It is the year 1243 in the world of Kolnur. It is a dark time in the world’s history – the Great Alliance of old has fallen into ruin, and Kolnur is feeling its effects. Having lived for 200 years with the Alliance, most of Kolnur’s inhabitants had grown used to the safety it brought, but now this peace is gone. The Lich Deknar’Thuul has raised an army of the undead which is drooling at the thought of toppling the civilised world, as the nations of Kolnur stab each others’ backs and quarrel like children, oblivious to the Shadow which is bearing down upon them. Far to the west, in the nation of Megant, a group is convening to find the whereabouts of the Gemstone Cavern, a legend of Kolnur. The Cavern is reputed to contain that which the entrant most desires – be it eternal youth, riches or even a dead loved one. These people have come from far and wide, in a time of extreme turmoil, and are about to embark on the most influential quest in the history of Kolnur.
Welcome to the Darkness Traditional RP. This is the counterpart of Romero’s Own’s Darkness Conquest RP. In a way, he is co-GM, but I’m running the show. The actions made by the party in this RP can and will affect the actions of the nations in the Conquest RP, and vice versa – for example, the party may need to take detours around warzones, or may end up captured by nations who want the Cavern as well to overpower their foes.
Should you join, you will assume the mantle of such an adventurer, searching for the Gemstone Cavern. Your individual skills will be needed on such a long and dangerous quest, but will not be without its rewards. This is the signup sheet:
Character’s Name: What’s the name? Duh.
Race: Be it Man, Elf, Dwarf, Orc, Goblin, Gnome or Ogre, your character will belong to a race. Half-races are allowed.
Home Nation: Which of the PC or NPC nations does your character hail from? For the most part, this will dictate the guidelines of your character, though for many nations it will be possible to have a mould-breaking character. Don’t forget to use logic though, and be careful about rank in relation to the chosen nation. If you want to be high-ranking, ask the nation’s owner first. Otherwise I will have to incinerate you.
Age: Optional, and obvious.
Description: Optional, but recommended. What does your character look like? What does he wear? What’s he like?
Loadout: What weapons and armour does your character carry/wear? What is his combat preference?
Background: Basic background stuff, don’t make it 3 lines or 3 pages. You know the drill.
Perks: Choose 18 perks for your character. They don’t have much of an effect but to show what they can do. You will be able to gain new ones as you go. If you select any Negative Traits (limit 2), instead of costing a Perk Point, it will give you a free one (so if you take 2, you can effectively take 20 perks).
Character’s Name: Haethil the Elder
Home Nation: Salthiusar
Description: Haethil is an average-sized elf, slim and tall. He wears a long robe of white, embroidered with arcane symbols and patterns and split into top and bottom by a vine, which covers his whole body. A satchel is often found at his side, containing books, herbs and all kinds of things he might need. His hands, occasionally visible under his long sleeves, are tattooed with turquoise patterns to help channel magic. When his head is not covered by the robe’s hood, his long, grey hair can be seen, along with his dulled green eyes and pallid complexion. His face, somewhat wrinkled, is obviously aged, despite him being immortal and ageless.
He is calm and considerate, quiet and insular. He much prefers the company of the wilderness, exploring the creatures and plants of Kolnur. He is happy to help those who ask nicely, but will bluntly deny those who do not show courtesy. However, given his age and introversion, he often does not see others’ views and opinions, and judges willingly.
-Haethil’s Robe: He wears this old, white robe, covered in magical symbols. It helps somewhat with magic, but is mostly just convenience.
-Earthen Staff: This old, wooden staff serves not only as his walking stick, but also as his favoured magical channel. It is ornately twisted at the top, forming a perfect flat for use as a hobbling stick and is covered by carvings which pulse green when he casts.
-Small Knife: Being a practical soul, Haethil thinks a small, concealed knife is invaluable, for both harvesting food and ingredients, and murder.
Background: Haethil was born in a small village, part of a nation which has since been absorbed into another. He was a normal human child, with good friends and a family, who he worked with almost daily on their farm. He received a limited education from the local church, like everyone else in the village, but soon found a talent. He found he could channel magic.
With this newfound skill, he began to train in secret, often practising in his free time. He also began to search the church’s library for books on magic, and was soon an avid reader, too. Life continued as normal for several years, his powers growing steadily. But he knew that, soon, he would need magical tutorage. He continued on his family farm for a year after turning of age, long enough to find someone else to work with his parents then, with adventure and learning in his mind’s eye, left for the nearest city.
In the city, he found a life he hadn’t expected. He spent a whole year searching for a magical tutor, while doing odd jobs to keep alive and absorbing the atmosphere of the place. It was much too hard for him to cope, and soon left, with an inkling of a suspicion that magic wasn’t welcome.
The night he left, he read about Salthiusar, a great city of crystal, and the home of all things magical and erudite. He was entranced, and left eagerly the next morning, using what little money he had left to hire a cart to the city. However, it was not to be.
Along the road, he was attacked by a small bandit clan. He defended himself with magic, while the horses and driver were all slain. Given his ability, he was taken in and locked up. In a bid to escape, he offered to join them as a mage, to help both parties. They agreed, but never let him out of their sights. For several long years, he was worked hard for his skills and his powers, aging much faster than he ought to have. By the prime of his life, he looked as one near to death. When the bandits finally let him slip, he killed them all, one by one, in revenge for their cruelty.
Exhausted, with some loot from the bandits, he continued along to the city, this time unmolested. When he arrived, he found himself enchanted – Salthiusar was exactly what he was looking for. The curse soon took him, and he spent the next 800 years of his life in study, now an aged-looking elf, learning all he could. But, eventually, he wearied somewhat, and wanted to go out into the field, as few ever did before.
Out in the wilderness, he was back in his element. He had always been paranoid of new bandit attacks, and carried weaponry on him at all times, but was learning things that many at Salthiusar couldn’t dream of. In particular, knowledge of the natural world became his forte, learning of ingredients and potions, animals and plants, formations and territories. He never returned to Salthiusar since his departure, preferring to stay out in the field, studying obsessively.
(18 base, 1 free racial trait, 1 free trait for choosing a negative, 18 positive traits chosen. If wanted, 2 more perks could be chosen.)
1- Good quality posts. I don’t expect any bestseller writers here, but at least keep it entertaining, and don’t take too much from others’ posts. I will try and get variation to go with the RP so you’re not having a lack of content.
2- Readability. As the forum rules say, try and keep it so that it can be readable, no crazy fonts, sizes or colours, etc. I really don’t want single-paragraph posts, or a complete lack of punctuation.
3- Decent length posts. I would like enough so that your character’s taking part, but not so much that it dominates the thread. Post as many times as you like per update, though.
4- No Godmodding. Your character is probably not a god. So he’s not going to suddenly sprout wings and burn an offending nation to ashes. You get the gist.
5- Post enough. Once per update is required. If you’re away for a time, let me know by PM or by the thread. Most updates will be weekly, but when exams come up, it will drop to fortnightly. 3 missed posts, and your character comes to a sticky end. Period.
6- Character death will happen. Feels will happen. I’m fine with a little bit of infighting, but it’s hard to moderate inter-character fights well. You can’t kill other players unless I give permission. If permission is granted, it’s because you’ve been fighting and there’s a clear winner. Rage for a bit, then come to your senses. Unless you’ve really peed me off, you’ll probably be allowed a new character after a while. Towards the end, people will die and new characters won’t happen.
On Kolnur, there are a variety of nations in war and peace. All NPC nations are open to choose to come from, along with some PC nations. To be a noble or higher, ask the nation’s owner (me or Romero for NPCs, the others are listed here). If a nation’s not here, its owner doesn’t want you coming from it. These nations are:
Megant: Ifur(1), Haik(2), Jurma(3), Asonora(4), Soroni(5), Duripor(6); NPC
Megant is a rich and powerful nation that has yet to be affected by the Darkness and so often dismiss the stories of the Shadow as exaggerated tales from attention-seeking soldiers.
Dagren: Port Blacksand(7), Captain's Cove (8), Dothrak (8), Uriato (9); NPC
Once a powerful pirate nation that ruled the Narrow Straits with an iron fist and a wooden leg, this nation was brought low by the order and law that the Grand Alliance enforced. But with the Alliance gone, the pirates once more turn their eyes to the horizon.
Likome: Wesort (13), Ethori (14), Ioris (20); NPC
The Likome are a nation that has not felt the Shadow's touch but sympathies with those that have. They supported the Grand Alliance till its final moments and yearn for the Alliance to be reborn.
Darkorin: Lorak(15), Fontir(16), Sizam (19); NPC
A proud nation that is reluctant to trust others, Darkorin is most commonly found within its mighty cities, waiting and watching.
Skibul: Airia(17), Soriun (21); NPC
A nation divided, with its lands split in half by Salthiusar many journey to and from the great city on a regular basis with some even choosing to stay forever.
Indiga: Dasos(22), Noligti(23), Pictio(24); NPC
The one link between the two landmasses of Kolnur is a mysterious land of marshes and forest inhabited by an even more mysterious people.
Puplori: Ugin(25), Orak(26), Jugor(33); NPC
The Puplori are a nation of warring, highly aggressive tribes that roam the wastelands hunting for a fight. The only time the tribes will join together is when they are attacked by an outside force.
Robualy: Horamio(35), Dospratia(40), Idlori(48); NPC
Humans and Dwarves
Ruobaly is a proud nation that has seen its fair share of the Shadow and spilt blood fighting against it. Well versed in war, these people know that, in the face of Darkness, allies are the only hope for Kolnur.
Gayur: Holai (39); NPC
A nation that was born of a hundred, their people fled from the approaching Darkness. It lacks a strong leader and its people are still refugees.
Salthiusar: Salthiusar (18); Septok
It is a small nation of magical scholars, who live in a city of living crystal: Salthiuar. Those who stay there longer than a month lose fertility but gain age immortality, giving them eternity to learn and research, preserved in age as when they are taken. They are magically-focused and very much a nation of bookworms. Its only way to gain people is the migration of scholars, so only those who want to be there live there. However, upon taking the Salth’s Curse, many choose to abandon their birth nation as their home, and take Salthiusar as their home.
Anicea: Aramore (66), Valbeach (68), Aldhaven (67); Yru0
Gnomes and Dwarves
The Anicean Empire was once the dominant power in all of Kolnur before the Alliance ended their hegemony. To this day, Aniceans like to think of themselves as a leader of Kolnur, influencing the entirety of the land. Although much of the power of the Empire had disappeared beyond the island nation itself with the rise of the Alliance, the Iron Navy remains a proud symbol of Anicea's might and is beginning to play an active role in the fight against the shadow. The Aniceans themselves are a proud people, and their warriors are some of the best trained in all of Kolnur, they firmly believe in duty and honour; an oath of an Anicean soldier is something which can be taken with trust, even by their enemies.
The Empire: (37, 39,) 41, 42, 65; Marshal Ragnar (Note: 37 and 39 are acquired after the start of the RP)
Humans and Ogres
The Empire is a very militaristic nation that utilizes mainly heavy infantry but incorporates light cavalry, archers, light infantry, and artillery. In order for a male to gain citizenship he must serve at least 1 tour in the military which is 8 years. The Empire places a very high standard on loyalty and honour and has laws that reflect this to the extreme, and the worse offense that could be committed in the Empire or to an Imperial citizen is to insult a female citizen.
Kerin-Curan: Kazel (12), Kezak (11); Malochai
Dwarves and Humans
The nation of Kerin-Curan is set upon an island, with only two major cities after which the two main provinces are named - Kazel and Kezak. The dwarves are native to the island, having ruled there for time beyond memory, whilst humans - despite being more prominent - have only resided there for the last three millennia. They were granted sanctuary by the king at the time when they fled from their home of Queestra after being attacked by determined, vicious enemies. Now, they live in harmony under the rule of King Gandogar Killison, widely acknowledged as the finest king to have ever ruled the country. His heir, Farin, is hot-headed and known for his quick temper. The population of Kerin-Curan are bound by their honour and loyalty. Of all of their creations, the city of Kazel and their Navy, called the Iron Fleet or Royal Navy depending upon whom you ask, are their pride and joy.
Terra/The Order: 44, 43; brendxb
Ogres and humans
The new nation of The Order was formed after a recent rebellion during the Second rising of the Shadow. During the revolution, Order (or Terra at the time) shut its borders and became embroiled in a civil war which spawned many famous stories from both sides.
The Order's revolution took place mainly due to its armies continually being sent to the slaughter for mere political gain; and the massive gap between Ogres and Humans pushed many to fight for equal rights. Now, while the Order is still militaristic, there is more focus on self-preservation, equality and a more balanced co-operation between nations.
The population are considered to be in a state of new found patriotism from the success of their revolution, they are considered heavily industrial and eager to take advantage of new technologies and methods available. In fights, the soldiers have flipped from what they once were. During the Terran reign discipline and honour was forced upon them, now, survival takes precedent. Dirty fighting, and under-hand tricks are encouraged and even taught in military academies; in many cases these 'tricks' have given the soldiers an edge. While there was concern that this could backfire, it has been an overall success, however only because that while the men lack honour there is more loyalty than ever before.
(Note: At the start of the RP, The Order is still officially Terra. Feel free to make a character from either side, which stating Terra or The Order will signify.)
Esterwynne: Kel Darvonhra (49), Kel Delvolwen(55), Kel Morlvyn(56); Santaire
Humans and Elves
One of the original founding members of the Great Alliance, Esterwynne is one of the oldest realms still in existence; indeed it is older even than Anicea. If there was a single country on which the Great Alliance was built, then that country was Esterwynne. Though much of her glory now lies in ruins, lies in the great cities swept away by the Shadow before it was halted at the Battle of the Passes. But though she is now a shadow of the shadow of her greatness, Esterwynne can still boast some of the most well trained, well equipped troops in the known world and her mages are bettered only by the Salth in terms of knowledge, though in terms of sheer destructive power the Esterwynnians are the greater. Esterwynne has fought the Shadow for so long, they no longer fear it. Indeed they view it as a release and in this once great realm peace has become a by-word for death. Esterwynne is led by Moiraire Akh'faern and Matrim Danurcaw, the Mage and the General as they have been mockingly named in the past but the titles are truly deserved. If the oath of an Anicean is something to be trusted, that of an Esterwynnian is something to place your life, the lives of your family and the continued existence of your entire realm in for they care not for the quarrels of kingdoms anymore. To them, every man, elf, ogre, goblin, gnome or dwarf that kills another is a fool for every one dead is one less to fight the Shadow. This has left the people bitter for they know that it is almost a certainty that as soon as the Shadow is defeated, the wolves will turn on them.
Kogan-Sul:Kogan-Sur (27), Kogan-Sul (28), Mount Kogan (29); Therizza
Humans and Dwarves
The nation of Kogan-Sul is one of proud horsemen and skilled dwarves. Known for their bravery in battle and loyalty to their cause, the Kogani go into battle with some of the best weaponry and tactics in Kolnur. While sometimes judged by their rough exterior, the Kogani have taken to diplomacy following the rise of the Shadow, understanding that there may be more to unrelenting conquest in life.
The Wilderness: No Provinces; NPC
Kolnur is a large place, and there are some people who don’t live in the community of any of its nations. Shamanic clans in the mountains, bandit warbands on nation borders and pirates scouring the sea are all fairly common sights, and some of those peoples enjoy adventure as much as any other, happy to split from their culture. Although civility varies by clan, there is no standard for those without a home nation. (Note: I will need a description of the clan or whatever your character comes from if they began life in the Wilderness – there’s no nation standard to compare against otherwise.)
Based on race, you may have more or less propensity for certain tasks. You may choose a free perk from a certain category based on your race.
Man: Mental or Technology.
Elf: Mental or Regular Magic.
Dwarf: Combat or Technology.
Gnome: Technology or Shooting.
Orc: Combat or Regular Magic.
Ogre: Physical or Combat.
Goblin: Shooting or Dark Magic.
Crossbreeds: If not stated here, a crossbreed can choose either the trait they have in common or Crossover.
Man/Orc: Mental or Physical
Man/Ogre: Not viable
Man/Goblin: Regular Magic or Crossover
Elf/Dwarf: Not viable
Elf/Gnome: Regular Magic or Shooting
Elf/Orc: Not viable
Elf/Ogre: Not viable
Elf/Goblin: Regular or Dark Magic
Dwarf/Goblin: Shooting or Crossover
Gnome/Orc: Not viable
Gnome/Ogre: Not viable
Orc/Goblin: Not viable
Ogre/Goblin: Not viable
They don’t mean anything (much) because there aren’t any numerical systems in this game, but they outline your abilities, and dictate whether you can do special things well.
Mental Traits: 8
-Recaller – Your character, ever since birth, has been gifted with a supernatural memory, able to remember entire passages in a single reading. IRL, we’d call it photographic memory. On Kolnur, many proclaim they are magical, so-called Recallers. Bonus to memory.
-Determined – Your character isn’t stubborn. He is, mentally, an immovable object. When he sets his mind to something, it gets done – and his very willpower often lends him strength in tough tasks. Really stubborn.
-Linguist – Many fail to master their first language. Your character has mastered many. Whether he learned many from his parents or schooling at a young age, or if he is just talented with other’s languages, he is very capable of communicating with almost anything on Kolnur, and often in their mother tongues. Knows almost all languages.
-Gift of the Gab – The ability to express one’s feelings has been a sought-after gift since the dawn of Kolnur, which few can do. Your character has this gift. He can talk his way through almost anybody he wants, and is an innate writer. Whether his skill is in music, prose, poetry or deception, he can talk it. Very good at persuasion.
-Codebreaker – The people who design the puzzles on Kolnur – for tombs, cases and safes – are often extremely difficult to decipher, let alone to solve. Guess what? With this perk, your character’s getting through them faster than a drunkard dwarf gets through dwarven stout. Bonus to breaking into things.
-Physician – War on Kolnur has caused a lot of damage, most so to its people. The knowledge possessed by doctors, physicians, shamans and healers is invaluable in a time of war, and, luckily, you have this knowledge. Can try and heal the wounded, much more likely to succeed.
-Herbalist – Herbs, spices, roots and ingredients are all common on Kolnur, and many possess magical properties, useful for potions, poultices and potions. Your character is pretty good at recognising the good, the bad and the ugly, and knows which ones to put together.
-Alchemist – (Requires Herbalist) While knowing about magical ingredients is all good, it’s almost useless without putting them together. That’s where alchemy comes in – putting ingredients together in fantastic combinations often yields great results of potions and poisons for any ailment (though treating or causing is often different). Your character can create potions and poisons.
Physical Traits: 5
-Float Like a Butterfly, Sting Like a Bee – (Cannot be taken with Tank) While many prefer to fight up close, with a clash of swords and shields, your character does not. He has perfected the ability to dart around nimbly, hitting foes in their weakest places, and actively seeks to not have to use a shield. He might not be able to take a hit, but he can hit much harder when he sneaks around. Bonus to sneaking damage.
-Tank – (Cannot be taken with Float Like a Butterfly, Sting Like a Bee) Meat. Beer. Armour. Tough. Basically, your guy is the stereotypical ‘big guy’, but not because of muscle. By extreme fat or magic, he can take blows that would make city walls cry. He’s super dooper tough, in other words. Hard to kill.
-Hercules – (Cannot be taken with Frail) Your character is a pushover. Literally, he pushes people over. And very easily at that – he’s really strong, after all. Bonus to strength.
-Sneaky Sneaky – Shadows and mirrors and whatnot. Your character has perfected the skill of sneaking well, and he’s not going to be seen when he doesn’t want to. Bonus to sneaking.
-Insulator – (Cannot be taken with Earthing Cable) Your character, by birth or conditioning, tends to not feel heat or cold that much. In winter, he can wear what others wear in summer. In summer, he can wear what others do in winter. He just doesn’t get hot or cold quickly. Resistant to heat and cold magic.
Combat Traits: 8
-Sword Master – 2-handers are your character’s favourite swords, large, damaging and woefully cumbersome. Thanks to training and talent, it’s much easier for your character to use them well. Bonus to damage with large melee weapons.
-Bladesman – Perfecting the ability to strike is all good and well, luckily for your character. Daggers, knives, swords, maces and axes are all common weapons, and take a while to master. Bonus to small melee weapon damage.
-Backstab – Your character knows just where to place that dagger, doesn’t he? Slip it between ribs, in the spine or across the neck, murder has just become much easier. Bonus to dagger damage when sneaking.
-Shield Wall – Locking shields with a friend is a good way to stop foes from hitting you, as your character well know. Bonus to shielding, allows him to make a shield wall.
-Flurry – It’s hard to swing one sword, let alone two. Swinging two around well and in sync is very difficult indeed. Oh, and your character can do that. Can wield two swords at once.
-Armoured Maurauder – (Cannot be taken with Sneaky Sneaky) Armour on Kolnur is varied and wonderfully strong (for the most part). Through excessive training, your character’s a master of using heavier armours, able to move as an unarmoured man would. Bonus to using armour.
-Decapitator – Slicing things is generally what you do with a sword. Smashing things is often done with maces and hammers. Your character prefers to just take people’s heads from their shoulders in a single blow rather than wasting time beating their heads in. Can decapitate enemies.
-Horseman – Cavalry has proven itself to be one of the best ways to kill a foe, and your character has helped prove it. Whether by spear or lance, horseback combat is still a dominant force on Kolnur. Can use horses in combat, when available.
Shooting Traits: 7
-Eagle Eye – Long range target? No problem. Bonus to shooting range.
-Crossbows – Holding a bow back for long enough can be hard work. Why not get one that does it for you? Your character’s even got practice with these crossbows, powerful weapons, easy to aim but not so much to use. Unlocks the ability to use Crossbows.
-Sharpshooter – Robin Hood was famous for his ability to aim precisely, firing one arrow literally into another. While not as good as him, your character possesses an eye for shooting that is well worthy of fame. Bonus to accuracy.
-Sniper Assassin – (Requires Sharpshooter) Military strategy, throughout time, has dictated the need for leaders, men of courage and skill to lead their troops to victory. You know this. You are a good shot. Why not take them out first? Bonus to sniping out specific targets.
-Paralysing Shot – (Requires Sharpshooter) Your character’s knowledge of anatomy, however limited, is useful almost anywhere. He can shoot arrows into important parts of foes’ nervous systems, causing parts of their body to become unresponsive, often permanently paralysing them. Allows paralysis by shooting.
-Poisoned Arrows – Poisons have been added to blades and tips of weaponry for thousands of years, to differing levels of success. Your character, however, has a knowledge of poisons that allows him to cause serious short-term damage with a shot – if he hits, he’s causing damage. Unlocks poisoned ammunition. Cannot be applied to gunpowder weaponry.
-Faster, now! – As in all walks of life, speed is often of the essence. Shooting weaponry often suffers long reload times, and is very cumbersome to use, making shooting a standing affair. Your character has learned how best to reload in good speed, and move with weapon at the ready. Bonus to reload and shooting movement.
Technology Traits: 7
-Helmsman – Ships are a vital part of life on Kolnur, ferrying goods and people across its waters. Some nations even rely on them. Your guy is a captain of renown, capable of piloting mighty vessels. Allows the use of ships.
-Explosives Expert – Explosives are enjoyed by many people across Kolnur, for many reasons – murder, fun, mining, etc. One thing binds these people – a really high chance of blowing up. Your guy is one of those rare people who has lived long enough to know his explosives, and isn’t going to blow himself up anytime soon. Less likely to die in explosions.
-Mechanic – Technology on Kolnur is advancing at a steady rate, from mechsuits to primitive flight. How? The work of engineers and mechanics. By experience and talent, your character is good at fixing things and making new things from the right materials.
-Forger – Smelting is in your character’s blood, luckily not literally. He is a capable creator of arms and armour, and usually makes his own gear. Bonus to damage with your character’s own weapons (that he made).
-Master of Artillery – Though a rare sight for someone who isn’t a soldier, your character knows how to use ballistae, catapults and bolt throwers, as well as the rare cannon.
-Inventor – Many on Kolnur try their hand at creating a new weapon, unique to the times. The best-celebrated are always those who work for governments, teaching and inventing for their nation. Your character is just as ingenious, and has created a unique weapon. You can take a unique weapon. It must be approved, so must be described well enough in the loadout section.
-Medical Supplies – (Requires Physician) Splints, bandages, arrow removers and crutches are all useful tools in the healing trade. Many do not know how to make them. Not only can your character make them, he can also put them to use. You have access to medical supplies, helping you heal people.
Magic Traits: 20 You may only take Dark or Light magic traits, not both. Unmarked traits may be taken normally.
-Summoner – Whether it is a fiery familiar or a demon from the aether, your character can make it from thin air and a bit of magic. That way, he can get others to do his dirty work. Can summon demons and familiars.
-Conjurer – (Requires Summoner) The Summoner is capable of bringing beasts of freakish shape and size across from wherever the hell they get them. Your character’s a few steps ahead – greater demons and huge elemental beasts are his to control, for a time. Allows summoning of stronger creatures.
-Burner – Fire is in your character’s blood, burning brightly. Through tuition or natural skill, he can control the forces of fire to an extent, but he is far from a master. Your character can cast Lesser Fire Magic.
-Pyromancer – (Requires Burner) While many can burn things and cause fires, some are much more capable, like your character. Conflagrations of large proportions are his to create, and fire is as much his element as water is to a fish. Your character can cast Greater Fire Magic.
-Sea Mage – Water, as it is agreed by many of Kolnur’s scholars, is essential to all life on Kolnur. While all need water daily, your character can control it, freezing it on a whim or shaping it as you like. Your character can cast Lesser Water Magic.
-Aquamancer – (Requires Sea Mage) The water is your character’s as it is a fish’s. Waterbreathing, great orbs of water, dehydration and many others are available to him, unlike the less informed. Your character can cast Greater Water Magic.
-Wind Acolyte – As Kolnur turns to the skies for aid, whether by beast, dirigible or deity, your character can turn the air. He is a learner of the ways of the sky, learning Ventomancy. Your character can cast Lesser Air Magic.
-Ventomancer – (Requires Wind Acolyte) Your character’s journey on the path of Ventomancy is over. He is now as good an air mage as can be taught, but there is a long way yet to go, for the capable mind. Your character can cast Greater Air Magic.
-Earthen Wizard – The whole world is made of earth, and your character has a modicum of control over it. Plants of all kind, along with stones, mud and all manners of things, are all subservient to his will. Your character can cast Lesser Earth Magic.
-Terramancer – (Requires Earthen Wizard) Terramancers are masters of their art, stone-shapers, crystal-singers and earth-controllers of high prestige. Your character can cast Greater Earth Magic.
-Reanimator – (Dark Magic) As befits a world at war, the dead are everywhere. Although most cities make sure their dead are disposed of, the odd dead body can be found. And your character knows how to make it come back to life as a cadaver of what it was, a shambling, voracious creature of the dark. Can reanimate corpses.
-Pestilence – (Dark Magic) Disease on Kolnur can be devastating, as it has many times throughout its history. Being able to make a murderous disease, though risky, is a very good way to clear out those you don’t like… Can create diseases.
-Wither – (Dark Magic) Life force is something sought after by denizens of the dark, and your character knows how to give it to them, draining his foes’ life force and feeding it to the other world. Can drain life.
-Planewalker – (Dark Magic; requires at least 10 magic traits) There is a world linked to Kolnur, full of magic and strange beasts. Crossing from there to Kolnur is often done to summon a range of creatures, but nobody who has crossed from Kolnur has ever returned. Your character can walk the border, channelling magic and bringing forth lesser creatures. Can open small rifts to the world of magic.
-Spirit Host – (Dark Magic) Spirits and ghouls aren’t common, but they are effective. Some nations even outfit their mages with the ability to bring them through, much like your character can. Can summon ethereal undead.
-Banishing Bolt – (Light Magic) People like, for whatever strange reason they see, to bring evil things through. As a practitioner of light magic, your character likes to send these unholy creatures back, so he casts Banishing Bolts to cast them away. Can banish lesser summons.
-Unnatural Speed – (Light Magic) Light Magic has been known for helping people, and this spell is no change from that trend. When cast, all other time around the target slows down, allowing a Light Mage’s friends faster reactions and attacks. Can slow time around 1 person.
-Illumination – (Light Magic) Orbs of light, bright enough to startle light-dwellers and bright enough to blind those of the dark, can be summoned at will by a skilled practitioner of Light Magic. Can create super-bright orbs of light.
-Arcane Shielding – (Light Magic) Allies are useful, but often a tad too squishy, especially those with some semblance of a brain. With Light Magic, it is possible to partly shield them from harm, deflecting blows with thin air. Can create magical shielding for allies.
-Lux Finis – (Light Magic; requires at least 10 magic traits) The end of the world has often been prophesised, and your character can bring it about (but he doesn’t know it). When he gets desperate, as he learned a long time ago, he becomes Light: all magic around him turns to Light Energy, inhibiting all other magics; his touch becomes enough to sear the minds of the dark; and his visage becomes that of pure light. When the state finishes, he become unconscious for days, but the power he controls before then is enough to be worth it. Can become an Avatar of Light if under enough pressure, being given great powers, at the cost of conscience for a few days.
-Enchanter – (Magic/Technology) Enchantments have been added to weapons since the beginning of magic. You are pretty good at it, and like to enchant your weapons. Your character may add an enchantment (which needs to be described well for approval) to any 1 weapon.
-Fearless – (Mental/Physical) Big monster over there? Magic that shouldn’t be possible coming your way? Why run away when you can be Fearless? Your character won’t be running away unless he wants to.
-Healer – (Mental/Magic, requires Physician) When magic and medicine mixes, it is often for the better. The ability to close wounds faster, draw out poisons and clear infections is valuable, but often risky. Using magic to do so is much better. Your character can use magic to help heal.
Negative Traits: 6 (MAXIMUM 2)
-Frail – (Cannot be taken with Hercules) Your character has a bit of a strength problem. Whether by anorexia or just a lack of training, he’s really weak and can’t take much of a hit.
-Stupid – (Cannot be taken with Recaller or Linguist) Sometimes, education’s hard to come by on Kolnur. Sometimes, children don’t get their food for thought. Sometimes, you get someone just plain stupid. That would be your character. He doesn’t have a great memory, and tends to state the obvious. However, he is capable of other things. He just can’t brain, plain and simple.
-Antisocial – (Cannot be taken with Gift of the Gab) People skills are pretty much a necessity in this day and age, and few can afford to be without them. And your character doesn’t have any. Poor him, he’s introverted and doesn’t like other people. So don’t expect to be chumming anyone up.
-Clumsy – (Cannot be taken with Sneaky Sneaky) Tripping trip wires and alerting people you’re trying to sneak around is a great skill, and your character’s a master of it (/sarcasm). If he’s around, people will know it, if just because of the accidental destruction he leaves in your wake.
-Psychotic – People are prone to go a little bit crazy every now and then, especially when they eat a lot of sugar. Your guy just has a screw loose. Sometimes, he’s the life of the party, sometimes he’s the brains of the operation, other times he likes to headbutt statues and challenges fish to ‘hold your breath’ contests. He’s not reliable or safe to be around, but he’s occasionally very useful.
-Earthing Cable – (Cannot be taken with Lord of the Winds) Electricity has been discovered to run through things to reach the ground, rigorous testing by magical authorities has shown. For some reason, these spells tend to go through your character. And that’s not good in any way. It gets better! Due to this phenomenon, you can’t even cast lightning spells! Yippee!
Unique Traits: 7 (May only choose 1)
-Dr. Dolittle – Kolnur, despite being covered by intelligent races, is still home to a great many animals of almost any variety. Your character can communicate with them almost perfectly, and often makes them his or her allies. However, you tend to be somewhat more reluctant to harm animals of all kinds.
-Werewolf – The moon is your character’s calling, blood is on his paws, and flesh is at his teeth. Yes, when it’s his time of the month, he becomes a Werewolf, insane, bloodthirsty and uncontrollable.
-Blood of the Night – The night is your character’s home. The night is his life. He is, obviously, a vampire. He is harder to detect, better at Dark Magic, stronger and faster, but he cannot bear the gaze of the sun and, once burned, will ignite like oil. His eyes are redder dependent upon the amount of blood he’s drunk – the less he’s had, the redder and hungrier they are. Unless he wears eye-concealing headgear, some may shun him.
-Seer – Although many may dismiss your character’s powers as mere luck or superstition, he seems to be much more able to predict the future. True future sight is almost unheard of, but he has a fraction of their power, able to see glimpses of the future. However, this can often cause unwanted nightmares, having a detrimental effect on his sanity.
-Attuned – Kolnur is full of magic. Many theorise this comes from the Aether, a world across a ubiquitous border, spilling magic through cracks and, gradually, letting magic seep through. For some, like your guy, magic seems to come through much faster around them. This makes it easier to cast spells with impunity, with little limiting. Unfortunately, magic, inherently, causes minor mutations and weakening. While the mutating effects won’t be doing much against him, the weakening can often leave him physically frail after bouts of casting.
-Prophet – Kolnur is full of religions, with hundreds of known deities over hundreds of cultures. Some nations forget religion, while some are built on it, like the Pure. Your character has been chosen by one of his gods (or goddesses) to spread his (or her) word, and he has been given the god’s (or goddess’) favour to carry out your task. While many will dismiss him as a deluded fanatic, it is true that your guy’s luck seems to hold out more.
-Naturalist – Nature is your friend. Since birth, your character has had an innate link with nature. While not necessarily respected by animals, he tends to plants and animals alike, and has the skills to do so. Earth Magic is slightly easier for him, but he has trouble with Fire Magic. He is also better at healing.
Not Available At Start: 15 (You CANNOT select any of these at the start, but can be learned during the RP. This list will become longer before they become available.)
-Beast Slayer – (Combat Trait, Requires 3 other Combat Traits) Kolnur is home to several mighty species of beast, such as the Dragon, Griffon and Hydra. They may be legends, but they can be found in the deepest of caves. And your character’s got the sword arm for the finishing blow. Allows monsters and powerful enemies to be killed faster when able – a killing blow, if you like.
-Bang Bang Bang – (Shooting Trait, Requires 3 other Shooting Traits) Guns are new. Guns are good. Guns hurt a lot. Your character likes guns. Unlocks gunpowder weaponry.
-Inventor V2.0 – (Technology Trait, Requires Inventor and another Technology Trait, Not available at start) For most inventors or clever men, just creating something new and groundbreaking isn’t enough. Most have to refine their inventions, adding parts, removing that which can be removed and making their creations even better. Your character is one such soul, having spent weeks and weeks refining their invention. (You may modify your invention, the item you added with the perk Inventor, to be better. If chosen, please specify any and all modifications. If it’s too much, it will be said. If it’s not utilising as much of the trait as possible, recommendations will be made.)
-Immolator – (Magic Trait, Requires Pyromancer, Not available at start) Fire is the most destructive of the four elements, exploding, raging and burning. Those whose path takes them further than that of the Pyromancer are fortunate indeed, and control powers unthinkable to many common people. Truly, a master of fire magic is one to be feared indeed. Your character is a master of Pyromancy, much more able to cast fire spells and knowing many more spells.
-Master of the Oceans – (Magic Trait, Requires Aquamancer, Not available at start) Many of Kolnur’s nations border its seas, great bodies of water. These seas are violent, unpredictable and wholly dangerous, making the seas a dangerous way to travel. In its natural state, water is dangerous. Wielded by a master of Aquamancy, it is a force to be reckoned with; the skilled mage can drown his enemies on land, flood whole lowland towns with a single spell or slice the strongest metals with a beam of high-speed water. Your character is a master of Aquamancy, capable of casting much larger and dangerous spells, alongside finding all water magic easier.
-Lord of the Winds – (Magic Trait, Requires Ventomancer, Not available at start) The old saying is ‘the sky’s the limit’. For your character, it’s not the limit – it’s play-doh. Your mage can shape winds to his pleasing, cast down bolts of high-voltage lightning, cause tornadoes of epic proportions and create storms of legend. To the maser of Ventomancy, this is all child’s play. Your character is a master of Ventomancy, able to cast even greater Air spells, and finding even tough spells a walk in the park.
-Geoformer – (Magic Trait, Requires Terramancer, Not available at start) The earth is the base of the world, everywhere air and water do not occupy. When a mage can slightly alter the world, or harness its power to an extent, he is powerful. When a mage is powerful enough to control the world itself, and harness most of its power, he is beyond powerful. They are known as Geoformers, masters of Terramancy. Your character is a master of Terramancy, capable of shifting mountains and casting earth magic easily and well, with spells of immense power.
-Nightblade – (Requires Float Like a Butterfly Sting Like a Bee,Backstab and Sneaky Sneaky, NAAS) The skilled assassin is a frequently occurring character in Kolnur history and legend. Menthohrl, the Mad King of Baleari, was stabbed in the middle of a market square in Baleari Castle by one such character – who promptly escaped and lived without retribution for this act of highest treason (Baleari has since been absorbed by the Shadow). With the skills of moving from place to place as a shadow, you have great trouble in the light. However, once shadows are cast, you are undetectable, a bladed shadow, capable of striking from anywhere and everywhere with knife, kunai or even spell. Your character can sneak perfectly in shadows, undetectable. When wishing to attack thus concealed, he will have a nearly 100% chance of instantly killing his opponent, then will probably escape.
-Heartbreaker – (Dark Magic Trait, Requires 2 Dark Magic Traits, NAAS) Hearts have always been things of beauty for those of Kolnur, strange, pulsating masses of flesh which symbolise goodness, love and, in certain contexts, ultimate destruction. Your character prefers the last. With a tiny spell, he can simply reach into another, and take his heart, killing him outright and utterly demoralising his teammates. Whether through flesh, iron or walls, he can simply put his hand into another and take his heart out. No blood on the outside, no more energy expended than grasping air, and the opponent is dead. Scary. Oh, and did I mention? These can then be used to channel some magic, one use then crumble.
-Reader – (Mental Trait, NAAS) The usefulness of books is undeniable. For those who read regularly, books are a source of knowledge, entertainment and calming. Some books catalogue the events of long-dead heroes and kings, others can tell you of the best way to kill a dragon or cook a pie. Whatever the function of the book, it is probably useful in some situation. Your character enjoys books, so much so that he often knows something about anything he or the party encounters. (This trait is complicated. Basically, with most updates, I’ll send you a PM if you have this trait. The PM will include information about various things, mostly exerts from books that your character may have read at some point. You can use this information to help the party or just simply enhance your RP experience.)
-Mind and Soul - (Mental Trait, NAAS) Control is, arguably, the greatest factor in all life, fighting and thinking included. With a few minutes’ warning, your character can calm himself down, bringing mind and soul into balance. With this achieved, all bloodlust, all cares, all hatred, all anger, all imperfections are released into nothingness. Reactions quicken, wits sharpen, and swordplay becomes a thing of elegance. A short meditation, and your character becomes a force to be reckoned with – even the Yinr Monks would find some challenge in him.
-Flesh Wounds – (Physical Trait, NAAS, requires Tank) Some people just don’t die, like your character. If he loses an arm, he can keep fighting until he dies of blood loss. If he has half his head sliced off, he might just be able to fight on for a little. And that’s ignoring what happens to minor wounds. Often, when wounded, your character won’t feel it or will ignore it, fighting on as normal (only a little closer to death).
-Control the Calling – (Special Trait – no category, NAAS, Requires Werewolf) Lycanthropy is normally considered a curse. When the moon shows roundness, the wolf awakens and people die, unnecessarily, painfully and bloodily. It’s no wonder that cures are so often sought out, and so rarely work. Though there is one cure more valuable than any other. Control. With it, a lycanthrope can control when he turns, where he turns, and even what he does as a wolf. He loses literacy and the ability to be near most others without terrifying them, but gets to control his beast blood when death needs to be his master. (Simply, you can control when you turn, where you turn and what you do as a wolf. This allows you unlimited transformations too, but, if you spend too long as a wolf, you’ll start becoming one.)
-Demonic Summoning – (NAAS, requires Conjurer) Kolnur isn’t believed to be alone in having power of killing, nor in having huge, magical beasts of murderey death. When your character goes to summon creatures, he can really pull out all the stops. Summoning demons the size of dragons is now a thing. However, he must be careful, because more powerful summons will go bad with a bad cast, and magically capable summons (which they can get) may be able to break the magical bond that most summoning spells include, thus making new hostiles. But I mean, who doesn’t want a pet magic dragon that may try and eat you?
-Arcane Surgery – (NAAS, requires 2 healing traits and 2 magic traits) Healers are very valuable on Kolnur. Magic is sometimes feared, but few would refuse magical healing in dire straits. Your character is now capable of using magic to aid all healing, and, if capable of summoning creatures, can use them to heal others. Furthermore, all surgery is now almost zero-risk: no pain, no blood loss, and no infection.
Now we have discussed perks, rules and who knows what else, what are you waiting for? Get writing a signup, and join Kolnur’s greatest adventure (so far)!
Map as of 1243. The RP begins in Spring, 1243.
-Grick'grack Nsokub; Goblin/Elf; Indiga; Inquity; NPC
-Marcus Flavius Octavian; Human; The Empire; Marshall Ragnar
-Glaïmbar Bokkadsson, The Steel-Arm; Dwarf; Kerin-Curan; Malochai
-Subetai Barkak; Human; Kogan-Sul; Therizza
-Barog-Shal; Orc; The Wilderness; Burning Star
-Kai Evansur; Human; The Wilderness; Roy-o-Roma; NPC
-Urien en' Mavar; Human; Esterwynne; Santaire
-Nitan Swiftstroke; Gnome/Elf; Anicea; Yru0
Kolnur, unsurprisingly, is a land of many tongues. There are thousands of known tongues, the vast majority of which are still in use. Most nations have their own tongues, especially in the cases of elven, ogre, goblin and orcish nations. The other races tend to share a few tongues.
Any culture that evolved from tribes is likely to have languages similar to other ex-tribal cultures, but will be very unique. The eloquence and elegance of the language is highly linked to the complexity of the society – elves, dwarves and gnomes are by far the nicest languages, with a lot less grunting and fewer guttural consonants.
From the ancient civilisations, only three languages remain. Ancient Elvish is the widest-spoken of the three, due to the elves’ long lives, which mean that some learned the language as a child, or learned it from parents or grandparents who spoke in it. It died out with the fall of Aenaeia, the greatest of the ancient elven nations, around 7500 years ago. No other nation spoke that language alone, and the loss of Aenaeia meant that the language was no longer depended on. It is not a lost language, though it exists mostly through word of mouth, with a strangely small amount of writing on it – though, lately, speakers have seen the profitability of selling their knowledge by pen.
Ancient Dwarvish sits in the middle of the three, and is the root of modern dwarvish, gnomish, orcish and human languages, which are very similar languages. Dwarven nobility and its priesthood know the language well, as the dwarven religion has changed little in the last 15000 years, and almost all original scriptures are in the language. However, unlike Ancient Elvish, very few common dwarven citizens would know any of the language at all. Again unlike Ancient Elvish, it did not just ‘die out’, it just blended into other languages to the point it went extinct, evolved out of the world.
The last of the three is spoken by a small few indeed, not simply due to the difficulty of understanding it. The only ancient language to possess no heirs, Draconic is a strange language indeed. And, obviously, it is spoken by dragons. Dragon riders*, tamers and scholars must understand the tongue to perform their roles, especially so in times of need. Some fools believe the language is inherently magical, which it isn’t. Most Draconic words are just given power by those who speak it – the dragons.
*The term ‘Dragon Rider’ refers to those whose entire careers revolve around dragons. They track them, live like them, study their history, etc. When dragons are given requests to help a nation in war, it is a dragon rider who conveys the information and acts as their link to the other races’ world. The name comes from exaggerated tales – they were supposed to have ridden dragons in times of war, the last of which was some 6000 years ago. Most dragons are far too proud to let another ride them except in the cases that a rider would benefit them.
On Wild Beasts:
Kolnur has a very elegant monetary system, implemented in the time of the Great Alliance. The smallest denomination is known as a copper, a green, a hatchling or a bronze. Twenty-four coppers are worth one of the middle denomination, which is known as silvers, tins, dragons or whites. The largest denomination is known as a yellow, a gold, a thunder or a child (in jest of its value). Sixteen silvers are worth one gold.
The actual names of the coins vary by nation. In elven nations, the bronze often bears a leaf, so should be called a leaf. The other two are known as seeds and trees respectively. For most dwarven nations, they are known as sands, stones and mountains or glasses, diamonds and obsidians. However, the practice of naming the coins thus has become something practiced rarely outside of the nobility, as people cannot bother with the real names.
A loaf of bread can cost from three to fourteen coppers; poor ale often costs around ten coppers; high-quality ale often costs a silver and two coppers (or thereabouts); a good sword often costs around ten silvers (though truly quality swords ought to cost a gold or two); a good inn room costs about three or four silvers a night; a house will often cost a few hundred golds at most.
We stand upon the precipice of change. The world fears the inevitable plummet into the abyss. Watch for that moment - and when it comes, do not hesitate to leap. It is only when you fall that you learn whether you can fly. — Flemeth
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
We stand upon the precipice of change. The world fears the inevitable plummet into the abyss. Watch for that moment - and when it comes, do not hesitate to leap. It is only when you fall that you learn whether you can fly. — Flemeth
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Description: Grick appears at first glance as the ideological paragon goblin. His body stands straighter and taller and his features are smoother. His elven ancestry, although not readily apparent, will be noticed by the scrutinizing observer; the corded muscles, graceful steps, and perfect proportions of his body. These do little to dismiss his obvious goblin heritage, however. The deep red of his eyes, greenish-brown skin and hair, and wickedly clawed hands and feet are the most obvious giveaways, as well as a cruel snarl exposing sharp serrated teeth that could only be his attempt at a smile.
Loadout: 2 serrated kukris, animal hide clothing/light armour, composite shortbow, quiver of arrows, trail rations(dried animal meat mostly), water skin(made from animal bladder), bedding(animal furs)
Background: Grick was raised outside of what passed as normal goblin society. The unfortunate offspring of a goblin scout and elven maiden prisoner, he was never accepted by the tribe, and more often was forced to fend for himself, even from his earliest years. His youth was spent nurturing a deep loathing for his mother, the cause for his unfortunate situation, that eventually blossomed into hatred not only for her, but the rest of the neighboring elves of Skibul and, to a lesser extent synthesize of their sterility, Salthiusar.
After many seasons, the opportunity to be rid of his father finally arose wardrobe evening. His father had drank himself into a stupor on some amalgamation of spirits and piss and passed out, fully exposed. Something stirred within the young Goblin, for that is what he considers himself, and he held his poised blade a moment to consider. The corners of his mouth climbed ever so slightly as a wicked light entered his eyes. Having long since mastered the silent maneuvers so practiced by his father, he moved forward fearlessly. Drawing his pair of dueling kukris, his quickly severed both of his father's hamstrings. As his father tried to cry out in pain, the hilt of one knife crushed into his chest, blasting the air from his lungs, while the other drove deeply into his thigh and severing the femoral artery. Grick then disappeared into the night.
Seasons passed by for Grick uneventfully. He learned to live off the land, developing a quiet respect and balance with nature. He never hunted for sport and used every resource from rack kill. Blood could be drunk, bones could be made into arrowheads, skin could be worn, and meat would be eaten. While stalking a small rodent, Grick got the impression that he was being watched. Moving down towards a small copse of thick trees, he felt the sensation grow. Darting the last few steps into the cover, he was surprised to see a warm campfire with a stew roasting over it. Wary eyes darted for other exits, but before he could find one, a haggard orc moved in.
"Greetings follower of nature." He said. At least Grick thought that was what he said. His words were clipped and came with unfamiliarity, as if he was unused to forming them. "I've watched you a long time and noticed your respect for our surroundings." Again Grick found himself concentrating hard just to understand the orc.
Nodding back to the orc, Grick refrained from speaking, using the pause to sort through his own thoughts on the situation. After a few quiet moments, Grick finally asked, "Why?"
The conversation continued on for a time, with Grick accepting an initially uneasy truce with the orc, Tunkbaz. As seasons passed, the truce developed into a companionship before maturing into a full friendship. Eventually the time came that Grick could learn no more from the shaman and the two parted ways. It was during this time that Grick wandered the far off lands, seeking out the ways of the world. Never comfortable within high city walls, he sought out small villages and hamlets. When presented with larger cities, he always relegated himself to the seedier and darker portions of the town.
It was during these travels that he was exposed to the different forms of justice throughout the lands and noticed the varying, and often radically different, forms of punishment. Grick found himself following these affairs very closely, especially the odd forms of capital punishment. Other times, a victim would be found, but no perpetrator. At these times, Grick felt himself compelled. Whether it was a sense of justice or some macabre fascination was unknown. Having learned to watch for specific mannerisms, as well as using the abilities Tunkbaz taught him of using the earth to retrace steps, it became a common occurrence in cities he visited for the families or friends of victims to find a severed head or blood-stained garment with some identifying mark outside their home a few days later.
Eventually, Grick longed for home and made his way back. His practices practices and ideas on justice, the goblin's soon discovered, had come with him. Whenever a rogue tribe overstepped its limits, different members would mysteriously vanish, only to show up over the next few days, piece by piece. Stolen items would soon be returned, accompanied by a pair of fingers. Grick could not cover the whole of Indiga, but rumours and stories always followed on his heels.
While stalking a small elven patrol along the border, Grick dropped quietly to the ground. His keen senses straining to hear the conversation. Something about the fabled gemstone cavern, granting of wishes, and meeting in Megant. Grick pondered this as the patrol moved off out of sight. Scanning his surroundings, he pushed himself to his feet. Looking one last time over his shoulder at...home? No, he decided. Just another stopover on his journey. Setting his eyes ahead, towards Megant, he began to mentally turn the page. A new chapter.
Mental: Recaller, Linguist, Physician, Herbalist
Physical: Float Like a Butterfly Sting Like a Bee, Sneaky Sneaky
Grick'grack Nsokub is accepted - well thought-out and interesting. One query, however: Would I be assuming correctly that he's 54 and a bit? The age is fine, I'm just making sure we're working to the same calendar.
Grick'grack Nsokub is accepted - well thought-out and interesting. One query, however: Would I be assuming correctly that he's 54 and a bit? The age is fine, I'm just making sure we're working to the same calendar.
Yeah, 54-55ish, which I'm thinking is still young given his elven heritage. Equivalent of a 22-25 year old human. We can call 1189 his birth year.