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Fantasy The Dragon Princess | Character Sheets

Lore
Here

Isolus

Lady of the Lexicon
Roleplay Availability
Roleplay Type(s)

Eira Snowborn: The Key to the North

"How will this end -- In the screams of the burning flame or in the cold, dark silence?"

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In the early days where the north was nothing but eternal winter, there once was an old and wise people who sat upon the snowy peaks. They tamed the northern highlands through power and justice and their enemies grew to fear the Men who bore the Dragon's fire. Known as the Níðhö Clan or the Dragon Men of Cerodaele, this line of kings endured many trials and tribulations for thousands of years. However with subsequent occupation of the Witcher Kings, the Níðhö was eventually forced to relinquish power.

But when they were once promised mercy, they were instead granted death by the first Wither King, Edwin the Great. For generations, the last bones of the Dragon Men of Cerodaele were believed to be buried deep within the mountain crypts. But as the dark nights came, so did the fire of the dragon return in the morning.

While no longer as powerful as they once were, the last remnants of the Dragon Men were not vanquished. They were merely stirred awake by the cries of the North and these old kings had returned with a fiery vengeance.

Alas, the west's hatred of the Níðhö only further spurred their power and the Men who bore the Dragon's fire began to fall one by one. Agvar Snowborn's bones lay scattered at the bottom of the valley of Eo. Old Valdarr Snowborn now sleeps an eternal slumber in a leper's bed in Noria. And as the days of spring came to Isakar, the head of Aesa Snowborn stands mounted upon the western gates as a warning for all to see.

But Eira Snowborn, the smallest of them all, still lives. And as long as she lives, so does the Northern Rebellion.




  • ≫ Name ≪
    Eira Snowborn

    ≫ Race ≪
    Human

    ≫ Eye color ≪
    Blue

    ≫ Nicknames ≪
    Snowdrop

    ≫ Ethnicity ≪
    Illyian

    ≫ Complexion≪
    Pale
    ≫ Current Age ≪
    Eight

    ≫ Season of Birth ≪
    Mid Winter

    ≫ Hair color ≪
    Ivory
    ≫ Gender ≪
    Female

    ≫ Occupation ≪
    Apprentice
    ≫ Current Residence ≪
    Solantius

    ≫ Known Languages ≪
    The Common Tongue, Elvish, Beast Tongue
 
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Basics
Name: Vivien Caldweil
Age: 23
Gender: Female
Race: Changling (Human Father)
Class: Witch
Personality

Vivien can come off as a rather cold and calculating. She is very much about thinking things through before acting attempting to improve the odds of success. She is quite inquisitive in nature, always trying to learn more if a particular topic is one she feels might be of importance. She is quite guarded about divulging information about herself. She tends to allow people to their own devices without hassling them if they so desire, though it doesn't stop her from snooping around in order to find things out behind their back. She isn't very empathetic, more often approaching someones emotional problems from a logistical standpoint rather then being able to connection emotionally with them. Despite her dark nature, she generally does harbor a general desire to come to an outcome that benefits the majority, particularly those of good nature. She is focused far more on doing 'her work' over any sort of 'fun' or 'leisure'.

While her motivations might be in ways good, she is willing to do things that might be much more morally questionable if it leads to what she views as a better result. A life in the grand scope of the world is often of little value compared to society as a whole. She is incredibly jaded as society as a whole viewing it in many ways to be rotten, only seeing value in saving it for the sake of those good souls who might be trapped within it. Due to her past she is very uneasy about being open with others. Even with those who she works closely with she will hold valuable information away if she views it to be pointless or potentially detrimental to the success of whatever task she might be trying to accomplish. Deep down the human side of her seeks some sort of companionship even if she might not believe such.

Backstory

Stories of young infants being plunked from the cradle and replaced with another have always been one of those lingering nightmare stories many parents heard of. In the middle of the night dark magic would emirate as that of a hag enters the room often shifted into some dark shadowy form. The hag would take hold of the child taking it and devouring it before placing a child of its own in its place. The parent would wake up the next day often none the wiser holding a child lovingly not of their own flesh and blood. They would raise the child up and as they grew older oddities would appear as the child while seeming to resemble that of their parent's race would have traits that didn't quite seem to fit that of their own. The child would grow older faster then what would be expected outpacing others of their supposed 'kind' by years or even decades in the cases of the more long lived. That feeling of the child not really being your own as time only makes such fears feel more and more true.

Vivien is such a child. The Etenbrooks'' had a child of their own though it was quite weak and frail. Far too weak to likely make it to adulthood Vivien's Hag mother took the child from its crib replacing it with Vivien. The next morning the parents were left baffled finding their child in much better health believing it to of been a miracle. As time passed she was raised as their own though it didn't take long for some oddities to take notice primarily to her foster father. Her appearance didn't seem to quite reflect himself bringing into question if his wife had been with another. It was a situation that as the years passed only grew worst as vivien took little after her father's appearance while having a few coincidental shared features of her mother. It didn't help Vivien tended to be rather anti-social herself not quite fitting in with the other children particularly as she seemed to mature a bit faster then her piers.

The resent built up as she found herself in the center of the conflict her adopted father quick to lash out verbally at her as she acted out getting herself in trouble and dabbling in what appeared to be the witchcraft as if innately attuned to such things even if at the time often that of much more pretend nature. Her adopted mother on the other hand always defended her going so far as to step in her fathers way when he seemed rearing to strike her. Her luck around others was far from better with the fact she seemed to age faster then the others and having a strange 'air' about her with her practicing of 'witchcraft' leading many parents to forbid their children from approaching her. Things only got much worst when her little games of witchcraft turned much more real.

Upon turning that of twelve her familiar came to be. A shadowy black raven like bird. The creature itself would not speak, yet despite this Vivien could hear its voice speaking with it. What was silly little show ceremonies turned into actual magic of often light origin though quickly growing as it seemed the familiar itself taught her. On one day Vivien found herself caught out in the woods by three young teens who picked on her. As a form of retaliation and to put a stop to it, she put a curse upon the one boy as he suddenly found himself unable to speak normally only able to talk in tongues. While she managed to scare the children off it only lead to further problems with several in the town coming to her home demanding she be brought out practicing the dark arts. Her father despite his disdain for his daughter defended her, perhaps more so out of ego then anything else with the incident causing a mark to be placed upon the family even after a day later the child regained his ability to speak.

Her adopted father locked her in her room forcing her to be kept indoors. What had been harsh words calling her a monster turned into pure nothing as it seemed he had turned to complete denial over her existence. Only her adopted mother sought to see her often yelled at by her father that she was a devil child not of their own who would curse her for doing so. For nearly two years she was kept locked away, only seeing her mother from time to time who would give her food and leave her books or other materials she would sneak in. It was one day only a few days from her fifteenth birthday in which she heard a voice... not words she understood yet their meaning came naturally to her. It was that night she broke out from her room leaving but a note for her unwitting foster parents and setting out into the world.

Vivien managed to make her way out from the town that had served in many ways her prison into a world she was unfamiliar with. Despite the unfamiliarity, she found herself managing to slip in under the cracks of society quite well. While paler skin she found without the stigma of being a witch completely evident she could at least draw the sight of a few who would be quite willing to help her out at least to some small extent. What had started as begging shifted into more business as she found ways to use her abilities with others in the right areas able to act as a fortune-teller or to perform simple magic to aid those who needed it. It was far from money enough to settle down on though for Vivien she was able to sustain herself not having many needs of her own to spend on. In the cases she required more wealth, she was always capable of finding someone gullible enough that she viewed had enough wealth or was of unsavory character to give their coin to her.

Vivien managed to travel a good bit of the southern and central reaches of West Isakar many of which lead her briefly into Meridia finding many of the caravans she traveled on often heading there. She learned much more of the world sating her own curiosity able to see both the good and the festering evil that seemed to lurk beneath the cracks. It was quite clear to her how much evil layed deep under the surface the more she saw and really began to look into things. While she felt enlightened by the experience, she still felt that strange calling toying at her in the back of her mind beckoning her somewhere she wasn't sure of... but yet strangely felt as if she might know. The nineteen year old headed back to her homeland, though rather then the cursed town she ventured into the woods deep into what was a desolate swamp. It was there that she met her true mother, a hag named Merleb.

The young witch learned of her true heritage as a changeling, being the daughter of the long since twisted fae though maintaining her human façade in her presence. She had called her there in order to tell her the truth, so she might help her develop her abilities more fully and embrace the darkness in which the changling would be able to fully transform into a hag and become whole combining with her familiar into one complete being. Despite being a what she was, Merleb showed herself to not be of pure malevolence. What was know to her as a Monster was far from as vile of some of what she witnessed in her own life and travels. To take what is needed but do so in a way that has the least cost for all. To come to an outcome which one can live while allowing the most to thrive as all things are connected. For the blood her real mother might spilt was of that who had not long of this world, and of which something of value might be left for those left behind to better prosper mutually. The world was rotten, but you can also survive in it and make it 'better' for yourself and others in the process.

Vivien spent years under her true mother's tutelage. Learning far more cursed magic and the dark arts. It was over that time she accepted the fact she was coming closer to her own 'ascension' to be like her mother. Even if she felt it was right for her to be there, there was a part of her uncertain if it truly was the place she wished to be. Fate itself though seemed to conspire as a vision of the future came to play during her and her mother's ritual. A prophecy of dark days for the world like no other, and the key to a potential future to avoid it lying in the hands of a young girl of which must be seated upon the throne should there be a chance for salvation. A prophecy she viewed it in her duty to make sure came true before she could fully embrace her heritage.
Items

Etched Ritual Dagger
A relatively rather small dagger meant for ease of carrying discretely with a small wooden handle. The wooden handle itself hides an inscription designed in order to retain blood upon the blade for ceremonial purposes. Cuts with the dagger will naturally will have the wound sealed once the blade is withdrawn with traces of that specific cut disappearing completely within a day.

Bag of Holding (Small)
A belonging few could ever go without. The bag itself acts as a little pocket dimension storing several small goods for Vivien. Not the largest version of said back it is limited holding primarily her survival goods that would be too bulky for her to hold. it cuts down on the weight she caries as well a bit though the bag itself is quite full and a hassle to get things out from at this point.
Containing
Bedroll x1
Blanket x1
Candles x10
Chalk x8
Soap x1
Rations x3
Iron Pot x1

Belt Pouch
A decent quality pouch designed to hold various spell casting components she might need to use on the fly or she feels safer carrying on her.
Containing
Chalk x 2
Flint and Steel x1
Small Wooden Charms (innate) x4

Small Pouch
A pouch primarily designed to hold odd and ends objects for certain
Contains
Inkpen and Ink Bottle x1
Various Minor Spell Components

Small Ritual Book
A book hand written in Tongues containing various rituals for a witch to perform laid out in steps in order to be performed on a whim. The book itself is latched to her belt typically covered away from sight purposely meant to appear as a normal wizard's tome as to avoid suspicion from those who might not be aware of its actual dark uses.

Skills

Spellcraft - Master
Being a witch Vivien is rather knowledgeable about the Arcane and various forms of Magic. Even if it might not be a particular type of magic she is adapt at using, she is likely to be able to identify the type of magic it might be and potentially the spell itself should it not be too obscure.

Detect Magic - Master
A rather common trait particularly for those who are able to use magic. Vivien's affinity with magic allows her to sense magic in her vicinity with relative ease so long as it is strong enough to warrant such detection. Much more proactive types of magic meant to disguise its effects or the magic from the spell being highly diluted may require more concentration on Vivian's part to possibly detect.

Knowledge (Nature) - Expert
In part due to her travels as well as her time learning from her real mother, Vivien has a good degree of knowledge about nature in the region. It isn't at the degree of a expert druid, but if needed she should have a general grasp on things that might be encountered naturally in the wilds.

Perceptive - Skilled
It is important one is very observant of their surroundings to get a better picture of what they have to contend with. Vivien tends to be rather skilled in terms of picking out things with her sight better then the average person. That said, she is far from an expert and as such isn't quite as in tune with spotting the physical realm as she is with the Magic.

Woodcarving - Adept
In the creation of various ritualistic objects or charms, a moderate degree of woodcarving can be required. Vivien is about on par with the average woodcarver in the craft, able to create objects of moderate quality though none likely to ever be considered a masterpiece. She can create objects related to her craft relatively quickly, though other things might take a bit more time to complete.

Bonecarving - Adept
Like woodcarving, certain magic involves the use of bone. Her skill in bonecarving is around average. Her speed working on it again being more adapt to creating her ritualistic items over other works.

Languages
Common, Tongues
Magic

Hex
A type of magic that is created upon a etched symbol on the ground or placed directly upon a special charm. In the case of the circle its effects are actived while within the circle once stepped inside or activated by the witch. The charm when activated (whether actively or triggered through being in the radius) the spell upon the charm activates with the effect immediately going off. Through the use of a part of a persons body (typically a hair) the Hex can be set up to not activate or effect the individual in which the charm was made for.

The charms must be made of specific material and engraved with the right markings to work. Once the spell is cast it can no longer be used again after. In the case of a draw magic circle, the circle must be drawn out correctly to work with its effect still temporary though constrained to within the edge of the circle for it to work or applied directly to the object it might be drawn upon. The chalk itself can be washed or wiped away with enough effort disrupting the effect.

Curses
A form of dark magic designed to inflict a supernatural ailment on the target. Curses act in many different ways with the effects of the curse being stronger the more specific the curse might be. For example cursing someone to be clumsy might cause them during the day to stumble around a few times seemingly at random or drop something they hold a few times, where as a curse with specific conditions such as being unable to hold and drink from their favorite cup of tea they might consistently drop it every time they attempt to take a sip from the cup. A curse only lasts so long depending on the ritual used in casting it, lasting anywhere from a day to potentially years.

Blood curses on the other hand require the blood of the victim in order to be enacted. Upon retrieving their blood the witch can conjure a much stronger form of the curse that can last permanently upon the individual. The effect of the curse as well can be much stronger causing more severe side effects should they go against it often in the case when its made in terms of a 'contract'. In certain cases such as cursed objects, the curse itself is applied through the blood of the witch itself in which once the object is picked up by another it creates a 'contract' binding the cursed object to the individual and forcing them to be bound to it, though these forms of blood curses while still permanent tend to have a lesser effect on the user while being more draining to the caster. Blood Curses can be removed by those who are skilled enough to counteract them dependent on the power of the curse.

Elemental Magic
Much like a typical wizard or sorceress, a witch is able to channel the alchemical magic of the elements. Fire, Water, Wind, and Earth are all receptive to a skilled witch. She is capable of using spells of the raw elements at her bidding to do her work and support her. While Vivien has trained herself quite well particularly with her mother's aid, her primary affinity is to that a Fire where as her talents with Water magic a bit weaker then the others.

Dark Arts
The source of a Witch's power, manifested typically in that of a shadowy familiar unique to the witch. The Dark Arts are a form of magic comprised of Darkness similar in many ways to necromancy in a way functioning very similar to that of the Divine. Dark Arts tend to twist and turn the laws of reality in corrupt ways often labeling it to be the Antithesis of life itself. Despite the use of said magic, those who practice the Dark Arts tend to do so in seeking to control it, as even a user of such arts can easily be twisted and turned by the chaos as not even those adapt at the Dark Arts have any hopes of coexisting within it should its corruption be laid lose to consume the world.

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Familiar
A shadow figure in the appearance of a raven. The raven itself is actually part of Vivien acting as the 'dark' portion of herself fractured from her body in its own form. The raven itself can be interacted with physically though it is for all intensive purposely invincible, unable to be killed. Vivien is able to channel her magic through the shadow raven allowing her to use magic that might have a close proximity that would put her in danger at a range. Being connected to vivien she is able to always know where the raven is in terms of direction or distance and can focus her senses to see through it.

Despite being invulnerable,. the familiar can be knocked away or to some extent restrained temporarily (though it can in part disperse itself into shadow to slip free should it have some opening to escape albeit losing any spell placed upon it when doing so). The raven can be restrained through certain uses of spells that directly counter the dark being.

Rituals
A magic often requiring the creation of a magic circle with the use of various objects within it in order to be cast. Ritualistic spells require a much larger amount of time and preparation to perform with quite specific actions done in order without disturbance in order to work properly with any slight deviation risking for the ritual to fail after all the time used to prepare it wasted. What they use in extra resources and time investment they however make up for in the scope of magic able to be cast. Ritualistic magic is able to achieve great feats such as being able to see glimpses into the future or to change the very land around it into cursed land. Due to the complexity of a ritual, some may require several members actively engaging in a ritual for it to work, often of a moderate degree of magic influence themselves in order to contribute though more difficult rituals may require all users to be adapt in understanding the ritual in order to complete it. Certain dark rituals are known to require things that might be far more morally questionable to use.

Limitations

Arcana

While a witch is capable of using many spells like that of a Sorcerer or a Wizard, their bond to darkness leaves them unable to utilize the full assortment of magic. Arcana in particular while many feats can be achieved though altered means others might simply be outside the Witch's reach. Abjuration, Conjuration, and Divination fields of magic are generally incompatible for a witch with only certain effects being achieved through their dark magic. Enchantment magic is limited mostly to the manipulation of others with effects that bolster allies being limited only to what dark magic may accomplish.

Holy/Healing
With magic powered through the Dark Arts, spells of a Holy or Healing property are unable to be used by the witch. Effects of negative energy CAN work in healing creatures that might be susceptible to it such as the undead. While there are spells that do exist a witch can cast that can recreate such feats, they are often done through dark and more devious ways one might consider a 'false' spell. Much of the witch's magic besides their elemental magic is susceptible to Holy magic, making such effects stronger against it.

Mana
As powerful and wonderous as magic may seem, the laws of equivalent exchange will always reign true. Witchcraft requires a source of power to draw from in order to be used and that is none other then the resource known as Mana, a source existing within every living being. Each use of a spell drains a part of the Mana from the witch (or an unwilling victim in certain cases) with certain magic requiring much more precious and life staining elements from a person that might not be so renewable. Given enough casts a witch will be spent of her resources and limited in the magic they are ab le to cast, and without their magic a spell-caster is often limited on what they are capable of doing.

Familiar Bond
A great boon to the Witch is also a potential flaw. A familiar is the source of magic of a witch's power. While it can be used as a tool to delivery spells that might be dangerous for a witch to approach directly to apply the familiar itself can be attacked. While quite resilient to the physical its not fully immune able to be disrupted. Worst off, the familiar itself can be caught up in spells that might restrict it leaving the witch generally defenseless. Should the witch be more then 666 meters away from the raven she will be unable to use her magic at all beyond the use of rituals.

 
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  • ≫ Name ≪
    Eindride Herleif

    ≫ Race ≪
    Human

    ≫ Eye color ≪

    Hazel
    ≫ Nicknames ≪

    Ein, Leif, The Lion’s spirit

    ≫ Ethnicity ≪
    Endorian

    ≫ Complexion≪
    Tanned
    ≫ Current Age ≪

    25 years of age

    ≫ Season of Birth ≪
    Early Fall

    ≫ Hair color ≪
    Black
    ≫ Gender ≪

    Male

    ≫ Occupation ≪
    Wandering Gladiator
    ≫ Current Residence ≪

    ???

    ≫ Known Languages ≪
    The Common Tongue

 
Adrian Hearth

"For every burned out home, for every murdered innocent, for every orphaned child, and for every cry for freedom. This is why we fight. This is why any of us fight. To see a brighter dawn, a better tomorrow. And to see the end of Thalantian tyranny. This was never meant to be easy, not for any of us. And alone, none of us would have any chance against the Thalantians. But together, united in common purpose, with our Dragon Queen leading us, we can show all of Isakar that we are not slaves to be collared nor vermin to be purged. We will show all of Isakar what it truly means to be Neörnian. We will suffer no more, and we will have justice."

1610814591787.jpeg"


  • Name: Adrian Hearth
    Nicknames: Farm Boy (derogatory)
    Current Age: 34
    Gender: Male
    Race: Human
    Ethnicity: Illyian
    Season of Birth: Early Spring
    Occupation: Dragon Knight
    Eye Colour: Light Blue
    Complexion: Pale
    Hair Colour: Blonde
 
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Name: Rasp

Current Age: 30

Gender: Male

Race: Parrot Kenku

Ethnicity: Provinborne

Occupation: Peddler of oddities and occasional smuggler

Personality: Rasp is all business now a 'days. After being betrayed by his business partner of many years he tends to avoid lasting relations with others, unless said others are automated warforged like his current partner. He prefers that his jobs occur with a minimal amount of interruptions, though his background in treasure hunting means he's rather well at improvising these speedbumps away. Little is peculiar in Rasp's eyes, as he's traveled far and seen much come through his care. His jaded outlook on life has awoken a bluntness in him, bordering on snarky when he gets testy. All in all, he's got a good heart, though acting on morality is often costing these days and he doesn't ignore that.

History:
There is a business, performed by criminals in service of kings. It is not lucrative, nor safe, but still payment is adequate for the fortunately unfortunate who are called upon. This is the business of seeking and few live to retire from it….

The West was changed forever after the First Crusade, introducing the first world superpower to not only embrace dark deities but also wage war against those who prefered the light. This was mainly accomplished through the clashing of steel and men, but when the dust settled there was the matter of dealing with heretical behavior off the battlefield as well. Enter the Witchers’ Watch, aka the Kings’ Thieves, aka the Crooks of Crusade, aka the Seekers. Established with one job in mind, erase any trace of the Architect Gods they could find. This would entail tracking, stealing, and then transporting powerful religious artifacts to Inquisitorial headquarters across the West. It was unpredictable work dealing with the magics of the Architects and those who wielded them, not to mention the general populous seldom divulged information to Thalantis officials. This line of work would require different operatives, and it didn’t take the Witcher Kings very long to find a potent source of them.

Enter Rasp, orphaned street rat and aspiring thief. His kind was a dime a dozen behind the walls of Provin, a city ruined by the second crusade and barely able to uphold order. Falling in with a lesser known band of burglars, The Songbirds, Rasp found himself amongst other ostracized or abandoned Kenkus forced out onto the streets. While unique they also proved to be reckless when contracted to steal from a subsidiary of the Emerald Bank. Ultimately, Rasp took the fall and was swiftly imprisoned after a speedy trial.

It wasn’t long before the Inquisition approached him, revealing that they had set up the job in order to procure a Kenku into their ranks. A deal was presented, one that could eliminate his 30 year sentence and any black mark that would remain on his record. If accepted, Rasp would be partnered with a mentor and begin his career as a Seeker. If declined, he’d become photographically familiar with his cell. Needless to say which option he took.

He was brought to the Inquisitorial headquarters in Provin, where he met a dark elf named Mosusksa Yuldu. Rasp quickly learned this man was one of the sternest, and most practiced, Seekers in the inquisition’s employ, demanding a partner that could keep up with his methodical style of thievery. The elf did not deny that he was handicapped without a partner, but many had been paired to him and an equal number had perished. The inquisition figured that perhaps a kenku, with their reputation for being stealthy, could hang in a tad longer than the other replacements...at least long enough to track down an more infamous burglar.

They expected stealth and received recklessness, something that caused a great deal of frustration between Rasp and Mosuska. Despite this, it seemed the pair were learning from each other, with Mosuska trading his knowledge of stealth and planning for Rasp’s lessons in improvisation. If the two could continue to resist drawing swords on one and other, perhaps there wouldn’t be the need for another replacement.

Even though the duo had fallen into its own unorthodox rhythm, Seeking remained a risky and unusual trade. No artifact was as it seemed and every artifact was hidden well. Aside from the promise of a fresh start, the findings of seekers became rewards in themselves. The inquisition ensured the loyalty of their agents through releasing bounties if quotas weren’t met, but regulating what they chose to turn in was near impossible. Seekers far and wide would hang on to more useful artifacts, ironically putting them to use in hunting down others. Some would even go as far as to trade information on larger finds for a portion of another’s current stache. Rasp and Mosuska took part in this tactic frequently.

Eventually they would be told of an artifact of great importance, one that could end Mosuska’s service if delivered successfully. The duo quickly traded for the information, traversing to the High Inquisitorial Headquarters in Thalantis for instruction. Upon reaching the city they’d quickly learn what made this artifact so important to not only the inquisition, but the Witcher Kings as a whole. The item in question was a mask, one of ancient origin hidden away in the frozen east. Its lore varies per culture while its creator is agreed upon universally, Nepherion. Supposedly forged long before the Dark Father unleashed the apostates, this item was a part of his original plan, to sow the seeds of chaos on his own as a god in mortal form.

Through this mask, and a wearer, Nepherion could walk the mortal plane in their place while retaining his powers. Scarier still, the Witcher Kings intended to utilize this artifact in hopes of gaining an invincible ally. With this terrifying prospect, Rasp and Mosuska were sent northeast. Intercepted by pirates before making landfall, the two were separated. It was at this time that Rasp was approached by Illyan rebels, who offered to help him disappear from the Inquisition’s eye if he destroyed the artifact. Thinking of this, Rasp and Mosuska reunited and the journey continued. The rebels would be in contact.

Perilous as it was, the duo found their relic, but not before Mosuska caught on to Rasp’s dealings with the rebels. They fought, Mosuska justifying his actions by saying it was his only way out and that only enemies of Thalantis would be affected. Finally understanding Mosuska, that their bond as partners meant nothing and he’d see most the world burn to simply secure his own future, Rasp did his part in ending it all. “Anything but seeking,” were the final words of Mosuska before donning the mask in a final effort at securing a future. Rasp managed to wrestle it off, but his friend’s soul was forever claimed by Nepherion and his dark pantheon.

The rebels held up their end of the bargain, once destroyed they sent numerous notices of Rasp’s death to the Inquisition. He faded into obscurity, though handling artifacts had become a way of life. He now peddles oddities, starting his business from the stache himself and Mosuska had gathered years before. Occasionally he’ll find himself transporting folk from one place to another when times are tough, and it seems those times have come.......

Gear:
- Hand Crossbow: Fitting a magazine of roughly eight bolts, a lever on the opposite side of the weapon can be quickly hit back to load in a bolt. With skill, this weapon allows a user to fire eight consecutive bolts in quick secession.

crossbow pistol.jpg

- Cutlass and Kukri Combo: The cutlass is a saber like weapon, meant to sweep and slash. The Kukri is a weapon used more for striking, and also sports a concaved build unlike most blades. With this combo, Rasp can deal damage and parry with the cutlass, while also trapping the blades of others on his concaved kukri.

Pirate Cutlass.jpg Archangel Cutlass.jpg

- Bandolier: Strapped across his body and under his jacket, the bandolier provides a fine space for storing money and trinkets.

- Flask: You know why

- Quills and Parchment: As a Kenku, Rasp's is skilled in forgery. This can come in handy when attempting to fool authorities.

- Bullhorn: Usually dangling from the rear end of his belt, this device allows Rasp to make proper use of his other racial ability. As a Kenku he can mimic most any sound he hears, including voices. This bullhorn allows him to fool others without getting to close.

Appearance:
Parrot Bard.jpg

Assets:
- The Wanderlust: This carriage is extremely unique, hence why it was seized and then never turned in to the Inquisition by Rasp. Utilizing the powers of an enchanted pendent of Toria, the goddess of moons, it can propel itself from destination to destination without horses. There are some draw backs to the carriage's fuel source though. Firstly, it has a charge that must be rationed throughout the day, as the pendant recharges by moonlight. Secondly, the pendant will not charge as well if moonlight is obstructed. This means that the next day's charge will be limited if the carriage is made to rest in heavily wooded areas, the same will happen if the night is overcast. Lastly, and most odd, the carriage refuses to travel through towns inhabited by werewolves or playing host to a signifgant number of cultists. Toria detests these individuals, and she will ensure the occupants of her mobile haven either divert around or expel them if around their vicinity.

Caravan Base.jpg

- Five: A Warforged (wip)
 
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