Registration thread: version 3.0 - Raveran 1114

Registration thread: version 3.0 - Raveran 1114

Postby Thalar » Mon Sep 03, 2012 8:30 pm

As we are doing a timeskip, I am opening a new registration thread.
This introductory post is sourced from Xian's first post in the 1.1 version, but with some significant changes.

Here is the required information for character submission. Anything else you'd like to add (personality, etc) can be tacked on to the end.

Please note that foreknowledge of the Drowtales world is a requirement, not an option. It is a good idea to read the Basic rules and the Review Guidelines for an idea of what you can and cannot do. You will also want to read Setting: Raveran 1114 for setting-specific information. Those who are rejected on these grounds will be directed to the player run school thread, where other forum members can offer suggestions and advice.

Also note, this thread is for character submissions only! Post only character sheets, and nothing else here. If a facet of your character needs to be discussed with me, contact me via PM.

Player etiquette:
  • Read the Drowtales webcomic.
  • Don't control anyone else's characters unless you have their permission; let people decide how they react to you on their own.
  • Do not god mode or power play.
    - Power Play: Power-play, sometimes called "Closed Emotes," is when you attack a person, or use some sort of special power, without giving the person you're attacking a chance to defend themselves.
    Eg: Xianthalor whirls and strikes his dagger straight through (character)'s throat, severing his/her head from his/her shoulders!
    - God Mode: God mode is when you make yourself invincible and undefeatable. That, or you completely ignore a wound inflicted or a potential wound inflicted.
    Eg: Xianthalor ducks beneath (Char1)'s swing and dodges (Char2)'s crossbow bolt, resisting (Char3)'s spell with ease and blocking (Char4)'s dagger in the process!
  • Don't kill anyone unless you both agree on it first.
  • Mass killing NPCs without giving the GMs the chance to fight back IS considered powerplaying.
  • When creating a new thread, it helps to have a friend or two to start it up.
  • Try to have a little fun while you're at it.

Character Creation:
  • Stay away from over powerful character, it will be more enjoyable for you and the others if you start with medium ability.
    - Example: A sorcery along with a specific combat or magical skill is perfectly fine. To have 5-6 sorceries along with your own house and a dragon pet is not fine.
  • Mysterious origin is not a valid character background.
  • You may register multiple characters, but they must begin and stay in separate threads. These characters can never meet or otherwise interact.
  • If it is easier for you, read the threads first and search for an RP you want to join; build a character according to it, and make your character fit in.
  • This isn't D&D. Drow here do not have dancing lights, faerie fire and darkness three times per day or whatever it is. Everything you know about drow, you should learn from the comic and worldsetting pages, not D&D.
Here are the required fields:

Name:

Race: See this post for a list of playable races in the DT rpg.

Age: (For those of you aiming for a certain age, remember that drow age half as quickly as humans up until about age 60, when their physical appearance ceases to change. Hence, an 18 year old drow would look approximately like a 9 year old human.)

Equipment: Please keep in mind that there is no excuse for being a walking weapons platform. Be reasonable with this.

Also, due to problems encountered with players pulling out all kinds of random stuff, please include a short list of the stuff your character would typically carry. This includes any special medicines, poisons and their effects, gadgets, gizmos, thingies, whatsits, and doodads that might be used for something. This makes things much easier on GMs of story-based threads.

Magic: Much like weapons, be realistic about this. (Only ONE power, one sorcery, per character.)

Beginning city: The post-timeskip DT rpg has one official setting:
Val'Raveran: A major trading outpost between the Underworld and the surface, Val'Raveran is a prosperous city of about ten thousand people of all races and beliefs. In stark contrast to Chel'el'sussoloth, most inhabitants of this city are free people, no matter their race.

Clan: Note that being a member of a clan is not necessary. You're free to be a renegade, a mercenary, a travelling merchant, or what have you.


Background: A detailed description of your character's life to date, including the circumstances of birth, how he/she was raised, any significant, life-altering events, and other things of that nature. Your background defines who you are, and should involve a great deal of thought and planning. If you want to play a character that has been struck with amnesia and cannot remember his/her past, that is fine, however, you still need to provide a detailed background!

Additionally, do NOT include in your background that you have ever met, or have any relation to, any of Kern's NPCs, either ones seen in the comic or ones mentioned in the worldsetting pages. The DT rpg must peacefully coexist with the comic without altering it in any fashion; hence, no interaction with the comic characters is possible.

Description: This doesn't need to be long, just include obvious features. Hair dye, scars, general attire, and other things that will help other players gauge how they would initially react to your appearance.

Time Zone/Activity: This is a little, helpful tidbit that might promote a bit of understanding between players from either side of the pond. Activity is just an estimate of posts per week, and it's not really necessary if you don't know, but it's also nice for other players to be able to determine how heavily to rely on a quick response from a character.
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Thalar » Mon Sep 03, 2012 8:31 pm

(reserved for future needs)
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Thalar » Mon Sep 03, 2012 8:31 pm

(reserved for future needs)
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Re: Registration thread: version 3.0 - Raveran 1114

Postby django » Mon Sep 03, 2012 9:37 pm

-Gaul

viewtopic.php?f=83&t=4322&start=1215

No Changes except for the one - He was schooled on Basic Fire manipulation between the 15 year gap. I'm aware that I didn't put it on his original sheet. At the time, I was new to making characters and he was my second one ever made. I thought I couldn't have as a templar basic mana, sealing and some element.


-Garrus and Mae (On the same page)

viewtopic.php?f=83&t=13949&start=135

Garrus no changes.

Mae, just moved to Raven. Other then that no changes

-Trinita

viewtopic.php?f=83&t=4322&start=1095

No changes. Other then he moved to Raven.
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Re: Registration thread: version 3.0 - Raveran 1114

Postby DeadPigeonGolem » Tue Sep 04, 2012 2:41 pm

-Serra'tae Kyorl'solenurn

viewtopic.php?f=83&t=13949&start=150#p659243

As of 1114, Serra’tae has become a much more focused, less wishy-washy individual. Specifically, he has departed from the Kyorl’solenurn, taking his weapons and armor with him. Some would say that he has disgraced himself, while others would say that he does so to preserve his honor and should be forgiven. Either way, Serra’tae has renounced his old clan and gone to make his own way in Val’Raveran. He does not support the excesses of his “brothers”, who now slay all who would even vaguely seem to be impure and prowl the streets with a violence and zeal that resembles the demons they pursue. This is not the type of drow that Serra’tae wishes to be.

Personality wise, he has become much firmer in his beliefs. While he originally was not fully in line with Kyorl beliefs, his upbringing had made him loyal to the clan. Such a moral conflict inevitably made him indecisive and prone to shifting responsibility to other hands. He now is more prone to taking the lead in a situation, or at least volunteering proactively rather than waiting for orders.

Nowadays, Serra’tae works as a police officer for the Deme’dichi. While the minor clan does have its own security force, it does allow non-clan members to join the policing force. Serra’tae’s duties are familiar to him, consisting of primarily street patrol and paperwork shuffling. His knowledge of Kyorl habits is also helpful, as this has allowed him to recommend adjustments to the patrol schedule to better protect Deme’dichi inhabitants from the fanaticism of the Kyorl’solenurn.

((Although, does this mean that he's changed his last name to "Deme'dichi"?))

((I'm also fully aware that this could result in Serra'tae not surviving to 1114. If that's the case, whatevs.))
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Rilla Treespirit » Tue Sep 04, 2012 5:17 pm

Sarani'ka Kyorl'solenurn

viewtopic.php?p=662027#p662027

Moved to Raveran

After moving to Raveran to be assigned to a templar there, she lost him within 2 years during the second demon invasion. She's joined a far more radical group since then and while she isn't always sure she agrees with all of the group's ideals, her anger and desire to fight generally overrule any feelings of uncertainty and guilt she might feel. It's likely to catch up with her at some point. She also grew a little, she's the average height for a 'Ssu female.

Being slightly more experienced she's added the following to her equipment:
2 days rations
1 water bottle
2 bandages
1 spare bag of sealing stones
Last edited by Rilla Treespirit on Fri Jun 21, 2013 10:06 pm, edited 1 time in total.
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Eltharrion » Tue Sep 04, 2012 5:57 pm

Car'rel Treimen

Character itself

Car'rel has used the confusion of the city and expanded his trading system a bit, creating a loose web of contacts around the merchants and thus allowing him to gain bit more exotic ingredients more often and with more stable costs. In general, has settled down a bit and made his living in the city more easier.
Also expanded his cooking, buying a licences from clans to allow him to trade at any public opening there is instead of his normal spot at bazaar only. Holds an "open-air" food stand with some few table spots (simple folding design for easy moving) around his cart, which he has enlarged slightly to allow more cooking equipment on board. Still moves around daily, switching spot when buying new ingredients.
Traded away his poison-crafting tools for money for this.
Has gained some fame in areas for his rather good "food on the move".

Possession changes worth mentioning:
-All of poison-tools have been sold away.
-More pots, pans, knives and such. Also, cups, plates, knives and forks for customers.
-Cart can be enlarged even more to allow more space.
-Cart has simple medium-sized grill built in it these days.
-It also holds a washing tub for his pots, as well as plates his customers use.
-Five folding tables around standard male's chest height. Allows eating while standing.
-Daily change of cooking ingredients.
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Alric » Sun Sep 09, 2012 4:12 am

Django:
All characters approved, see you in the RP forums!

DeadPigeonGolem:
Please wait until the worldsetting of the Deme'dichi clan is revised. Hang tight...

Rilla Treespirit:
Approved!

Eltharrion:
Approved!
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Re: Registration thread: version 3.0 - Raveran 1114

Postby IkaikaKekai » Sun Sep 09, 2012 6:09 am

Name: Boki Yanyean
Race: Goblin: Emberi
Sex: Male
Age: 26
Weapons: Salvaged Drowmade Steel Spear, steel shaft replaced with wood, red silk cord 'horsetail' attached just behind blade; Emberi Hunting Crossbow; Emberi Short Sword ((Chinese Dao type sword))

Armor: None

Other Equipment:
Backpack: Leather Pack; 2 set of above average silk clothes (black with gold trim, red with gold trim); 1 set of below average 'work' clothes (stained brown, patched); leather and wood pouch, capacity 20 crossbow bolts (currently 14 Emberi Bronze bolts); 5 days (for him, about 12 days for a Drow) worth of preserved food; bamboo canteen, 1 liter; Roughly 50 Ada's worth foreign currency; thick leather-bound journal, written in Emberi, used as a business ledger, logbook, contains rough maps of his travels. (Space enough to take a set of tools with him when he leaves his cart, IE his woodworking supplies if he going to do work, or the traps and his gillie suit if hes going hunting on the surface.)
Cart: Wooden 2 axle cart, harness for pack animal; female ox; tent large enough to cover the cart with awnings, with tent poles; miscellaneous Emberi tools, crude saw, wood working knives, hammer, chisel, ax, small pick; cooking utensils (2 pots, 3 woks, several knives, wooden spoons); 12 bags (total) miscellaneous emberi seasonings (salt spices, ect); nonworking repeating crossbow prototype; 4 small animal traps; leather pouch containing an animal hide covered in dung, leaves, mud, and sticks, used as a primitive gillie suit; 2 hens, 1 rooster in cages; bags of animal feed; bedding; small Ancient heatstone (depleted); stuffed pig toy.

Magic: None

Clan: None, Pro-Nal'Sarkoth

Beginning City: Val'Raveran

Back ground:
Boki was born into a large extended family comprised mostly of Merchants and farmers. Growing up Boki never went hungry, or missed a meal, he learned many of the trades his family took up, helping to raise pigs and tend to the fields and gardens. His parents were wealthy enough to have him tutored, in between work seasons he would learn to read and write as well as do math. He would often run off after lessions into the nearby forest to play, one time finding an old Dark Elf Ruin to explore, finding a few artifacts including his 'lucky stone' which he still keeps with him. As he got his teens he began doing more work away from the farms, helping to collect wood with one of his uncles, hunting with a cousin, going with his parents when they would trade with nearby villages and towns.
At age 16 while hunting down a wild boar to add to the farm's breeding stock, he had his first encounter with the drow, a group of Nal'Sarkoth Explorers. He had heard stories from a Halme trader once about 'Black Devils' burning down a village for their valuables, and had rushed into the group armed with only a goading stick and a crossbow. When the Explorers noticed him he froze in place after realizing how poorly armed and stupid he was. One of the Explorers spoke to him in Emberi, which surprized him, and asked him what he was doing. After a bit of an explanation and speaking with them, he told them if they helped him capture the boar and left his village alone he would show them a hidden cache of artifacts he collected over the years. The Explorers agreed and after a few hours they managed to trap the boar. As an added bonus, the Explorers followed Boki back to his village, and traded for supplies.
He continued to help out on the farm, and assist his mother with tradeing when his father was injured in an accident, and would act as an ambassador to Nal'Sarkoth Explorers whenever a squad would go into the village to resupply or trade, and occasionally accompany them on relic hunts. One year while sampling some of the village's wine with a squad, he listened to them talk about Val'Raveran where they were based out of. He became fascinated with their stories of the underworld and decided he would try to set up a trade route between his village and the city. After a talk with his parents and the village council, he was given the go ahead. After packing a cart with supplies, tools, and a few 'sample' trade goods he rushed to catch up with the squad that had already begun their trek back to the city, leaving markers behind for Boki to follow. Boki had spent the better part of a week following the trail, when he came upon the burned remains of the Explorer's camp and the mutilated bodies of his new friends. He set about collecting their personal effects, burying the bodies, and praying for them as best he could. As he was about to leave he found a bent spear that belonged to one of the female explorers who
had flirted with him. He repaired it as best he could, replacing the shaft with his goading stick, and making a 'horse tail' to tie to the blade. Having paid his respects he continued in the direction the group was heading, accidentally passing the trail that would have lead directly to Val'Raveran.
As he traveled away from his goal, he practiced with his new weapon at night, and worked on a project he
had started when he first saw a Drow Auto Crossbow, trying to keep his mind off of what happened to his lost friends. After 3 weeks he finally stumbled across a road, again heading the wrong way before encountering a trade caravan. After conversing with them and finding out they were heading to Val'Ravern, and was allowed to accompany them rest of the way. As the Caravan got closer to where Boki had missed the trail, they were ambushed by bandits, and Boki helped with the defense with his hunting crossbow, sword, and new spear, personally killing 3 bandits before seeing their leader, sporting a necklace of Drow ears and a few scalps of dyed green hair. Boki, in a fit of pure rage charged at the bandit leader, and the next thing he remembered was waking up in the back of his cart, covered in blood, with his knuckles bandaged and broken, with some frightened Traders looking over him. The caravan leader told Boki that he had charged at the bandit leader, pining him to the ground with his spear, and beat him to death, scaring off the rest of the bandits. The Trade informed Boki that he had continued to beat on the body even after the battle had ended and the bandit had long since died, and took 3 other traders and a mercenary to knock him out and drag him back to his cart.
The caravan had proceeded without further incident to the gates of Val'Ravern, where Boki thanked the Caravan leader and separated from the group. He set off looking for the Nal'Sarkoth base to hand over the Explorer's effects as well as the location of their bodies.

Description: Boki is a somewhat handsome, heavyset and stocky Emberi with long black hair usually kept in a loose braid. Minor scars and medium callousing on hands, heavy callousing on feet. Shaves his face every few days but usually has a bit of stubble. Overweight from an abundance of food, but kept in shape from hard work and exploring the woods and ruins near his home. Boki is strong, but has below average speed. He is an excellent shot, almost on the same level as Drow Markswomen against stationary and slow moving targets, but not so well against fast moving prey. He primarily uses the tactics of a hunter, hideing downwind from a target, using crude camouflage and lying in wait for a target. His melee skills are sub-par, being slightly more skilled with his spear than his sword.
A 'jack of all trades' of sorts, knowledgeable in farming, animal husbandry, butchery, cooking, hunting, wood working, as well as bartering and general survival skills. Boki speaks Emberi as his native tongue, Halme fluently (with an accent), and understands most of the Drow language, speaking it with a somewhat broken accent. Uses his cart as a 'home base', either parking it in a safe or protected place, or disguising and hiding it in bushes.

Height: 5'6"
Weight: ~250 pounds
Eye Color: dark brown
Hair Color: black

Personality: Fancies himself an adventurer, generally having cheerful or happy disposition, and slow to anger (normally). Friendly, if cautious because of upbringing in a Merchant Family. Very curious, sometimes bordering on excitement when he encounters something new, often attempting to examine an object to see how it works if he thinks it won't cause a fuss. Waxes philosophical occasionally, and believes in Karma (in a Capitalistic sense) Afraid of spiders.
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Dice Warwick » Tue Sep 11, 2012 8:55 pm

Warwick Bertrand

http://forums.drowtales.com/viewtopic.php?f=83&t=13949&start=240

-Changes-

Clan: Nal'sarkoth

Equipment:
-Nal'sarkoth patrol armor. (hard leather reinforced with steal)
-Nal'sarkoth issued long sword and short sword (it has the clans symbol engraved on all parts)
-Nal'sarkoth issued round shield (bares the clans symbol on the front)
-Nal'sarkoth issued rations. (simple food that can keep for a long time, and water)
-rope and other bindings (when someone needs to be tied down)

Description:
Warwick's hair is shoulder length wight hair, bound into a messy bun in the back, and long bangs then part heavy on the left side. (this is so that other can't grab her hair when in a fight) Warwick also has Nal'sarkoth symbol tattoo on her right arm.

Image


Extended background-
Not long after leaving her family's trade caravan, Warwick found herself a bit lost on the surface, of which she travailed from one job to another taking her far from home. During one of her jobs she was reunited with a friend of hers, Trinita, with his Highland Raiders squad, who were on an expedition taking them into the dessert. Warwick decided to travel with the Raiders in hope that they would eventually help her back home, and after a few dangerous adventurers with the Raiders, their expedition had came to an end in a port city. Saying her goodbyes to Trinita, and the rest of the Raiders, Warwick took a ship that was on it's way to a major trade post, of which was familiar with the Nal'sarkoth.

Warwick eventually returned to Raveran, paying off her traveling expenses by working for the Nal'sarkoth, but she had found that the tension within the city had become quite thick. Having met up with family after her long journey to the surface, Warwick had decided to continue her work with the Nal'sarkoth, and that eventually lead to her joining the clan. Having joined the Nal'sarkoth, she found herself retuning to the surface as a guard for the food caravans being taken to Raveran. Later, Warwick was posted in Raveran as one of the many solder tasked with patrolling the city after the Nal'sarkoth had moved in, and when chaos engulfed Raveran over the years, she was able to survive with the help of the other in the clan. She now continues her work paroling the city, spending her money on good food and ale, along with company to share it with, the rest of her money is saved for a time when she moves up in rank, and has a family to support.
Last edited by Dice Warwick on Thu Dec 26, 2013 7:08 pm, edited 1 time in total.
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Alric » Sun Sep 23, 2012 3:03 am

IkaikaKekai & Dice Warwick:

Both your characters look good to go!
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Luzahn » Fri Sep 28, 2012 3:40 pm

Name: Dain'aran Dutan'vir

Race: 'lath-'ssu halfbreed
Age: 53

Equipment:

1 steel Greatsword
2 steel throwing axes (francisca)
1 spidersilk bag
Armor – Steel-plates and spidersilk
Pendant with house Dutan'vir's emblem
Gauntlets, with flint and steel embedded into the wrists
Book on Moon Age history
Book of Dutan'vir history
Carries 8 Ada

Magic: Fire Sorcery

Clan: Sarghress

Background:

Dain'aran was born into an unremarkable minor house within Dutan'vir, to the first daughter of the current matriarch. His father, a Nal'Sarkoth merchant, was notable only for his race, and for his relatively brief relationship with his mother, after which he left the Dutan'vir lands for surface adventuring. Although the father is generally meaningless in Drow society, in this case, it left Dain somewhat outside of the familial bond usually shared by Drowussu, his siblings sharing bonds of race and kinship which he did not.

Dain'aran did however befriend an old historian Arik'an, who managed a small library within the Dutan'vir palace. He would often spend days reading of the adventures of Elven and Drow heroes in times long forgotten by most, and aspired to emulate these great explorers and heroes.

At age ten, Dain was sent off to Othrobbrae to be educated amongst the sons of the other clans. He got along well with most of the boys there, with the exception of rather cold treatment from a Beldrobbaen boy, though he was occasionally referred to as “the greyskin” in a friendly fashion. He noted with interest the difference in response between 'lath and 'ssu. His ten-year Orthrobbrae stay passed without much trouble, with Dain learning of his fire affinity, which he trained in, along with use of a greatsword.

After completion of his studies at Orthrobbrae, Dain joined the Dutan'vir armed forces, and was assigned to a squadron of ten under the command of Tier'ligr Dutan'vir. He served with the squadron for three years outside of Chel, before the Nidraa'chal war broke out. Upon hearing of the disaster that had befallen their house, Tier'ligr called for her squad to return and join with the survivors in fighting the Nidraa'chal. All agreed without complaint.

Arriving in Chel, Dain's squad joined the Dutan'vir's vengeful push. Cut off during the fighting, most of the squad, six soldiers in total, were tainted , including Tier'ligr, who was heavily injured. Dain escaped this fate due mostly to good fortune. He had been stationed near the center of the squad's formation, and so had not caught the full focus of the attacking demons.

Struggling to remain conscious, Tier'ligr ordered the squad to withdraw into an abandoned section of the city, where they could regroup and attend to their injured. However, she quickly succumbed to her taint, managing to kill one of the untainted squadmembers before Dain stabbed the demon through the chest. Command was assumed by the untainted Ara'dyn, who lead the survivors into a nearby building. Worried that the others would give into the taint, Ara'dyn expressed desire to kill the surviving tainted, but was convinced to stay her hand by Dain. After a few days wandering the ruins, the untainted came across a Kyorl patrol, who told them that they could help their tainted. Leading them back, the Kyorl began to kill the injured tainted, fighting with those still able to hold their blades. Although ordered by Ara'dyn to allow the Kyorl to continue, Dain attacked the Kyorl, but was knocked unconscious during the fighting. The Kyorl wished to kill the “Abomination” for his transgressions, but Ara'dyn refused to let an untainted ally die.

When he awoke, the Kyorl had gone, and Ara'dyn and another untainted Dutan'vir were standing above him. Realizing that the rest of the squad was dead, Dain grudgingly followed Ara'dyn's instructions for the group to make it to Kyorl lands, and join them for survival. Upon reaching a gateway into Kyorl territory, Ara'dyn and the other surviving squadmembers were allowed in to join the Kyorl, but Dain was refused by one of the guards, who stated that the Kyorl wouldn't be taking in any filthy halfbreeds, especially at his age. Ara'dyn expressed her sorrow and led the squad inside. Another Kyorl guard, taking pity on the halfbreed, told him that the Sarghress were known to take in anybody, giving him a meal and pointed him back through the ruins to their territory.

Alone and dejected, Dain made his way to the ruins of the Dutan'vir palace, slaying and avoiding demons along the way, hoping to discover the fate of his young sisters. He found nothing but blood and slavers' chains: their fate seemed obvious. He made his way to the old library he had frequented in his childhood, finding that some books had already been taken, presumably by looters or slavers. Taking two of his favorite books and some food, and mourning the death of Arik'an the historian, Dain continued to Sarghress lands. Nearing the border, he ran across a group of demons. Drawing his sword and igniting nearby fires, he charged, killing the demons, but sustaining heavy wounds. He continued on, staggering from blood loss. With the border nearly in sight, he fell unconscious.

Dain awoke in a Sarghress field hospital, and was told that he was picked up near the border, where he was told the current state of the chelian military and political situation. For five years, Dain wandered the city with little purpose, doing odd jobs for food and drink, and futilely attempting to restore order, until one day he spotted a group of Kyorl, wardens and templars, fighting demons and attempting to close a gate. He moved to assist, cutting down a demon from behind while it attacked a templar. After the battle, he recognized one of the Kyorl as Ara'dyn, and removed his full-face helmet to greet her. She reacted strangely, denouncing Dain as an abomination and demanding he leave the area or be purged. Disturbed by this behavior, Dain retreated quickly while under attack by the templar, but did not return to the Sarghress, instead endeavoring to investigate this strange behavior.

In the next year, Dain roamed the city, ambushing lone Kyorl soldiers and demanding information on Ara'dyn's state. He eventually encountered a tainted in Kyorl armor, who told him of the “cleansing” the Kyorl Inquisitors sometimes perform on new recruits, and the general indoctrination of adopted children. Furious about this revelation, Dain infiltrated a Kyorl sector, and cornered a lone Inquisitor in an allyway, asked to know how to undo their brainwashing. The Inquisitor responded with an empathetic assault on Dain's mind, at which point Dain attacked, killing her with his greatsword.

Fearing reprisal, Dain joined a Nal'Sarkoth caravan to the surface as a mercenary, where he acquired some surface knowledge and his axes, after which he joined various other expeditions, above-ground and below, as a mercenary for various clans for the following 10 years, though never agreeing to morally questionable work, always regarding himself as a sort of knight-errant. Realizing that there was little he could do for victims of the Kyorl cleansing, and in dire need of protection and funds, he joined the Sarghress upon hearing of the survival of untainted Sharen exiles in their ranks, though he still generally tries to avoid conflict in Chel, as he still holds sympathies for the old Imperial family and the Dutan'vir's duty, and would rather the war there be resolved quickly with little bloodshed, feeling little sympathy for the Sarghress cause.

Personality:

Reserved and academic, with a love of history and old tales. Tends to adhere to his Drowussu upbringing, but will give in to anger when in personally emotional situations, which he holds as a result of his drowolath side.
Often closed-off due to prejudice against his heritage, he will become jovial in the company of close, long-time allies.
Dain is often wary around the Tainted, though he holds no prejudice against them. With vivid memories of tainted comrades falling to the taint, in battle Dain occasionally hallucinates and sees the tainted becoming demons.

Description:
Height: 6'1''
Weight: 165 lbs
Eye Color: Grey
Hair Color: White
General Appearance: Has a dark grey skin tone, somewhat closer to a Drowussu's than a Drowolath's, without any brown coloration. Has shoulder-length, white hair, which hangs down at the back of the head. Numerous scars from demon claws and bites cover his arms and legs, with a long scar on the forehead above the left eye. He has an average build, but is well-muscled.
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Re: Registration thread: version 3.0 - Raveran 1114

Postby RadioWires » Sat Sep 29, 2012 8:23 pm

Name: Rau'zen Vlozress

Race: Ver'drowendar

Age: Around 60

Equipment: Two spring loaded throwing knives hidden in his sleeves, two Scimitar on either side of his hips, a thick leather belt with many pockets to hold them. In those pockets you can find herbs to chew to dull pain that he keeps for team mates and the poor, drow teeth, small shiny stones and gems of various colors, needles and thread. He wears leather armor, thick with layers. Looks handmade, a patchwork of leather colors. His arms are protected by metal gauntlets, beneath his gauntlets near his wrists he wears light grey gloves. Upon inspection, you would find that they are made from Drowussu skin. On each palm is a forehead emblem of a ssu. He also wears giant black heavy cape with a hood, also leather, appearing to be made out of drow skin. Light, chainmail underneath grossly cured thick leather vest
tight leather pants, with light metal greaves, black steel toed boots, very thick, no metal on the bottom.
A thick, heavy metal mask that straps tightly to his face. A garish smile with sharp teeth, and two crosses for eye slits. Jerky in abundance, all drow.


Magic: Little knowledge of magic, can shoot mana and blood bolts and heal minor wounds. His mana shields are very strong, and the only magic he really uses.

Beginning city: Chel'el'sussoloth

Clan: Vloz'zres

Background: During the war with Nidra'chall, Rauz'zen was a mercenary in the Sarghess clan. A body amongst the thousands in the front line fighting demons. Although the sarghess were victorious in the war, his small platoon suffered massive losses and was abandoned. In the war he was knocked unconscious and fell into a trench of bodies. When he awoke the war may or may not have been over, he crawled out on top of the bodies but could not make it out of the trench.
No one know how long he languished there alone, with thousands of bodies and open gates to the netherworld. He went mad and broke his fingers attempting to dig and scratch his way out, and his mind was lost within the carnage and rot and demons. It was a miracle he survived at all, eating the dead bodies in the trenches to stay alive. A drider scavenger taking advantage of the demons and soldiers pushing toward Sharess Palace and abandoning the lowlands found him and helped him out that hellish pit. Rauz'zen followed the drider in a diluted frenzy until they intersected with a Vlozress caravan, that recognized the nature of his plight and took him in. He existed there in impermanent apathy, mostly procuring food for the poor in his clan and himself. He has no interest in Ada or fame or rank, and very poor knowledge of them in fact. He can feel the Vel of Vloz'ress's power and energy, and is drawn towards it thus his loyalty to the Vloz'ress is based on his demonic seed and not much thought.
Rauz'zen is an excellent assassin, is fast as a whip, and is tainted so strongly he can no longer feel pain. He is also physically deformed as a result and the demon inside of him is sentient and strong, Rauz'zen screams sometimes when he feels it move inside his soul and hears it speaking in his mind. But that could just be his insanity.



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Description: He wears light chain mail beneath a thick double sided leather cuirass made from the pale grey skin and sewn together choppily. Rauz'zen wears a belt with a large sack on his hip, he hides it well beneath a large black cloak that he wears at all times. His shoulder pads are strapped on with leather belts and spiked, making him appear much bigger when shrouded in his cloak. Rauz'zen tares out his hair so all thats left is a long strip on the top of his head, dyed red. This hair dye is a symbol proves that there is still a sentient and possibly loyal in nature. His ears are long and his left ear is pierced and has a scar cut out of it. He always wears his mask, so few can say what his face looks like. His mask is dark metal with a wild grin, and crosshatch eyes that gleam bright red with his taint. There are veins that protrude and swell around his eyes and cheeks that extend past his mask and cannot be hidden.

Time Zone/Activity: Central Standard Time
RadioWires
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Re: Registration thread: version 3.0 - Raveran 1114

Postby Alric » Sun Sep 30, 2012 9:58 pm

Lu'zaran: Dain'aran Dutan'vir

There are a few things that seem suspect about your character. Namely how even when fatigued, wounded, and alone he managed to avoid getting tainted or possessed by multiple demons. Whenever the physical body of a demon is destroyed, the demon itself escapes, free to feed on mana as well as attempt to possess the body of any fae nearby. It's possible to resist demons in this state thought it becomes much more difficult if the fae is tired or injured (as can be seen with several unfortunate Sharen in the Prologue).

You also describe Dain'aran as being able to ambush "lone Kyorls" on patrol. It's pretty rare for Kyorls, or anyone else for that matter, to patrol on their own. Killing off patrols is a good way to get yourself discovered and put on the respective clan's shit list.

Please change these details and resubmit for approval :)

RadioWires: Rau'zen Vloz'ress

Leather armor is something you'd rarely see drow use, though I'll allow the drowussu skin items. Why wouldn't drow use leather armor? Because steel plate armor is much more protective and less cumbersome than leather armor. In fact, the only real advantage leather armor has to metal armor is its cost to produce. Given how plentiful metal is to the drow there's really no reason for them to use much leather armor. Poorer drow warriors who can't afford steel plate or don't need heavy armor will do with spidersilk or chitin armor, both more protective and cheaper than leather armor.

Other than that, the profile looks good and I'll approve it as long as you make a slight edit on the armor.
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Alric
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Re: Registration thread: version 3.0 - Raveran 1114

Postby RadioWires » Sun Sep 30, 2012 10:36 pm

Alric wrote:RadioWires: Rau'zen Vloz'ress

Leather armor is something you'd rarely see drow use, though I'll allow the drowussu skin items. Why wouldn't drow use leather armor? Because steel plate armor is much more protective and less cumbersome than leather armor. In fact, the only real advantage leather armor has to metal armor is its cost to produce. Given how plentiful metal is to the drow there's really no reason for them to use much leather armor. Poorer drow warriors who can't afford steel plate or don't need heavy armor will do with spidersilk or chitin armor, both more protective and cheaper than leather armor.

Other than that, the profile looks good and I'll approve it as long as you make a slight edit on the armor.
Thank you very much! I can give him metal armor over his leather skin armor, and draw a new outfit.
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