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Fandom Call of the Jagd: Character Bin

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Character Sheets:

Code:
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[CENTER][SIZE=7]~(Char Name) ~[/SIZE]
[SIZE=3](Race - Job)  [/SIZE][/CENTER]
[QUOTE]
[CENTER](A quote from your character)[/CENTER]
[/QUOTE]
[CENTER]~Image, or description~[/CENTER]
[B]Notable Crime:[/B] (We broke out of prison, how'd you end up there? Innocent bystander the judges thought were doing something? Actually DID do something? Why were they arrested?)

[B]Clan Role: [/B] (What does your character do all day for the clan besides fight monsters? There's an outlaw hideout, do they bartend, go scouting, sell stuff, etc? Optional)

[B]Personality: [/B] (Just one paragraph overview of how your character acts, etc)

[B]Background: [/B] (2-3 paragraphs of how your character ended up where they are)

[B]Notable Abilities: [/B] ( In or out of game, what's your character most known for? Is it an ability they really like to spam? Specific weapon they're fond of? Are they a white mage who really likes to hit people in the face with a staff?)

Example:
~Moglie ~
Moogle Gunner
How much you want to bet, kupo?​
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Notable Crime: "I bet my friend 2,000 guild I could hit the apple off her head from the clock-tower. Boom, one shot, done. The problem maaaay have been the shopkeeper standing behind her. And Moganna still hasn't paid me the gil!"

Clan Role: Scout

Personality: A moogle of incredible drive... and a crippling gambling addition, Moglie is generally dispationate until his skills are brought up. Talk about guns, he's bored, talk about how 'no one could make that shot', and suddenly, you have a volunteer betting you money he can. The more impossible a task, the better, but Moglie can often be tricked even into mundane skills by claiming "Didn't think you could." Having grown up with 9 siblings, Moglie does his best to stand out, even if he's not very loud.

Needless to say, Moglie is a narcissist. He marks down everything he can do as vital life skills... and anything he can't do as something nobody "really needs". Having been fired from many clans, he claims he doesn't need them, he's just helping out clan Scorpio.

Background: Middle child of 9 children of a famous mog knight, Moglie seemed to just blend into the background. His father hurt his back in a turf war, so he had to pick up new skills as a craftsman. Opening a Machinist shop that serviced airships, Moglie often was lost in the flurry of helping. He grew frustrated that he only got the left over jobs, so he tried to be as innovative as possible.

Sadly, with already built ships, innovative doesn't mean efficient. His father tried teaching him the tricks of a knight as well, but Moglie proved too cowardly to pain, and ran from an encounter just as it was beginning. Not knowing what to do, his father left the crying moogle alone.

Moglie, with anger at failing, just figured he needed to be able to take out a target without being near them. It wasn't as if he HAD to be a masochist. Spending the last of his gil on a gun, he started doing odd jobs. Finding he was decent, he practiced and practiced.

Abrasive, he was kicked out after clan after clan, growing more and more desperate for clan. One of his long time friends of Baguda Port laughed that she thought he was overselling himself, he wasn't THAT good of a shot. Moglie bet 2,000 gil he could shoot an apple off her pom pom from the clock tower. A bit hesitant, she donned armor, but told him to bring it on. Flitting through the bazaar, Moglie spotted her, and took the shot, not noticing she had dove infront of a stall. He made the shot, but suddenly the market was ablaze that someone had just shot the textile merchant!

Moglie was arrested before he could even leave town! Moglie didn't do well in prison!

As the Night of Rent Steel occurred, the night the prison itself was broken in a turn war clash, Moglie was staring out the cell doors at the moon when he saw an incoming fireball. The little moogle had never screamed 'kupo' so loud in his life! As the hole was made, after calming his heart down, the little moogle made a break for it!
It wasn't til the group was in Jagd Dorsi that Moglie realized he was stuck with a clan again! Still, long as it's interesting and he gets attention for his shots, he could care less who he worked for!

Notable Abilities: Concentration: Moglie's extremely accurate, even for a Fusilier. His shots might not be nearly as impressive as he believes, and certainly don't cause the most damage, but he tends to hit his target most of the time
 
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~ Raveen Sotga ~


Viera - Green Mage

"They weren't oily enough to get a good tan under this 'ere nice hot sun mid-battle, so I cast a spell to prep 'em. You can't call that wrong less you're a cop."

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Notable Crime: Using magic against people in a clan fight while not part of the battle is a big no-no. A judge caught this and played a red card, banishing her to the jail. Later she found out that the battle continued as she left it, ending in a significant victory for the other team. This earned her enemies with Clan Radtz, that other team.

Clan Role: Raveen serves as the item vendor for the clan, though she sometimes goes out to serve a purpose on the field of battle as support. She does not do much physically, but she has a tendency of being a nuisance to her foes and aid to her allies.

Personality: Mischievous and crafty, this Viera is more of a jokester than she really should be, an odd thing for a Viera, as the personality seems more befitting of a Moogle or Hume than anything else. This has earned her some nasty remarks, but she is quick to overlook her own faults in order to score a victory of some sort. Beyond that, she is meticulous and does not like to make mistakes when it involves money. She keeps a watchful eye on her shop, and throws a fit when something is out of place. If one gets to know her, she does have a tender side, and doing so earns some brownie points towards eating some good food.

Background: Raveen had always been different, and had earned eye rolls even before she came of age. Her mischief was of a peculiar nature within the regal and pretentious Viera, but her talent within shops helped keep her afloat for some time. She had few friends, and a fair number of people miffed at her, but for the most part she kept to herself.

Sometimes she could not hold herself back, however. One fateful day she found it entertaining to cast an Oil spell in a judged fight between clans. The spell's intended target was one of her clients, and was supposed to be cast on the sly while she was within a crowd, but the judge's watchful eye was quick to scout her, and the armoured rider gave her a red card. She could not even let out a shocked gasp before she was carted off to the prison, where she was judged guilty of a small fine at first, then a heavier one when the fight continued and turned into a one-sided fight, all thanks to her magic.

Jail was tough, but she had to bear with it, and the shame that would have followed suit. Family came by to speak their disappointment. Enemies jeered. The shattering of a jail wall from a roaring explosion freed her, and she pounced upon the opportunity in search of a better life, convinced by others in a similar position. She joined Clan Scorpio and bounced to Jadg Dorsi, where she continues her vending and her antics.

Notable Abilities: Oil is her favourite magic, followed by Tranq and Sleep. Sometimes these have purposes outside of battle, but they are most especially potent for support mid-fight. Her sage crosier augments her magic and delivers a nice smack to boot, though it does not benefit her much in combat.
 
~Anda Miret-Njer ~
(Viera - Black Mage)
Being a red mage is all about balance and control. Keeping the different magics in harmony. Turns out I suck a that. But I am good with black magic. And by good I mean I maaay be the reason the academy in Muscadat needs rebuilt... Uh, anyhoo, if it’s fine control you want maybe I’m not your mage. But if you need a swath of land erased I might be the black mage for the job.​
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Notable Crime: Turns out accidentally nuking half your village is frowned upon. (Also blowing up a large portion of the Forest Conclave in Muscadat and stealing a rapier. "It was mine anyway")

Clan Role: Liason. Scorpio has to get their jobs somehow, Anda's one of the clan members that gathers these requests, sorting through them before passing them off to the clan leader.

Personality: Curious and studious, Anda rarely passes up a chance to delve into magical theory. While highly knowledgeable on aspects of red magic, and how black and white magics relate to it, her execution of said theory leaves . . . a lot to be desired. (Or nothing to be desired if it's raw destruction you're after.) She tries to remain friendly and upbeat, often attempting to play off her magical mishaps. Anda's grateful to Clan Scorpio for taking her in despite her tendency for collateral damages, and frequently overworks herself in an effort to pay Gallahan back despite his insistence that nothing's owed. Threatening a fellow clan member is an easy way to get a taste of Anda's spellcasting for yourself.

Background: Born in a small village near Muscadat to a red mage, Anda's magical potential was noticed fairly quickly by her mother Yavle. From the moment she was old enough, Anda learned the basics of fencing and magical theory. Though even then it was clear Anda struggled with magic, the simplest of spells seemingly out of her reach. Unable to take the time away from her duties guarding the village to train her more closely, Yavle reached out to her former mentor in Muscadat. Rinnolan was an old red mage of no small repute, having trained countless in the arts over the decades. If there was anyone who could help Anda past this roadblock, it'd be him.

So off she went, gifted with her mother's old rapier. Muscadat felt massive compared to her tiny village, but Anda eventually found her way to the Forest Conclave and Rinnolan. She can still remember his first lesson. "Balance is the key to red magic, keeping the two kinds of mana in harmony with one another. We of the red may not have the raw power of black or white magic alone, but what we lack in might, we make up for in sheer speed. Lose that balance, and your red magic will unravel. Remember that."

The months seemed to drag by with no progress, but Rinnolan was patient. The potential was there, he could feel it the same as Yavle. They just needed to break past this mental wall.

Turns out that wall was more of a dam, blocking a tide of mana coursing and violent. A training session with Headmistress Qestra (more like getting kicked around), led to Anda accidentally turning the floor of the training hall into an icerink. But she'd done it! After months of what felt like a wasted effort, she'd managed a spell. Anda's excitement was short lived as the resulting exhaustion caught up to her. Slipping and falling on the ice, she found she didn't even have the energy to try and stand.

But progress was progress! Now able to cast magic, two new problems arose. The first was she still struggled with any kind of white magic. The second, and arguably more concerning issue, was her lack of control. Rinnolan likened her mana to a rushing river, wanting to pour out in its entirety when called upon. Despite his best efforts, several more training incidents followed, culminating in an accidental casting of firaga destroying most of the academy's halls.

When Anda awoke, she found Rinnolan waiting beside her. The local judge had been . . . less than thrilled with the accident. Stating Anda's lack of control made it too dangerous for her to train as a mage any longer. If she were to be found casting magicks again, she would soon be a resident at [prison]. Because of that, Rinnolan said he was keeping her rapier as he left.

Anda was devastated. She'd finally been making progress. Real progress. And just like that, it was going to be taken away? To hells with them and their 'proper magicks', Anda resolved she wasn't leaving without her mother's rapier. Sneaking into where it was being kept proved easier than she anticipated, thanks to the damage from before. Though no sooner was the weapon in hand, did she find herself at the point of Rinnolan's sword. "What do you think you're doing?" He demanded.

"This sword doesn't belong to you." Anda met his gaze, "I'm taking it back home."

She doesn't remember what happened after that, just the exhaustion as she ran through the woods back to her home village. The supposed new red mage was welcomed home with considerable fanfare for their small home. Anda didn't have it in her to say what happened while training. After a few days to rest from the long trip, she found herself helping to guard the village. She stayed closer to the village than the more experienced guards. It would be fine, she told herself, monsters almost never made it that close.

And that remained true, even as the months went on and Anda found herself too deep in her lie to admit the truth. It had been a pack of bandits that made it to where she was stationed, not monsters. As her blade work rapidly proved ineffective, Anda was forced to call on her magic, raining pillars of lightning that would make a black mage jealous.

Anda awoke in shackles a few days later. The judge had been true to their word on what would happen if she used magic again. The bandits had been stopped at the cost of most of her village becoming collateral damage. She wasn't sure how long she was imprisoned before the Night of Rent Steel. But Anda wasn't about to pass up the chance at freedom, snatching an officer's rapier in the chaos.

Now very much an outlaw, she eventually found herself welcomed into Clan Scorpio.

All she can do is hope she doesn't blow the place up too.

Notable Abilities:
Despite calling herself a black mage, Anda channels her magic through a rapier instead of a staff. When asked why, she'll just shrug and say "it's a nice sword."
Her magic is nothing to scoff at, but her lack of control leads to her pouring everything into one or two spells.
Hailing from the region surrounding Muscadat and having spent plenty of time in the city, Anda has agility and balance befitting a viera. Running across narrow beams like they were the large branches of a tree.
 
~Shan Shir~
Hume - Archer
"Oh... I hope that blur is an enemy...​
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Notable Crime: Assault, destruction of property, hunting without a license, Accidental injury of a judge, illegal use of a potion, Accidental Hunting of a sentient, Acruement of obscene amounts of Debt.

Clan Role: Ranged support and dealer of the hurt, has this strange ability to make good food taste better, and the strangest foods palatable. Just... don't mind how it looks.

Personality: he is just, very, very, very sorry for any trouble he causes, truly and ultimately sorry. unfortunately, he causes alot of troubles, it's not his fault you see, his eyes are so much better at seeing things from afar, to see up close he has to get glasses and goodness they are so very expensive.. and with how many things he breaks he just... Can never afford them... But, despite his issues, he always seems to be trying his best to... Slowly.. and surely make his way to his goal, even if the closer he gets the iffier his attempts start to be.

He may be off putting, and his near constant squinting is, I assure you, not him glaring at you. he is a good fellow, just... wear bright clothes, maybe something recognizable.


Background: A tale of treachery, deceit, and simply being unable to get the precious things one needs to live a healthy life. Surely, you can understand, that he also couldn't actually see that he was signing off the ownership to his home as well?

And those banker people were trying so very hard to get him to sign he just couldn't say no.

He just wished they didn't take everything... But he had enough to pull himself up from his bootstraps to be sure! if they didn't take his boots as well... but he will not give in! he had lots to live for and lots of ways to make money for those precious glasses! he just had to make... one.. two more million gil!

That wouldn't take long at all!

...Somebody please help this man stop tripping over everything, please.

You may ask, why such a long list of crimes, well, believe it or not, a viera with a particularly fluffy coat standing in the snow in the woods does look suspiciously like a dreamhare... Thankfully, she was unharmed, the coat was not. The judge injury was a honest misstake. And truely, everyone has a need for a potion now and again, yes items were banned that day but surely you can underatand a man trying to clear a headache?

And that destruction of property charge, pure stupidity, they laid that infront of him to trip on!



Notable Abilities: Quite accurate on range, he has the capability to impede opponents and targets ability to move or act, not to mention the lovely ability to lay down the hurt. Don't expect much in close proximity... and... well.. wear a thick shirt, maybe bright colors? Or just get a shield for your back alone.

very important, safety first.
 
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~(Argh) ~
(Seeq - Fencer)
("Care for a dance, m'lady?")​
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Notable Crime: "I was talking to a beautiful maiden before her father threw me into jail. Needless to say, what I had done and what I was charged with were two completely different things."

Clan Role: Bartender (It adds to the charm)

Personality: Compared to most Seeq, Argh is much more 'sophisticated' than the others of his race. His way of talking, dressing, and behavior are out of the norm of a typical Seeq. However, he is still lacking in social understanding, which leads to troublesome situations. It doesn't help that he has a foolish thought process causing others much irritation when he acts. Argh, despite his flaws, is well-meaning in his actions and will genuinely try to help, in his way, others. While he can't take hints, he's reliable enough to be at another's side should the time come.

Argh is incredibly sensitive when it comes to his race. Like a foreigner trying to fit into a pack of natives, Argh struggles to communicate with those similar to him. Any mention regarding his race will spark a wave of anger towards the speaker.

Background: Argh was raised by a Viera when he was found as a baby. His parents were nowhere to be found when the Viera had come across the infant. While nobody knew why the Viera would take a Seeq in, the Viera would take him in regardless of others' thoughts. From then on, that Viera came to be known as 'Mother' in the eyes of Argh.

Their relationship wasn't anything like 'mother' and 'son'; however, it was more along the lines of 'owner' and 'pet.' While 'Mother' cared for Argh as if he was her child, she didn't have the attachment needed to tend to his every need. Whenever something interesting happened, Argh would always be left behind by 'Mother' and left to fend for himself. He would be frequently bullied by the children of the village and even insulted by the populace of the village.

The only thing 'Mother' did was raise her voice against the malicious treatment but nothing more than that. It reached a point where even a dull creature like Argh realized that he was being discriminated against. He decided it was best to leave the village without telling anybody. From then on, he traveled around the world searching for a place to belong. The Hume rejected him for his race, and the Banga attacked him on sight. He avoided the Viera, and got in trouble with the moogles. The only ones who accepted him were the Nu Mous, but Argh felt dissatisfied and left.

His travels continued until he had joined a clan that would be willing to accept someone like him. It was finally a place where he belonged... until he got arrested for talking to a young hume. While Argh might say that he was trying to 'talk' with the young girl, it didn't seem that to others as he was waving his sword up in the air in a threatening manner.

Notable Abilities: Argh likes to fight in an 'elegant' or as elegant he can get. While his fighting style does not come off as elegant as he wishes it to be, he is rather swift and tries to utilize his speed to the fullest. Engaging and using Swarmstrike and Silver Rapier to debilitate the enemy and allow himself to get more opportunities to attack.
 
~ Charlotte ~
(Human - Dark Knight)
It is not that I wouldn't enjoy solving this little conflict without bloodshed... far from it... I would find it quite delightful.​
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Notable Crime: Murder. it was self defense... both cases. So what if I might of helped instigate it and help to escalate it? They attacked first!
Several accounts of property damage; Association with a group of bandits; Arson (not my fault, the moron sucked at aiming is fire magic at me); Thievery (It was just out in the opening to be taken. Oh... not paying the bartender, while he never asked if I had money up front),

Clan Role: "Negotiator" (Don't actually let her negotiate that is a bad idea)

Personality: At first glance Charlotte can come off rather charming, being much more elegant with her words. She can come off rather calm and collective putting on a light smile and being incredibly carefree. If someone is in distress (particularly caused by another or some other dangerous threat) she is more then willing to step in (at least if there is a reward or enough pitty can be mustered for them or the enemy intriguing enough to have her mind). The way she speaks can come off rather intellectual in a way. In fact she can come off almost a bit smug and overly confident in the way she acts around others, often prodding or belittling them.

In large part for her it is by design.

While she has some self restraint, she is quite a saddest and enjoys fighting. She enjoys prodding people just enough to make the most impuslive of them lash out at her justifying her ability to 'defend herself'. In truth much of her 'smug' demeanor is only meant to antagonize while she personally cares not what the person might say or do. It is a guilty pleasure that in the moment she is more then willingly to openly admit she loves. She enjoys being a bit of a trouble maker when it makes sense for her to do so. Fortunately as much of a sadist as she can be, the one thing she has that her father seemed to lack is empathy... at least a little. She needs a reason you need to die or to be beaten to a pulp, and so long as it is there (as week as those reasons might be) she is more then willing to do so.

For those she becomes closer to, she will tend to drop the act becoming much more innately playful. Still being up for teasing and prodding though doing so in a more friendly manner. She enjoys drinking and causing a bit of 'chaos' with others around her though at most she will escalate to a friendly 'fist fight' not taking it that much further. She also shows a bit more restraint for causing trouble in the company of others, not that it will stop her from occasionally being up to no good.

That said, a job is a job. She knows she needs to fit into society so she will try and minimize her more sadistic and bloodthirsty behavior. You know how it is though... sometimes you do just end up 'slipping up' from time to time.

Background: A princess by birth, if you consider being the daughter of a charismatic leader of a bunch of prevalent thugs, bandits, and outcasts living out in the wilderness. Charlotte was raised in a rather odd situation from most children. With very few her age around much of her time was spent in her mother's care or with that of the other bandits. Despite their profession hinting otherwise, the men and women themselves were generally quite nice to her, very much treating her like a company or willing to dedicate a bit of their time to entertain her. Perhaps due to the fact she was the daughter of their leader or a linger ember of empathy they might possess. It was hard to say.

Growing up she learned a lot from those she was around. If there was one thing instilled in her it was the aspect of Freedom, the ability to do as one desired. No laws should be forced to ban man, woman, or moogle from doing what they truly desired to do. While many in the group did make a living off taking from others, a sort of honor code was in place focused on taking from those who had plenty while sparing those who lacked (something that unfortunately not all upheld though it was encouraged). While remaining in the outpost away from civilization, it didn't stop her father from working to educate her. Being well educated himself, he attempted to teach her himself and eventually sought to employee a scholar to help do so (not under threat, it was under their own volition!).

While educated in mind it didn't stop her from also being taught to fight. Even if her father had no intention of having her wield a sword in combat he wanted to make sure she was adapt at defending herself. It is through learning the sword Charlotte came to more realize her love of fighting... and perhaps a bit more of her sadistic side. She showed herself to be quite capable and cunning. It was only further improved upon having many in the camp who were skilled with the blade being ex-soldiers or mercenaries willing to spare her to help her better adapt to learn the way of the sword.

Growing into a full grown woman, Charlotte only naturally wanted to see a bit of the world. Having read many books about it and even some Fantasy novels, it sparked her own curiosity. Not one to oppose his daughter's freedom, her father wished her farewell giving everything she needed to get by. Naturally such physical goods came with verbal advice. If one wanted to blend in with society they had to follow the rules... or at least learn how to bend them or to avoid being caught if such rules might be broken. It was knowledge that would help her stay out of trouble and get a nice view of the world and hopefully figure out what her place was.

Well... if she wasn't so inclined to cause trouble and eventually slip up.

There were numerous occasions where she got herself nearly caught. A few people saying things that only prompted her to push buttons and devolve into fights whether legal or not. Numerous times her "free will" getting her nearly busted taking things she saw as practically 'given away' laying around, or slinking out of bar tabs. Sure her education helped a lot in wiggling herself out of many situations but there was only so much you could push it. Sure enough the law caught back up to her as a fight broke out leading to the death of the man who had attacked her. From that one death other little crimes she did managed to catch up all at once and she was finally tossed in jail.

Far from the wonderful world she wanted to explore! Not to mention they limited her ability to even pick fights inside. It was only natural she would seek a way out, both to escape and how fun a break out seemed to be as an idea.

Notable Abilities: Blood Blood Blood! Charlotte willingly causes harm to herself to make her attacks more deadly. While willing to harm herself she is also very much willing to harm the enemy and slicing them up as well in order to help restore herself in what is a vicious circle of pain and suffering... at least usually for the enemy.
 
~ Elio Moguri ~
Moogle - Red Mage
"Thank you, kupo! Be careful out there~"​
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Notable Crime:
"Kupo? What do you mean by 'ransacking my own village'? It's already a mess when I got there, I swear. Maybe a hurricane?" (Spoiler: Elio didn't do it and neither did the hurricane. It was actually someone else's fault.)

Clan Role:
Dorsa's most kupo medic. Elio may not look like it, but he can patch you up when you need it.

Personality:
Elio Moguri has been a pacifist through and through even after wrongly getting arrested. He prefers to support his allies instead of attacking head-on. If he really has to attack, this moogle does so just enough to drive assailants away but not enough to kill them. And finally, as with any other moogles, Elio tends to slip "kupo" in his speeches.

Background:
Born to a black mage in a village near Baguba Port, Elio's magical potential was (obviously) noticed by his parents. He started his magical studies from black magic in a local mage school when he was old enough. His teachers, upon noticing Elio's unusual affinity to white magic, recommended his parents to send him to the Forest Conclave because balancing black and white magic is normally a red mage thing (and by extension, a viera thing).

When Elio came back home from his studies, he found his village already ransacked by... whoever it was. But a nearby judge somehow thought he was a culprit just when the returning moogle was wondering whatever the heck was happening there and gave him a red card, immediately sending him to prison. And by the time said judge realized that they had arrested the wrong person, it was already too late.

The day before the Night of Rent Steel, Elio's sister, Celine Moguri the time mage, was planning to bail her brother out from the jail. She managed to reach Sprohm... but it was too late. Why? Because she had arrived a day after the Night of Rent Steel and the prison was quite in a mess. Little did she know that Elio had already escaped, somehow made his way to Jagd Dorsa, joined Clan Scorpio and offered his medical services there.

Notable Abilities:
  • Despite his "average black mage" appearance, Elio is surprisingly good at white magic. He can do white magic enough to back everyone up.
  • Unlike other red mages, Elio channels his magic via staves and rods (just because he sucks at actually wielding a rapier) which made it even easier to mistake him for a black mage if you don't see him healing someone.
  • Due to his pacifist nature and him originally starting off as a black mage, Elio personally limits his black magic up to -ara spells. So yeah, no Blizzaga and the likes for him.
 
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~Veronikke Raekling~
(Gria - Dragoon)
Are you making fun of me!? Shall I show you the fury of the dragons!?​
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Notable Crime: Stalking and harassment of several prominent residents of Sprohm, disrupting the public peace and brawling and worst of all: calling bangaa "lizards"

Clan Role: Veronikke acts as a de facto bouncer for the bar. This is not really a formal position so much as a natural result of her lounging around there all day and being easily set off by anyone acting too rowdy. Patrons who especially get on Veronike's nerves have fallen victim to her "flying Jagd tours" which begin with a forceful abduction into the skies and end up with being dumped unceremoniously on a rooftop to sober up.

Personality: Fiery and and prideful, Veronikke is easily riled up and extremely stubborn when it comes to pursuing her goals. Veronikke has little sense of diligence or responsibility when it comes to anything she finds tedious or disagreeable and can often be found lounging idly or picking fruitless fights but if something does light a fire under her she can display a dogged tenacity in chasing after it. Quick to anger, but also quick to forgive, Veronikke is actually fairly easy to get along with if one is willing to placate her a little. Veronikke is very susceptible to flattery and cajoling and a few aggrandizing words can persuade her to go to great trouble on behalf others.

Background: Despite her current heartiness, Veronikke was actually born as a week and sickly children, requiring regular visitations from doctors and white mages and was routinely bullied by the other gria children for being so scrawny and weak. Veronikke's one solace during these times was her mother, who cheered up the little girl with tall tales of adventurous gria from centuries past. Veronikke's mother told her about how gria were descended from dragons and both those past heroes and Veronikke herself had inherited bravery and power from their draconic ancestors. These stories lit a spark within Veronikke and she vowed to become a worthy inheritor for the draconic blood flowing through her veins! Veronikke through herself into her treatment and physical training and gradually grew stronger eventually reaching normal levels and then far outstripping them.

By the time she had reached her majority, Veronikke was healthy and strong enough to go travelling on her own and she left her home village to depart for one destination: Sprohm. During her childhood Veronikke had heard tales from travellers of Dragoons: fierce warriors who had studied and mastered the power of dragons, there couldn't possibly be a more perfect profession for her! Determined to earn the title of dragoon for herself, Veronikke sought out the Bangaa Brotherhood, the inlfuential guild who controlled the secrets of the dragoon techniques.

Unfortunately the Brotherhood laughed in Veronikke's face. Only a bangaa had the sturdy legs and powerful lung capacity to be a true dragoon, they explained in patronising terms, anything else would merely be a cheap imitation and she should probably go learn a gria job. Veronikke was enraged and she was determined not to stop there. Instead of leaving, Veronikke began to secretly follow the brotherhood members around, flitting from rooftop to rooftop with her wings to quietly study them as they trained and fought, during the nights Veronikke would hunker down in a rented cellar and practice what she had observed, making the techniques her own. It took months and months of obsessive stalking but Veronikke eventually mastered most of the basic dragoon techniques. Intoxicated with her success, Veronikke barged into the long ear tavern to announce her triumph, crowing that the title of dragoon belonged to the gria and no smelly, overgrown lizard was going to tell her otherwise.

The resulting brawl is now legendary in Sprohm. The long ear tavern erupted into a tidal wave of angry, orange flesh that rapidly spilled out into the street, pulling in bystanders and willing participants alike into the maelstrom of violence. Veronikke held her own reasonably well, if only because the vast majority of the bangaa involved couldn't actually reach her and had no idea who or what had actually started the fight. Whatever the reason Veronikke was still on her fight when the Sprohm city watch forcefully broke up the fight and placing everyone under arrest. Most of the blame for the fight was placed on Veronikke as the only outsider involved and the bangaa brotherhood were finally able to connect her to the uneasy sensation of being watched they had been subjected to recently. Using their local influence the Brotherhood ensured Veronikke received the maximum sentence possible for her crimes and she was carted off to Prison were she stayed until the Night of Rent Steel.

Notable Abilities: Veronikke fights as a fairly conventional dragoon, having mastered most of the basic abilities of that job. Her jump technique is enhanced by dint of her possessing functional wings, so she can attain a greater maximum height for superior range and power. Veronikke's preferred strategy is to jump into the middle of the enemy's formation and sow havoc with her wide ranging spear attacks and elemental breath techniques. For reasons of enmity against the bangaa, Veronikke has refused to learn the "bangaa cry" technique and so cannot confuse enemies.
 

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