Welcome to the world of Trimar.
you the players will start out as level 1 adventurers picking your class and skills/attributes ill tell you when you level up
DAILY UPDATES 10PM-MIDNIGHT
hoo that took alot of thinking PM me your sheets and if your approved ill get back to you
also this being the first RP im doing criticism is welcome
I'll say for now the starting number of players will be 4 but you can join mid game I'll eventually put a cap on things so I don't have too much management to do
this is most likely going to be a mid to slow paced RP due to how involved i need to be
when we start major events will be in bold and me trying to have your characters do something specific will be in italics
UPDATE: three new skills/attributes added
UPDATE: two new skills/attributes added, races added
UPDATE: how combat works added
UPDATE: Healing Magic standardized
UPDATE: Damage calculation added, and another option during turns has been added
you the players will start out as level 1 adventurers picking your class and skills/attributes ill tell you when you level up
DAILY UPDATES 10PM-MIDNIGHT
The great north is a region sparsely inhabited. Very few people from the south travel this far north, because of the stories of the native people of this region. They are rumored to be the strongest warriors in the world, a single man being able to take on an entire army alone. Due to this the region is not very well explored and there are only a few maps that are poorly detailed.
Home to the prosperous trade city Marrspeth (the adventure starts here) merchants, mercenary's, traders, warriors, scribes, mages, and many other people come to this city in search of anything they desire. The number of artisans and fighters in the city make it possible for the poor to get riches. The great libraries attract magic users and scholars from every where. The major temples to the three great gods are in the city as well. The Central Plains are dotted with small towns and villages and a few cities. There are few beasts roaming but brigands bandits and rogues are a constant threat.
An expansive forest south of the plains, it is well mapped and well known. Nearly every hunter knows at least one section well enough to call it a second home. All manner of beasts reside here from small animals to the massive creatures of nightmares. It is a great area to make money, by trapping for rare hides to trade and sell.
Regions that have not even been explored or have not had explorers return. Legends and lore surround the histories, the wastes are plagued with legions of undead and the downs with all manner of failed elemental abominations.
Kresh is the god of war. Warriors often offer many prayers to him. Those most in his favor are given extraordinary prowess in battle.
The goddess of health and prosperity. Most healers and religious leaders follow her.
The god of death, all those who die go to his realm. He may choose to reject or banish any in his realm or entering his realm sending them back to the world of the living as spirits, or, he may return them to their mortal bodies.
The gifts of the gods are me the GM. I may use these to help you, save you from death, grant you with new abilities. These may also be you losing favor with a god and getting a harmful effect. You may lose favor for no reason pending how evil i feel.
Name: obviously your characters name
Nick Name: the name your character is commonly called if it is not apart from your normal name leave this blank
Gender: it had better be obvious
Race: what race you are
Class: your characters class ill have a list of these further down
Skills/Attributes: your characters skills and attributes a list will be provided further down
Spells: if your a magic user your spells your allowed to make these up remember as beginners your spells wont be very powerful no more then 8 spells for your player
God: which god/s you follow it does not have to be one of the three you are allowed to put other or even none
Clothing: what you wear
Starting Gear: what you have on you at the start of the journey be creative but nothing overpowered for a starting adventurer but powerful things may be allowed but have a backup just in case armor is included in this
Appearance: what you look like
Bio: your life till now what you do for a living remember everyone starts in Marrspeth
Nick Name: the name your character is commonly called if it is not apart from your normal name leave this blank
Gender: it had better be obvious
Race: what race you are
Class: your characters class ill have a list of these further down
Skills/Attributes: your characters skills and attributes a list will be provided further down
Spells: if your a magic user your spells your allowed to make these up remember as beginners your spells wont be very powerful no more then 8 spells for your player
God: which god/s you follow it does not have to be one of the three you are allowed to put other or even none
Clothing: what you wear
Starting Gear: what you have on you at the start of the journey be creative but nothing overpowered for a starting adventurer but powerful things may be allowed but have a backup just in case armor is included in this
Appearance: what you look like
Bio: your life till now what you do for a living remember everyone starts in Marrspeth
Warrior- A strong combatant often well versed in melee combat and poor in magics.
Fighter- Fighters live to fight it often dominates their life, and they have poor social skills for it often choosing violence over anything else.
Rogue- Thieves, they often know how to talk their way out of everything. But they are also well versed in weaponry. They are generally in favor of diplomatic terms
Mage- The most common of magic users. They will choose a specialty school of magic to follow, but some remain broad users.
Sorcerer- Mages who devote their lives to one school of magic are termed as sorcerers. They are extremely formidable to fight against without proper protection against their school of magic.
Assassin- Assassins will often use small concealable weapons are are hired out to remove unwanted people. Their deeds are renowned in the underworld and are often highly feared and respected by criminals. (pleaaaaase try not to trench coat this class it sucks character immersion out of things)
Cleric- Your basic magic healer. Clerics have respect of the common folk of the land and are often given leadership positions in smaller towns, and will often be given an advisory role in a nobles home
Paladin- Warriors that have the gift for magic and choose the art of healing and holy magic. They are often given high respect from nobles and kings, and attaining high leadership levels in armies and militias. Their charisma often gets them admiration from common folk.
Dark Blade- Warriors with the gift for magic. Despite having a name that implies being evil this is the term given to those who do not take the path of the paladin. They are often feared by commoners and nobles ignore them, the underground has a respect because of their abilities.
Monk- Devoting their entire life to their god Monks can often channel untold amounts of power. Monks in high favor have sometimes even taken the form of their god.
Priests- Brother class to the cleric, but due to their seclusion and devoting life to worship they are merely respected by common folk, but their magics are often much more potent.
Hunter- Hunters know about animals and terrain. They often live alone and have no real ties to other people. They are highly skilled with light and ranged weapons.
more classes may come later
Fighter- Fighters live to fight it often dominates their life, and they have poor social skills for it often choosing violence over anything else.
Rogue- Thieves, they often know how to talk their way out of everything. But they are also well versed in weaponry. They are generally in favor of diplomatic terms
Mage- The most common of magic users. They will choose a specialty school of magic to follow, but some remain broad users.
Sorcerer- Mages who devote their lives to one school of magic are termed as sorcerers. They are extremely formidable to fight against without proper protection against their school of magic.
Assassin- Assassins will often use small concealable weapons are are hired out to remove unwanted people. Their deeds are renowned in the underworld and are often highly feared and respected by criminals. (pleaaaaase try not to trench coat this class it sucks character immersion out of things)
Cleric- Your basic magic healer. Clerics have respect of the common folk of the land and are often given leadership positions in smaller towns, and will often be given an advisory role in a nobles home
Paladin- Warriors that have the gift for magic and choose the art of healing and holy magic. They are often given high respect from nobles and kings, and attaining high leadership levels in armies and militias. Their charisma often gets them admiration from common folk.
Dark Blade- Warriors with the gift for magic. Despite having a name that implies being evil this is the term given to those who do not take the path of the paladin. They are often feared by commoners and nobles ignore them, the underground has a respect because of their abilities.
Monk- Devoting their entire life to their god Monks can often channel untold amounts of power. Monks in high favor have sometimes even taken the form of their god.
Priests- Brother class to the cleric, but due to their seclusion and devoting life to worship they are merely respected by common folk, but their magics are often much more potent.
Hunter- Hunters know about animals and terrain. They often live alone and have no real ties to other people. They are highly skilled with light and ranged weapons.
more classes may come later
Skills and Attributes are what make up the basis of your character. When you submit your sheet have no more then 6 Skills/Attributes you may get more as things progress, and as you learn more about your companions they could possibly teach you some new ones.
When i put up accepted character sheets skills and attributes modified by your class will be in bold and the ones modified by your race will be italicized.
The Gift- The Gift enhances magic capabilities and often determines whether or not someone will be a magic user.
Divine Communing- The ability to commune with the gods this may lead to better favor or more frequent gifts, however the gods may choose to ignore you.
Intensive Physical Training- Your training has made you one formidable bastard in combat. You hit harder and can take more hits. (1D4 damage bonus per 2 levels)
Up Close and Personal- You are very skilled with melee weapons.
Brawler- You can often do more damage with an empty fist. (1D4 damage bonus when unarmed)
Hawk Eye- Your very skilled with ranged weapons. (1D4 damage bonus with ranged per 3 levels)
Unfeeling- You are unphased by pain and take less damage, but you have a hard time gaining respect. (1D3 per 3 levels damage reduction)
In the Shadows- You can hide to move unseen this increases stealing success and off guard enemies take more damage, if you are discovered you are less resistant to attacks. (when attacks 1D3 damage multiplier)
Smooth Talker- Your words have a better chance of saving your life then any blade or spell, given that who your talking to can understand you.
Smith- You know how to fix metal weapons and armor.
Remedies and Herbs- You know what the plants do, which are poisonous, which are helpful, and whats safe to eat.
Alchemist- You can make useful potions, and from time to time you can break the rules and create false gold. Though too much of this will get you arrested.
Merch- Trading and sales are your element, you know the best ways to make money, and the best ways to get a deal.
Revered- People seem to really like you respect is easy to gain. (this can be used to counteract unfeeling)
Brawn- You learn about weapons and combat faster.
Brains- You learn noncombat skills faster.
Natural Born Leader- You are good at rallying groups of people, and you can often turn the tide of a battle with just your words.
Beast Master- You seem to get along better with animals then people, and so they tend to distrust you. (you may have an animal companion with this attribute)
Commune with Spirits- You may speak with the spirits wandering the area you are in they may either be helpful or malicious, the helpful ones could be valuable assets in learning new things.
Initiative- You rolled a Raticate(yeah i looked that up) on your initiative roll, your always ready and rearin' to go chances are good you'll get the first turn in a battle.
more will come later i hope, ill allow sheet editing if there are
When i put up accepted character sheets skills and attributes modified by your class will be in bold and the ones modified by your race will be italicized.
The Gift- The Gift enhances magic capabilities and often determines whether or not someone will be a magic user.
Divine Communing- The ability to commune with the gods this may lead to better favor or more frequent gifts, however the gods may choose to ignore you.
Intensive Physical Training- Your training has made you one formidable bastard in combat. You hit harder and can take more hits. (1D4 damage bonus per 2 levels)
Up Close and Personal- You are very skilled with melee weapons.
Brawler- You can often do more damage with an empty fist. (1D4 damage bonus when unarmed)
Hawk Eye- Your very skilled with ranged weapons. (1D4 damage bonus with ranged per 3 levels)
Unfeeling- You are unphased by pain and take less damage, but you have a hard time gaining respect. (1D3 per 3 levels damage reduction)
In the Shadows- You can hide to move unseen this increases stealing success and off guard enemies take more damage, if you are discovered you are less resistant to attacks. (when attacks 1D3 damage multiplier)
Smooth Talker- Your words have a better chance of saving your life then any blade or spell, given that who your talking to can understand you.
Smith- You know how to fix metal weapons and armor.
Remedies and Herbs- You know what the plants do, which are poisonous, which are helpful, and whats safe to eat.
Alchemist- You can make useful potions, and from time to time you can break the rules and create false gold. Though too much of this will get you arrested.
Merch- Trading and sales are your element, you know the best ways to make money, and the best ways to get a deal.
Revered- People seem to really like you respect is easy to gain. (this can be used to counteract unfeeling)
Brawn- You learn about weapons and combat faster.
Brains- You learn noncombat skills faster.
Natural Born Leader- You are good at rallying groups of people, and you can often turn the tide of a battle with just your words.
Beast Master- You seem to get along better with animals then people, and so they tend to distrust you. (you may have an animal companion with this attribute)
Commune with Spirits- You may speak with the spirits wandering the area you are in they may either be helpful or malicious, the helpful ones could be valuable assets in learning new things.
Initiative- You rolled a Raticate(yeah i looked that up) on your initiative roll, your always ready and rearin' to go chances are good you'll get the first turn in a battle.
more will come later i hope, ill allow sheet editing if there are
Human- Humans are a rather weak and soft lot, but they are diverse and adaptable. They populate all major areas or Trimar. Humans are allowed up to 8 starting skills/attributes but they do not get any racial bonuses.
Norr- The native people of The Great North they are weak magic users but are skilled at communing with the spirits. They look like humans but are much larger the few that venture south are often too weak to compete with other Norr but are still powerful nonetheless
Tiefling- Also know as Halflings, they are a mix of two different races often a human and another, thus they have strange physical features but these can be advantageous. They are often shunned by everyone but other Tieflings. Skilled ones may gain respect in the underground. (tell us what mix you are if its between two human looking races there wont be much benefit or loss from it)
Elves- These proud people call the Iron Root Forests their home. Often choosing to be hunters due to their surroundings. An increasing amount have started other professions due to the increased trade in their region.
Chimera- A Chimera is a magical fusing of two separate beings this often leaves them with heightened magical abilities, but the occupation of two consciousnesses leaves them in a state of internal war at times. Ones made by weak magic users or combining very different races can lead to a Tiefling like appearance or worse. The respect they garner varies for each individual. (you may use your own race in combination with one of the ones i provide so long as you give an explanation of it)
Elemental- Elementals are beings made almost completely of pure magic they are either the creations of magic users, or a magic user channeling the element of their choice and becoming consumed by it. As such only sorcerers become Elementals they are highly revered by scholars and magic users.
Centaur- The Centaur are the original Tieflings, and as such they are grouped separately. Many of them call the Iron Root Forest home, but several live on the Central Plains they get along very well with elves.
Angmaar- A reptilian race they have become so commonplace in the Central Plains that they are accepted by everyone they are very agile and have excellent vision in dark places. The Elves and Centaur are very distrusting of them.
Prishtel- Cat like people they are highly charismatic, and this alone has served their people well. They are excellent warriors and nobles often hire them as guards. When in military forces they often have the same respect as the paladins and hold high positions.
possibly more to come later
Norr- The native people of The Great North they are weak magic users but are skilled at communing with the spirits. They look like humans but are much larger the few that venture south are often too weak to compete with other Norr but are still powerful nonetheless
Tiefling- Also know as Halflings, they are a mix of two different races often a human and another, thus they have strange physical features but these can be advantageous. They are often shunned by everyone but other Tieflings. Skilled ones may gain respect in the underground. (tell us what mix you are if its between two human looking races there wont be much benefit or loss from it)
Elves- These proud people call the Iron Root Forests their home. Often choosing to be hunters due to their surroundings. An increasing amount have started other professions due to the increased trade in their region.
Chimera- A Chimera is a magical fusing of two separate beings this often leaves them with heightened magical abilities, but the occupation of two consciousnesses leaves them in a state of internal war at times. Ones made by weak magic users or combining very different races can lead to a Tiefling like appearance or worse. The respect they garner varies for each individual. (you may use your own race in combination with one of the ones i provide so long as you give an explanation of it)
Elemental- Elementals are beings made almost completely of pure magic they are either the creations of magic users, or a magic user channeling the element of their choice and becoming consumed by it. As such only sorcerers become Elementals they are highly revered by scholars and magic users.
Centaur- The Centaur are the original Tieflings, and as such they are grouped separately. Many of them call the Iron Root Forest home, but several live on the Central Plains they get along very well with elves.
Angmaar- A reptilian race they have become so commonplace in the Central Plains that they are accepted by everyone they are very agile and have excellent vision in dark places. The Elves and Centaur are very distrusting of them.
Prishtel- Cat like people they are highly charismatic, and this alone has served their people well. They are excellent warriors and nobles often hire them as guards. When in military forces they often have the same respect as the paladins and hold high positions.
possibly more to come later
welcome to the section on how combat works
Combat is turn based at the beginning of a battle I will say who has the first turn whether its a player or an enemy (I control all NPCs). I will announce who has the first few turns so you can have a smooth flowing unbroken combat sequence. You are allowed to talk during battles but only before and after your action. OK, well, it wont be entirely unbroken I will have to announce what happens, when anything happens, so before you start your turn, unless your assisting, wait to see what happens.
during your turn there are a few things you can do
Attack- With your weapon or a combat spell.
I wanna cast a spell- Cast a non combat spell, like healing magic.
Martyr- Use your turn to save one of your companions from an attack, whether its jumping in front of a hit, or casting a saving spell on them. You can only do this the turn immediately after the turn the attack happens, and your turn follows it.
Aid- If your turn follows a companions turn you can join them in their attack.
Run- Run from the battle this uses your turn and your next 5 turns. You may return after these are over. If a battle ends while your not part of it you get diminished experience values.
Block/Dodge/Parry- Your responses to an attack, you can also counterattack during these but it will use up your turn if you do. The actual action does not use you turn, so raising your shield to block will not count during your turn.
Survey- Look around, you might see something useful you can use during the fight, this uses up your turn. Also using anything you see will count as your turn so make sure It's worth it, and you can assume that when I tell you what you see you announce it to everyone else.
here's an example battle
Turns;
1. player A
2. player B
3. enemy A
4. enemy B
5. player C
player A "hey B I'm going to attack enemy B cast a fire ball at it while i have it distracted" *player A swings his long sword at enemy B* "now cast it" (this is the end of player A's turn
player B "sure thing" *player B casts a fire ball at enemy B* (this is the end of player B's turn)
GM enemy B deflects player A's attack and kicks player A in the ribs for 15 damage(23 of 38 left), enemy A uses their turn to jump in front of the fire ball player B casts enemy A is weak against fire and takes 40 damage (0 of 24 left) (this was a simulation of the Aid and Martyr)
player C "A that looked like it hurt let me heal you" *player C casts heal wounds*
GM player A is restored for 17 (38/38) <-- condensed health so less typing for me
Well now I'm implementing an HP system. I will decide your starting HP, and how much you gain when you level up, and how much you gain and lose from attacks and healing and the like.
Combat is turn based at the beginning of a battle I will say who has the first turn whether its a player or an enemy (I control all NPCs). I will announce who has the first few turns so you can have a smooth flowing unbroken combat sequence. You are allowed to talk during battles but only before and after your action. OK, well, it wont be entirely unbroken I will have to announce what happens, when anything happens, so before you start your turn, unless your assisting, wait to see what happens.
during your turn there are a few things you can do
Attack- With your weapon or a combat spell.
I wanna cast a spell- Cast a non combat spell, like healing magic.
Martyr- Use your turn to save one of your companions from an attack, whether its jumping in front of a hit, or casting a saving spell on them. You can only do this the turn immediately after the turn the attack happens, and your turn follows it.
Aid- If your turn follows a companions turn you can join them in their attack.
Run- Run from the battle this uses your turn and your next 5 turns. You may return after these are over. If a battle ends while your not part of it you get diminished experience values.
Block/Dodge/Parry- Your responses to an attack, you can also counterattack during these but it will use up your turn if you do. The actual action does not use you turn, so raising your shield to block will not count during your turn.
Survey- Look around, you might see something useful you can use during the fight, this uses up your turn. Also using anything you see will count as your turn so make sure It's worth it, and you can assume that when I tell you what you see you announce it to everyone else.
here's an example battle
Turns;
1. player A
2. player B
3. enemy A
4. enemy B
5. player C
player A "hey B I'm going to attack enemy B cast a fire ball at it while i have it distracted" *player A swings his long sword at enemy B* "now cast it" (this is the end of player A's turn
player B "sure thing" *player B casts a fire ball at enemy B* (this is the end of player B's turn)
GM enemy B deflects player A's attack and kicks player A in the ribs for 15 damage(23 of 38 left), enemy A uses their turn to jump in front of the fire ball player B casts enemy A is weak against fire and takes 40 damage (0 of 24 left) (this was a simulation of the Aid and Martyr)
player C "A that looked like it hurt let me heal you" *player C casts heal wounds*
GM player A is restored for 17 (38/38) <-- condensed health so less typing for me
Well now I'm implementing an HP system. I will decide your starting HP, and how much you gain when you level up, and how much you gain and lose from attacks and healing and the like.
Heal Minor Wounds- Level 1 (the level you have to be to use it) restore a small amount if HP 1D8 per 5 levels of caster
Mend Bones- Level 1 Fixes broken bones
Aid- Level 3 increase the targets maximum HP for a period of time 1D8 per 5 levels of caster
Heal Moderate Wounds- Level 3 Heals more then Heal Minor Wounds
Heal Major Wounds- Level 5 Again it heals more 1D20 per 6 levels of caster
Heal Critical Wounds- Level 7 can only be cast on a target with less then 25% max HP restores a large amount of HP 2D20 per 4 levels of caster
Mend Bones- Level 1 Fixes broken bones
Aid- Level 3 increase the targets maximum HP for a period of time 1D8 per 5 levels of caster
Heal Moderate Wounds- Level 3 Heals more then Heal Minor Wounds
Heal Major Wounds- Level 5 Again it heals more 1D20 per 6 levels of caster
Heal Critical Wounds- Level 7 can only be cast on a target with less then 25% max HP restores a large amount of HP 2D20 per 4 levels of caster
damage works by me (the GM) rolling a specific die or dice, your characters damage dealing has been added next to your names on the external of the spoiler in xDy format x being the number of dice and y being how many sides it has
hoo that took alot of thinking PM me your sheets and if your approved ill get back to you
also this being the first RP im doing criticism is welcome
I'll say for now the starting number of players will be 4 but you can join mid game I'll eventually put a cap on things so I don't have too much management to do
this is most likely going to be a mid to slow paced RP due to how involved i need to be
You (the adventurers) are called upon by the three gods(me) (the RP will start with the gods calling upon the adventurers to meet each other at a specific place) to ready for the coming of the fourth god Halgeth the god of deceit and corruption, as their champions against his mortal forces. Please note this will be greatly expanded upon when it eventually starts up, I only have it here so you have an idea of what you'll be getting into.
Big List O' Spells quick reference [http://www.d20srd.org/indexes/spells.htm]
when we start major events will be in bold and me trying to have your characters do something specific will be in italics
UPDATE: three new skills/attributes added
UPDATE: two new skills/attributes added, races added
UPDATE: how combat works added
UPDATE: Healing Magic standardized
UPDATE: Damage calculation added, and another option during turns has been added
HP 75, level 1, 300/500 (xp till lvl) 1D20+1D6
Name: Iggy Curtis
Gender: male
Race: Chimera human/raven(tengu)
class: Darkblade
Skills: the gift, unfeeling, brains, beastmaster, intensive physical training, brawn
Spells: minor drain, flash orb(flashbang grenade of magic), burning sword(my weapon gets fire for one attack)
God: Undarth
Clothing/Armor: leather jerkin, cloth pants, damaged bronze helmet
Gear: Hoplite sword
Appearance: Black hair and eyes, very long toes that can grip things and wings that can only glide not fly (wings are an enchanted tatoo when not in use)
Bio: Iggy was created in an old wizards laboratory and grew up amongst all of the wizards creations. he served the wizard until he was fifteen then was released to make his own life. he worked fat whatever jobs he could find and traveled around.
Name: Iggy Curtis
Gender: male
Race: Chimera human/raven(tengu)
class: Darkblade
Skills: the gift, unfeeling, brains, beastmaster, intensive physical training, brawn
Spells: minor drain, flash orb(flashbang grenade of magic), burning sword(my weapon gets fire for one attack)
God: Undarth
Clothing/Armor: leather jerkin, cloth pants, damaged bronze helmet
Gear: Hoplite sword
Appearance: Black hair and eyes, very long toes that can grip things and wings that can only glide not fly (wings are an enchanted tatoo when not in use)
Bio: Iggy was created in an old wizards laboratory and grew up amongst all of the wizards creations. he served the wizard until he was fifteen then was released to make his own life. he worked fat whatever jobs he could find and traveled around.
HP 85 level 1, 350/500 1D20+1D6
Name: Denra
Gender: Male
Race: Human
Class: Dark Blade
Skills/Attributes:
Alchemist
Brains
Commune with Spirits
Divine Communing
Intensive Physical Training
Remedies and Herbs
Revered
The Gift
Spells:
Absorb Fire I
Burning Hands
Chromatic Orb
Heal Minor Wounds
Identify
Levitate
Protection From Fire
Eagles Splendor
Gods: Undarth and Amerta
Clothing:Black Mage's Robes, with silver trimmings. Plain brown leather shoes.
Starting Gear: An old Cloak, enchanted so as to make the wearer less noticable(not outright invisible/shrouded, just less noticable). An unenchanted two-handed sword strapped to his back. A pair of Bracers, enchanted to encrease his skill with his blade.
Appearance: Pale skin, gray hair. Clean-shaven. Average height, decent build. Keeps the hood of his Cloak down, unless he's sneaking around.
Name: Denra
Gender: Male
Race: Human
Class: Dark Blade
Skills/Attributes:
Alchemist
Brains
Commune with Spirits
Divine Communing
Intensive Physical Training
Remedies and Herbs
Revered
The Gift
Spells:
Absorb Fire I
Burning Hands
Chromatic Orb
Heal Minor Wounds
Identify
Levitate
Protection From Fire
Eagles Splendor
Gods: Undarth and Amerta
Clothing:Black Mage's Robes, with silver trimmings. Plain brown leather shoes.
Starting Gear: An old Cloak, enchanted so as to make the wearer less noticable(not outright invisible/shrouded, just less noticable). An unenchanted two-handed sword strapped to his back. A pair of Bracers, enchanted to encrease his skill with his blade.
Appearance: Pale skin, gray hair. Clean-shaven. Average height, decent build. Keeps the hood of his Cloak down, unless he's sneaking around.
HP 50 level 1 300/500 1D8
Name: Alexandria Moriarty
Nick Name: Alex
Gender: Female
Race: Human
Class: Cleric
Skills/Attributes: The Gift, Remedies and Herbs, Smooth Talker, Commune with Spirits, Brains, Natural Born Leader.
Spells:
-Heal Minor Wounds: Heals small and basic wounds such as scratches or cuts made with weapons or thorns etc, etc.
-Mend Bones: More taxing on the caster than Heal, it knits broken fractured or otherwise just damaged bones back together the way their meant to be.
-Holy Flare: A burst of light which can be found more or less blinding depending on ones alignment.
God: N/A
Clothing: A white robe with leather chest piece underneath.
Starting Gear: A weak Iron mace, with which she isn't all too good.
Appearance: She has Brunette hair down to her shoulders, she is slender and tall. She stands about 5'11" tall.
Bio: She came to the city in search of answers on her own spiritual quest. She is in search of a religion to give her direction in her unending quest to heal and protect.
Name: Alexandria Moriarty
Nick Name: Alex
Gender: Female
Race: Human
Class: Cleric
Skills/Attributes: The Gift, Remedies and Herbs, Smooth Talker, Commune with Spirits, Brains, Natural Born Leader.
Spells:
-Heal Minor Wounds: Heals small and basic wounds such as scratches or cuts made with weapons or thorns etc, etc.
-Mend Bones: More taxing on the caster than Heal, it knits broken fractured or otherwise just damaged bones back together the way their meant to be.
-Holy Flare: A burst of light which can be found more or less blinding depending on ones alignment.
God: N/A
Clothing: A white robe with leather chest piece underneath.
Starting Gear: A weak Iron mace, with which she isn't all too good.
Appearance: She has Brunette hair down to her shoulders, she is slender and tall. She stands about 5'11" tall.
Bio: She came to the city in search of answers on her own spiritual quest. She is in search of a religion to give her direction in her unending quest to heal and protect.
HP 110 level 1 300/500 3D10+1D8
Name: Damapphon Nexon
Nick Name: Dama
Gender: Male
Race: Norr
Class: Warrior
Skills/Attributes: Intensive Physical Training,Up Close and Personal,Unfeeling,Initiative,Brawn,Natural Born Leader
Spells:None
God: Thor God of thunder
Clothing: Black leather tunic with family crest on it wil brown cloth leggings
Starting Gear: Hardened leather gloves, Thin silver plated armor with shoulder addon, chain mail leggings, hardened leather boots and carrys a silver buckler for a shield and a long sword with his name on the handle
Appearance: Shaggy light brown hair with bright blue eyes, about 6' and 19 years old, strong build and a scar across left cheek.
Bio: Marrspeth had been Dama's home for his whole life, training as a knight in his fathers home at the heights hopeing to get his fathers approval and beat his only rival Jardoth his brother. On his 19th birthday Dama traveled to the temples in hope to find his brother who prayed there.
Name: Damapphon Nexon
Nick Name: Dama
Gender: Male
Race: Norr
Class: Warrior
Skills/Attributes: Intensive Physical Training,Up Close and Personal,Unfeeling,Initiative,Brawn,Natural Born Leader
Spells:None
God: Thor God of thunder
Clothing: Black leather tunic with family crest on it wil brown cloth leggings
Starting Gear: Hardened leather gloves, Thin silver plated armor with shoulder addon, chain mail leggings, hardened leather boots and carrys a silver buckler for a shield and a long sword with his name on the handle
Appearance: Shaggy light brown hair with bright blue eyes, about 6' and 19 years old, strong build and a scar across left cheek.
Bio: Marrspeth had been Dama's home for his whole life, training as a knight in his fathers home at the heights hopeing to get his fathers approval and beat his only rival Jardoth his brother. On his 19th birthday Dama traveled to the temples in hope to find his brother who prayed there.