also a cloak of dark green color.

Weapons:Arm mounted steel blades, along with a hunting knife at his waist.
Other Equipment: A small amount of spare bandages, some lockpicks, and some rope which simply looks like a belt.

Backstory:

Victor has been doing rather well for himself as a Mainlander Basitin. He grew up learning all the things that a Basitin should know: Fighting, surviving, weapons. This meant that by the time he had hit the age of 18 he was more than ready to head out on his own. So, that is exactly what Victor did, heading out among the rest of the lands to make use of his abilities.

The search, however, was largely a useless one. More people were interested in trying to get him for slave labor or simple bodyguard, which Victor had no intentions of settling as. Frustrated with how the world had been going, he finally went to much darker streets and far worse people. It was there he learned to be an assassin, to be just as dangerous in the dark with one shot as he was in an open battlefield. It was during this time that he decided that rather than use knives or a sword like he would traditionally see, he found that claws of the steel type mounted on his hands to be much more effective in killing and getting about.

However, as his time as an assassin and mercenary continued, Victor came to realize that he was angry. He wasn't sure if it was at himself, the world, or just the people he had been working for and killing, but he was angry that this was what he was going to do. Finding this new frustration, Victor began a period of wandering, having decent enough coin from previous jobs to keep himself going for some time, and catching rides with merchant caravans seemed to make it even easier to stretch it farther. For now, Victor just wanders, looking for something or someone interesting enough to catch his attention, and possibly vent his frustrations out on.

Other Information Speaks Human and his native Basitin easily. Has some small learnings of Keidran, but it is very limited. Has never really considered a mate, nor any matters concerning as much.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
2,244
0
0
Name: Alistair "Blackwind" Thorngrave

Race: Human

Age: 27

Profession: Mage, Alchemist, Self-Proclaimed Chef, Hermit

Physical description: 5'11"; 155lbs; medium, thick, black hair that always seems a mess; short, thick, black, scraggly beard; dark brown eyes; thin build, though with light muscle definition; has a large, black splotch on the back of his left hand and another on his right cheek, half-hidden by his beard; generally wears a worn cloth shirt and leggings when in his hut, and a thick, flowing, black, hooded robe when out - occasionally puts on the guise of a Keidran with the help of a bodysuit sewn from rodent pelts (passable from a distance, with low visibility, or at a glance; occasionally supplements disguise with an illusion spell).

Weapons/Magic:

Telekinesis: Alistair, being the well-practiced mage he is, is an expert in telkinesis; having both finesse and power in his ability. Even though he has the strangth to shift a large boulder, he also has the delicacy to remove a book from a tightly-packed shelf without disturbing the surrounding contents. The menial uses of his telekinesis use miniscule amounts of mana while heavy lifting will take considerable effort, the amount of mana expended increasing with the weight of the object of course.

Minor Healing: He is somewhat of a healer, being able to heal minor wounds (cuts, scrapes, minor burns, small gouges/gashes) while more severe injuries require him to use more conventional methods - potions, salves, bandages, splints and the like - to supplement his minimal experience.

Rarely having been in any physical conflict himself, he very limited experience in the use of weaponry or even hand-to-hand combat and has always relied on his magic for self-defense.

Cuncussive Blast: This spell allows him to launch a ball of energy that he forms in his hands and delivers a concussive blast on impact. Lesser blasts take little time and mana to manifest while greater blasts take longer and expending mana in larger quantities. The force produced from small blasts, being released in a concentrated area, have the effect of a heavy punch. The severity of blasts are dependent on the time and mana spent as well as the distance from the point of impact. A small blast could either rupture organs and crack ribs or just leave some bruising, whereas the power of a large blast can range from a heavy push to the equivalent of being a couple meters away from a powder-keg explosion, without the incineration of course.

Illusion Spells: Having been in isolation for years, and preferring it to be that way, he has done well to remain illusive with the help of his magic (keeping unwanted wanderers away from his home by leading them astray or even frightening them off). He can make himself appear as a feline Keidran (with the help of his hand-stitched disguise) to scare human travellers into believing feral Keidran roam the area. He can also conjure up a copy of himself, though it's purely for show - any physical contact from another person or outside force would make them disappear.

As for physical weaponry, he carries a small, ivory-handled, all-purpose 'puukko' knife in a belt sheathe.

Other notable equipment: A satchel he uses for apothecary and medical supplies. He keeps a journal within the satchel as well, though most writings are just seemingly mindless drivel in illegible scrawl (keeps a quill and ink bottle with him).

Backstory: Alistair was born into the Thorngrave family, a highly regarded family of mages and alchemists residing within the Republic of Felimarlch. From birth, it was clear he was the black sheep of the family, for he was the only one with black hair. The anomoly, though not an extreme one, was a result of an affair between his mother and a hired hand. His father knowing of this led to young Alistair's mistreatment and was tread upon constantly, even to the point of refusal, by his father, to conduct the boy's lessons. Alistair's maternal grandfather would be the one to teach him of the ways of the mage, and the young mage did well to learn all he could. Using magic became an escape for him and a way to vent the feelings brought about by his father's anger.

Growing up in a society where Keidran coexist with humans, it was imperative that Alistair learn the language of both races. He learned from a feline Keidran scholar by the name of Khalid who owned and resided in a homely bookshop not far from the Thorngrave Estate and who knew the family well. Alistair could be found in the shop nearly as often as he was training, which is to say about half a dozen hours every day. Clearly the young mage had taken a liking to Khalid, as the Keidran became his one and only friend, and enjoyed learning all he had to teach. Alistair developed an affinity to Keidran almost instantly, those he'd met working in the shop with Khalid hadn't cared that he was a bastard child in a family of near-nobility. They neither judged him for his awkward tendencies and timidity, nor the fact that he was always asking questions. In the shop, Alistair felt accepted as if he had belonged there, as if he were a Keidran amongst kin, and a big part of him had wished he had been. Sure his grandfather cared enough to teach him magic, but he knew that the old man just felt obligated and still held judgement, though not really towards the boy, rather the boy's mother. Still, the old man was family and Alistair didn't think he could just abandon his family in hopes that he might live amongst Keidran, so he continued with his lessons, still escaping to the bookshop whenever he could.

One particular day at the age of fourteen, his father's anger grew strong, fueled by the demon drink and steadily growing resentment towards the success in which Alistair had in his learnings. It was strong enough to be cause for a harsh beating delivered with a thistled branch. Hurt and infuriated, Alistair ran from home, deep into the woods at the outer fringes of the kingdom where he let loose the sudden welling emotion through his magic. On and on his venting went until the mana in his surrounding were completely drained. Without realization, he began tapping into the Black Mana he was taught never to touch and immediately his mind began deteriorating.

All the while, his grandfather was searching for him when he felt the emptiness in the woods, like walking into the cold darkness of a cellar. The old man approached the boy and made an attempt to peacefully talk him down, but Alistair was too far gone. The Black Mana enveloped the young mage, blinded him, and he lashed out at his grandfather with unrelenting force until he (Alistair) was unconscious. When Alistair came to, it was already dark, his clothes were bloodstained, and though he couldn't see it yet, a black splotch had formed on his cheek. Though not far from him was the source of it - his grandfather, or rather the strewn about pieces of what had remained of him. Knowing he would never be able to face his family again, he ran as far from Felimarlch as he could.

After years of roaming, he grew tired of being outcast from every town and city he ventured to, due to his abated sanity. He finally settled in isolation, building himself a small hut to reside in, living off the land and content with the absence of other people. Occasionally he went off to find settlements and towns where he traded pelts and apothecary supplies for books and occasional luxuries with the help of gold he saved up.

Living alone hasn't been a problem for him, for even though he has no one to spend his time with he always finds something to occupy himself. For example, when he's not experimenting with various herbal mixtures, he's usually concocting some new cooking recipe. Cooking has become an enjoyable hobby for him, and even though he'd be content with simply roasting meat on a spit or throwing together a simple stew, he feels creating new dishes keeps his creative mind active and (relatively) healthy. He grows his own vegetables and herbs in a garden near his hut and as for meats, he hunts in the woodlands around his home and fishes in a river just a few miles away.

Other than providing him an environment without judgement, the isolation also has allowed him to practice his magic without interruption and explore it to great extents, which he still does today. One instance in his practices, where he had been attempting to uproot a large pine tree, he felt the mana around him draining quickly and was soon spent, though not before he saw the tree shift. Believing he could push on, he exerted as much of his own energy that he could before he felt the power of the Black Mana around him. Soon, a black spot appeared on the back of his left hand and as the pine rose, the spot expanded considerably then contracted ever so slightly as if it were a growing and breathing organism. Following the growth, came a searing pain as if his hand was engulfed in fire and not long after the pain started, it became too great for him to bear. He fell, unconscious, as did the tree which went back into place for it had not been more than a few inches off the ground. After coming to, nightfall had passed and it was already nearing midday. Having little recollection of the afternoon before and feeling a little disoriented, he still managed to deduce that he'd gone a little overboard in his trials by the spot on his hand and the tree that didn't appear to be entirely embedded in the ground...

An excerpt from the journal of Alistair Thorngrave:

"I've recently discovered that in the local settlements a rumor has been spreading of an apparition, frightening any who venture deep enough into the woods. Even a few missing people have been said to have fell victim to this 'spirit'. Upon hearing further description, I came to the conclusion that they were talking of none other than myself. Unless, of course, there's another illusive mage 'round this neck of the woods, though it could very well be me again and I just haven't realized it yet. Though it is me, regardless of which me it may be, I am the apparition the folk tell about amongst their crocheting circles and fishing companions and what have you. Some are keen on calling the apparition "Blackwind" while others see fit to call it (me) "The Black Wind" which, I must say, is far too grand for the likes of myself. I can most readily assume that the black is simply for the color of my robes [sub]get new, lighter-colored robes for traveling into towns - don't need them wising up[/sub] while "wind" being attributed to my ability to swiftly come and go as such. I do believe I just overheard a mother telling her child that "Blackwind" will devour him if he goes into the woods. Seems absurd, really, eating another person. Though I do wonder, what could go with a nice human filet
hock of Keidr
Basitin stea
On second thought, I'll settle for a leek and rabbit stew.
[sub]Note: Gather more juniper and kale. I would very much like to attempt a new brew...[/sub]"


Additional notes: His seperation from civilization, along with the deteriorating sanity, has greatly diminished his social skills. Other than his native tongue, he speaks fluent Keidran and broken Basitin, with the help of books.
 

Tiger Sora

New member
Aug 23, 2008
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Awesome, love the webcomic. I was in a Twokinds RP couple years back. But something cut me short and I had to leave. What it was I don't remember, but I've plenty of time now.

Edit: Rewrote my entire character. I didn't like the guy I made. Didn't sit well with what I like. What I have made I really do love.

Edit 2: Spruced up my character at Baldrek's request. Just some polishing and obscurities cleared up. So everything should be cool.
Name: Adria
Race: Keidran
Sun species: Fox
Gender: Female
Age: 12
Profession: Smuggler

Physical description: 5'8" tall. 121 pounds. Silver fur, black on hands, feet and ears, white tipped tail. Red eyes. Silver hair reaching down shoulder length, tips dyed purple. Slim curvy figure, nothing extraordinary. Brown leather jerkin with a blue silk shirt underneath, both cut off just above the bellybutton. Black pants and a silver buckled belt. A large rectangular bag hangs at her side. No shoes.

Weapons: Two brass knuckle double edged daggers.

Other notable equipment: Folding brass spyglass. Grappling hook. Personal seal ring (Signing documents). Quills, ink, parchment, candle.

Backstory: The remnants of her memory only goes back two and a half years. The earliest of which she remembers is falling and than water. Theres another considerable gap before the next memory.
She was rescued by a a wolf Keidran merchant. So she was told and brought to Lanwick Trades main guild hall in South Leighton. She never did find out his name as he disappeared shortly after bringing her there on a trip east. The guild fears he was killed or captured by humans.
During her recovery there she was given the name Adria since she couldn't recall her own. Once she recovered, with no place to go and now in debt to the guild she was put to work as a delivery girl, she also learned to speak human during this time. This only lasted about three months before the guild fell on hard times. To keep afloat they added on some illegal activities to keep the company going. Adria being rather inconspicuous was put to smuggling in and out goods like gold and gems. Her debt was quickly eliminated doing these high stakes jobs and was now being paid. She also learned the ways of business, forming a well rounded knowledge (Contract writing, negotiating, ect). Adria left shortly after the company got back on it's feet, roughly a year and a half after being brought to them. Telling them they've no need of a smuggler in a now legal business. Though she did invest what gold she'd made and put forth future gains into the company. Having dividend payments reinvested into the company with a percentage in trust so funds were accessible if needed.

So Adria traveled abroad as a freelance smuggler and at times, a merchant. Her fortune and boldness only growing.

Additional notes: Likens to dealing in coin rather than blood. But tainted coinage was never out of the question.
 

InkBlot Royalist

New member
Sep 13, 2011
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Hi! Could I reserve a place on this? Like Mortis, I'm reading through the web comic too, so I'll hopefully provide a character sheet once I feel versed enough in the world to not screw up!
 

Grim327

New member
Jul 21, 2011
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Like the folks above me, I wish to reserve a spot as well. I'm too interested in the webcomic to make a sheet right now.

EDIT: Alright, Here's my sheet. Made a few changes. Hope it's good. Still can't wait for it to start.
Name: Chris Gannon

Race: Human

Age: 25

Profession: Previously a Mercenary, now a wanderer

Physical Description: Standing at 5' 11", weighing 200lbs, having a Caucasian complexion, and a slightly muscular build, Chris could blend into a crowd. He has short, light brown hair, and grey eyes. He could blend into a crowd if he needed to. Chris normally wears a crimson-dyed cotton shirt, and grey pants. On his feet he wears black leather shoes, and a small bronze pendant in the shape of an eagle with its wings spread wide that he wears around his neck, which was given to him by a woman he saved. Chris also has a small scar that runs down his left check to the corner of his mouth.

Weapons: A bow and arrow, and a small dagger

Other notable equipment: the usual first-aid kit, camping gear.

Backstory: Chris was born into a poor farm family. Growing up in a Border Nation, Chris saw struggles between Humans and Keidrans. Seeing slave traders travel down the road with their newly caught slaves became almost a regular sight. Chris' parents wanted to buy a slave to help out on the fields, but they were too poor to buy one, so Chris did not really have time to get to know any Keidran. On the rare occasion, Chris would hear his parents talking about how they saw a keidran trying to escape. Beyond that, his parents did not really talk about the keidran all that much, so Chris did not really grow up to hate nor like keidran; to him, they were like humans; just meet them and make impressions individually. His parents raised him right. They did not beat him, nor did they let him get away with everything. When his father was teaching him how to hunt, it became apparent that Chris was exceptional while using a bow. When he scored his first kill, his father taught him that you should only kill wild animals for food, not sport, at the same time, he told Chris that you should honor the animal and thank it for the food. He then made Chris believe that honor was one of the most important aspect in a man's life, right behind family. However, at the age of 16, a band of raiders came and killed his parents and destroyed their farm. At the time, he was hunting, and when he got back, he saw the carnage. Chris buried his parents, paid his respects, packed up, and headed off down the road. When Chris was 20, he fell into a band of four mercenaries. They saw his skill with a bow, and offered him a job. He accepted seeing how the extra coin wouldn't hurt to have. However, when one mission required the band to kill another family instead of just men, Chris was reminded of his parents. When they reached the target, the rest of the group quickly slaughtered the parents as Chris remembered his parents. Before they could kill the young daughter, Chris readied two arrows and shot both the leader and another member. The other two jumped into action and one got him on the cheek, but Chris quickly recovered, pulled out his dagger, and stabbed one in the throat. The last member was the newest and youngest. Before Chris could get to him, the youth ran away in terror. Chris returned to the little girl. He told her that he was sorry that he did not do something sooner, but the girl hugged him anyway and said that she was thankful. She gave him a small bronze pendant of an eagle for his aid. He took her to the closest town, and gave her to some friends of her parents that she pointed out for him.

After those events, Chris set off on his own. He vowed to help the innocent and hurt the guilty. For a few years, Chris gave aid from being an extra farm-hand to killing bandits that were harassing caravans. His travels have brought him to Wreathwood where he is now helping at the docks.

Additional Notes: none
 

Grim327

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Jul 21, 2011
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Hey, sorry for the repost, but I was just wondering: How many people are yall looking for?
 

Fiz_The_Toaster

books, Books, BOOKS
Legacy
Jan 19, 2011
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Oooh this sounds like fun, I will give this a try since the last RP didn't last very long.

Name: Darja Murphey

Race: Basitin Sub species Eastern Basitin

Age: 27

Profession: Trader, wanderer

Physical description: She is 5'7" with light brown fur that has been tanned due to her wandering around about, and, due to her wanderings, she had a slim build. She has blue eyes that are sometimes obscured by her messy black hair that's pulled back into a pony tail. She typically wears black pants and a black sleeveless shirt with a green jacket, and boots finish off her attair. Darja wears a brown leather bracelet on her left wrist that she got from a fellow trader that was looking to get rid of it, and she didn't ask questions.

Weapons:A small dagger

Other noticiable equipment: A brown sack that she carries that has all the things that she will need. Money, a sharpening stone, and a small medical kit.

Background:She lived in the Eastern Kingdom of Basitin, and like all Basitin she received military education, but it didn't go well for her. She in the middle of hand to hand combat training when her opponent took advantage of a mistake she made and twisted her ankle badly when she hit the ground. Her recovery didn't go according to plan and the doctors were aggressive. Darja couldn't run very far without having her ankle made her stumble, and sometimes it would just give out causing her to limp until she rested it for a day. The instructors thought of her as a liability and released her from training and was told to return to her parents. It was then she become her father's shop assistant since there was little else she could do, and had a semi-content life. It was until she was sixteen that the Westerners came and attacked her small town. It was then that she lost track of her family as she ran out of town the best she could due to her injury to escape the skirmish. Darja learned later from a couple of survivors that they were captured and were being held as prisoners somewhere off in a distant city. There were talks about those prisoners being used as part of a bargain, but of what was never really explained thoroughly.

She wandered back into town to gather what she could and sold it off to whomever would take it. It was there that she learned that she was pretty good at trading seeing as her experience with her father's shop helper her learn how to barter, a life that she wasn't all that happy with. Darja learned from one trader that he was from off the island, he was a Keidran, and only stopping by purchase some goods that were not native to where he was from. She was intrigued, and completely forgot that there was more to her world than this little place. He answered every little question that she had about the world away from the isles, and wanted to venture out. She had a feeling that things were only going to get worse after the attack, and she wanted no part in it, even if it meant never seeing her family again, if they were even still alive. The minute he offhandedly mentioned that he could use an assistant she jumped on the chance.

She then took to a life of trading and selling, one that was rather fun and exciting. The man, whose name was Matthew, mentored her through all this was a rather strange man, but then again, she never meet a Keidran before. Several years went by and they eventually parted ways. Matthew was getting too old for a life of traveling and decided to open a small shop where he could funnel the trading in the town they were supposed to only be in for a few days. She didn't want to help run a shop, but she also didn't want to leave him behind since he became another father to her. He did say she was always welcomed to stay whenever the road was too much for her, but that was still a long time from now.

She only carries a small dagger for protection, other than that, she will run at the slightest sign of danger. She was no fighter, she knew that, so she typically talked her way out of danger if she could. Darja goes where the money is good and thoroughly enjoys travelling with never stopping in a place for too long. It was a good life for her, but she always wonders if her parents are still alive or not, and if so, where are they? Maybe that's why she wanders so much, but whatever the reason, she makes sure that she isn't directly involved in conflict if she can help it. Darja sometimes wonders if she should start asking questions about some of the things that she's trading, but she then thinks, what if I'm helping? This brings some comfort to her, but she needs to survive too.

Addition Notes: None

I thought I'd try to be something different from anyone else.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
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Grim327 said:
Is this rp dead before it started?
It's not going to start instantly... some people are still thinking over ideas and coming up with character sheets, myself included. A little patience goes a long way.
 

Baldrek

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Jun 26, 2008
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InkBlot Royalist said:
Hi! Could I reserve a place on this? Like Mortis, I'm reading through the web comic too, so I'll hopefully provide a character sheet once I feel versed enough in the world to not screw up!
Ah, we should have probably informed about this in the opening post, but we do not accept reserves, mainly because the RP is not on a 'first come, first served' basis. We will accept sheets until our deadline of Sunday March 11th (Which may be extended, don't count on it though) upon which me and RBM will go through the submitted sheets to select players.

Also, we have not yet decided upon how many players we would like, it may be as few as five, it may be as many as twelve, we will see when we select players. But until then feel free to submit your sheets, and don't be afraid to edit them either, but the sheets we have on the day of the deadline will be considered the final product.
 

Grim327

New member
Jul 21, 2011
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CounterAttack said:
Grim327 said:
Is this rp dead before it started?
It's not going to start instantly... some people are still thinking over ideas and coming up with character sheets, myself included. A little patience goes a long way.
Ya, your right. Maybe I'm just too excited for this rp. I guess I could look over my sheet in the meantime and make some improvements.
 

Baldrek

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Jun 26, 2008
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Due to people still working on their characters, as well as a few real life happenings, RBM and I have decided to extend the previously mentioned deadline to Thursday March 15th, giving everyone a bit more time to get their characters written and submitted.
 

Athol

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Sep 15, 2010
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Name: Terrance (Terry) aka 'Thud'

Race: Basitin

Subspecies: Mainlander Basitin

Age: 30

Profession: Mercenary/Bounty Hunter

Physical description: He is 5'9" and solidly built at 195 lbs with slate grey eyes, and the usual Basitin brown fur/hair. He wears knee length woollen trousers, and a leather tunic. On his left side, under the tunic, he wears a chainmail sleeve with leather gauntlets over his hands. Two features that make him stands out, at least apparel-wise, are that he doesn?t wear boots or any foot/tail wraps usually associated with Basitins, and he wears a slave collar with a medallion attached to the chain loop.

Weapons: Short war hammer, dagger, and a small crossbow (with bolts)

Other notable equipment: Basic medical kit and fire lighters (flint, steel, dry highly flammable duff all kept in a watertight box).

Back-story: Terry was born into slavery in the Human Kingdom. While he was still an infant his parents managed, with the help of others, to escape their masters and flee. His father was killed during the initial breakout, leaving his mother and 3 week old Terrance alone. After close to a month on the run, his mother made it to the small border nation of Fellan. The Kingdom of Fellan is one of the nations that is a fully integrated Human/Keidran society, and actively helps slaves flee bondage.

Collapsing in the doorway of the first house she saw, Terrance's mother begged the Keidran who opened the door to take care of her son. The Keidran, named Lex, was a Man-at-arms for the local lord, tried to save her life but it was all for naught. A few days later Terrance?s mother died, cutting off from his past. Lex adopted the orphaned Basitin, and raising him as his own. Growing up in the local Court, like most of the retinue?s children, Terry showed great skill in martial combat quickly outpacing his compatriots. By thirteen he was sparring with the adults. While his academic performances where quite good, like any true Basitin he loved a good scrap and became an accomplished fighter quite quickly.

At sixteen he told his 'guardians' that he wished to leave Fellan and see the world (his 'father' Lex, having passed away several years earlier). With his Lords blessing, he gathered his gear and set out into the world wearing the collar to remind him of his past and the mother he never knew, and the medallion in memory of the only father he ever had. Since then he has travelled extensively, working as a mercenary protecting caravans and villages from bandits and slavers, or as a bounty hunter actively pursuing bandits, slavers or at times being part of mercenary raids on the Human Kingdom and pro-slavery Border Nations.

Additional notes: Due to being brought up in a Human/Keidran society without any Basitin influence he lacks the same conservative notions around clothing and physical contact. This has brought him into conflict with other Basitins on numerous occasions, although now it not because he doesn't know better...he just likes aggravating them. He speaks fluent Human and Keidran, and understands more Basitin than he speaks.

His nickname comes from his way of usually ending an argument with a 'thud' from his fist, forehead, or hammer (depending on how heated the argument gets).
 

InkBlot Royalist

New member
Sep 13, 2011
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I was just wondering if it would be possible to be a magic user? I'm hoping to put a sheet up soon, so it'd be helpful to know!
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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All right, here we go. My request to write a mage character has been approved by the GMs.

Name: Hazel May Katriana
Race: Human
Subspecies: N/A
Age: 26

Profession: Mage, Healer, Traveller
Physical Description: At 5'5" tall, Hazel is a mite on the short side. She does her best to stand as tall as possible, though. She has fairly tanned skin, brown eyes and straight black hair which stops just short of reaching her shoulders. She normally wears middle-class clothing: a shirt, long pants and leather boots, accompanied by a lightweight traveller's cloak if the weather is unfavourable.

Weapons: Hazel carries a short sword to defend herself if she has to fight. It is a simple weapon, without any decoration or embellishment.
Other Notable Equipment: Hazel has a mostly full pack, containing traveller's supplies: mostly non-perishable food, durable clothing and tools to start a fire. She also possesses a medium-sized book, in which she has recorded her knowledge of magic. This is accompanied by quills and ink, as there are still a decent number of blank pages.

Spells: The spells Hazel has at her disposal are as follows:

- Hazel can heal injuries inflicted on herself or others by using magic to stem the blood flow and close the wound. This spell does not work on broken, dislocated or missing limbs, nor will it have effect on bones at all. It only applies to flesh wounds, and is applied through physical contact. Depending on the size of the wound, Hazel's healing may or may not leave scars. In addition, the spell does not work instantly: it takes time.

- Through one of her spells, Hazel can lift and move objects from a short distance, up to and including one humanoid, for a short time. If a living being is being moved the spell requires Hazel to focus exclusively on her target instead of doing anything else, as they can resist and break free from her magical hold. This spell is accompanied by Hazel performing small hand gestures to assist in moving her target.

- Hazel can see clearly in darkness for up to a few hours at a time, when assisted by the third of her spells. This only affects Hazel herself, rather than any others.

Backstory: The only child of a family of mages, Hazel was taught the ways of the mage from an early age. The Katriana family lived in one of the many Border Nations; theirs in particular was somewhat small compared to its neighbours, and often relied heavily on trading with other nations. Hazel's parents were often summoned before the nation's ruler, a mage himself. She often wondered what it was that they discussed, for they never told her exactly what went on in their meetings. It was supposedly one of those things that "you'll find out when you're older".

As she grew into her teenage years, Hazel began to use her magical abilities outside of home. She frequently found herself drawn to assisting the injured or infirm, often fussing over the people she met and aided. Some were Keidran or Basitin slaves, seeking asylum from their captors: Hazel often spent more time than necessary with such people, talking to them and trying to understand their plight after she had treated any injuries they had. As a result she sometimes found herself questioning why humans treated the furred races as inferior beings.

By Hazel's eighteenth birthday, she had learned and mastered three different ways to apply mana to situations, and was eager to learn more. On that day her parents gave her a pack full of traveller's supplies, a small sword that had belonged to her father and a fairly large sum of money. They told Hazel that she knew everything they could teach her, and it was now time for her to make her own way using her skills. Time for her to make a living on her own. Most of the Border Nations were too small and self-sufficient to require the aid of a mage, so Hazel was told to make her way to the Republic of the Free Lands, where she could put her talents to use and help others as she desired. Her parents pointed her in the direction of the port city of Wreathwood, described as being home to many unique opportunities.

The trip through the Border Nations to Wreathwood was a long but enjoyable one. Hazel bought passage on a large caravan which was occasionally attacked by raiders who wanted some easy plunder. The young mage assisted in the defence of the caravan by keeping watch at night thanks to one of her spells and patching up the - thankfully few - injuries the other passengers received. She didn't ask for anything in return when healing her fellows: it was something that she felt did not require payment. Such was the way she had always treated her ability to repair wounds.

Upon arriving in the port city, Hazel took a couple of weeks to get her bearings and get used to her new, independent life. Renting a room at one of the inns in the city, she soon realised that she needed some way to maintain her finances: either some form of employment, so she could keep renting the room, or she would need to buy her own house, which would likely cost a fair bit more despite being a one-time payment... and most likely keep her stuck in Wreathwood. A house of her own was not exactly ideal, since Wreathwood was meant to just be a starting point of Hazel's journey and she hadn't originally planned to stay for very long.

Ideally, she would have found herself another caravan or a ship to jump onto and head off from there... but no such opportunities were readily available. With that in mind, Hazel took to asking people whom she didn't know at first if they had any jobs that she could do for them in exchange for a small payment. It worked, at least a little. Captains of ships that had just made port sometimes needed goods obtained or delivered, or had injured crew members that Hazel patched up. Other times innkeepers or other merchants needed extra hands, and she happily helped them out. Sometimes she even entertained audiences through use of her magic. Throwing darts at a target, while she held her hands behind her back, was a clever act of hers.

Despite her role as a jack-of-several-trades, Hazel often felt a little out of place. She wanted to learn more about magic and how it could be used to heal afflictions: perhaps curing diseases, maybe, or repairing a broken limb. Both of those, among other things, were outside of her capabilities. She often bought passage on caravans to other cities, hoping to find a mage who could teach her more advanced forms of healing, but the mages she found were either not inclined to teach her without a large up-front payment, far more than Hazel could afford, or they simply did not have the knowledge which she wanted to gain.

Hazel spent the better part of eight years travelling, looking both for work to make a living and for a mage with the skills she feels she needs, that she might learn from them. She is currently staying in Wreathwood once more, having only recently returned, in hope that the port city will provide what she seeks.

Additional Notes:
- Hazel speaks a fair bit of both Keidran and Basitin, but is fluent in neither.

Personality Notes:
- Hazel is generally a nice person to be around, well-mannered and civil towards all she meets. Intelligent and inquisitive, she likes to get to know people of all races.
- She is a firm believer in the idea that being able to live one's life is not something that should be paid for. With that in mind she never charges a fee, in coin or otherwise, for nursing a patient back to health. If someone wishes to pay her regardless of her protests against it, she will accept the payment but think it to be too generous no matter how much they offer. However, Hazel chooses her patients carefully, and is not likely to heal a criminal on the run or a person of a highly violent nature.
- One of Hazel's major goals is to meet more experienced mages than herself and learn from them. In particular she wants to learn how to properly heal broken bones and maybe even regenerate lost limbs through magic.