 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
|
HEROES OF MOORJ |
|
|
|
ANDRI: The Princess Andri has been the leader of Moorj since the day her parents were killed, when she was eight. Since that time, she had "ruled" the country, though it is more correct to say her advisors "ruled". Once in her late teens, she finally recognised the position she held and began her real rule, trying to do her best to bring the people in her small land to a new age without poverty and misery. She is kind, caring, intelligent and quite talented in many ways. She has learnt to defend herself, being about to weild a sword, throw a dagger and has taken archery lessons. Her occasional midnight "excursions" from the castle, without the knowledge of anyone living there, have led her to see her people, as well as to meet some interesting characters at the local inn. There, she has learnt about less decent behavious such as stealth, spying and thieving. Behaviour not "befitting" of royalty, fortunately she's not stupid enough to expose such knowledge in the court. Andri is most preoccupied with making life better for her people |
|
|
 |
|
|
|
|
|
|
 |
|
|
|
Name: Acecilamaurie (uh-ses-sill-a-mor-ee) Age: 200 Gender: Female Race: Ghost Dragon Description: rare white dragon, plenty of face plates, single horn on nose, two curled horns behind head, turquoise eyes, glossy white scales. Occupation: Brigartian Guardian Background: Being the heir entitled as guardian of Brigart's royal family as was done generations before her, Acecil follows in the tradition of guarding the King and his family she was entitled to protect. As the elder dragon ages, a youth is chosen and trained in the traditional ways of the king in which he serves, in ways of warfare, magic, loyalty, and of the local law. Long since mistaken as savage beasts in ancient times, dragons are highly intelligent in favor of their exceedingly long lives, some species having different qualities than others, and so some are better fit for castle guardian work. Acecil, being a dragon of rare species, had people who were once more plentiful but have since reduced in numbers due to unkown reasons. Born into the service of the King of Brigart, Acecil was selected amongst the many others to serve her purpose. Brigart is highly dependent upon dragons for defense, since the beginning of their government the first dynastic ruler used dragons for powerful military units, defense of the countryside, and other such duties, though dragons are only legally captive for the government. Brave, intelligent, committed, skillful, and caring, Acecil was sent on an errand from her home land to become involved in evil affairs with other countries, concerning the advancing army controlled by a mighty Dark Warlord, where she only began to learn of the dangers a Draconan Guardian must face through her life. Being trained by the best local teachers available, including a famous wizard, Acecil is trained in self defense, inner control, knowledge, and even magic works, rarely entrusted to creatures such as dragons. Name: Kasir Bumador (ka-seer bum-ah-door) Age: 35 Gender: male Description: bright blue eyes, blond hair, short beard and mustache, light skin. History: Bumador is the king of Brigart, a country of heroes of the army, a country of dragons, and flourishing forests and plains. The northern lands recently overcome by a dark forces sweeping south, Bumador long feared them conquering Brigart next, and one day his fears threatened to come true. The Dark attacked, and a war raged until it got to the point where Bumador was forced into hiding, assassins after him from all sides. He remained for four years and returned to join his army once again, meeting up with several companions, and now heads back to Brigart to take his place on the throne and fight the Dark once more. |
|
|
|
 |
|
|
|
NAME: Adara AKA Adrana (Adrana was her codename when she was working on an old mission, later to be revealed.) RACE: Felpur AGE: 19 OCCUPATION: Ninja/Mercenary (Currently working for Princess Andri) PHY APEARANCE: She has a very dark almost black coat (fur) with black stripes on her face and arms. She almost always wears her ninja suit (leather pants and matching shirt, hard leather bracers, hard leather boots, and garb, all black). She also has a long silver sword with something written in an archaic language on the blade. She wears this in a sheath strapped to her back. HISTORY: Adara/Adrana was raised in the small village of Piko. Her parents were relatively poor, and the best thing they could do for her was give her to her master, Akiyama, to train. (Reasoning behind this was, if she trained under him and became a ninja, he would feed her and clothe her, things her family could not afford.) So, she trained, and trained, and trained until she was 17. Then Akiyama gave her a sword (the one she carries with her), and a new name Adrana. She usually uses Adara, but people she worked with, against, or know her by reputation, know her as Adrana. She traveled for two years, working for the highest bidder, or meditating and finding powers she never knew she had. She reached a level of Felpur that had not been reached for hundreds of years. Felpurim. It was the ability to turn into, and communicate with, any type of feline. She traveled more, and came across the land of Efferton...the rest, is history... |
|
|
|
 |
|
|
|
Name: Andrew Race: Human Sex: Male Age: 16 Eye Colour: Blue Hair Colour: Brown Height: 5'6'' Strengths: He is able to fend for himself, and he can be kind, though it takes him some time to fully trust others. Weakness: Not very social and can tend to be pretty self-centred (though not arrogant) Abilities: Nothing extraordinary - he's only human. Past: When he was very young, his mother left him and his father. Just recently his father kicked him out "for his own good" to get him to fend for himself. Now, he's been living in the woods and around towns trying to find food. Personality: Because of his past, he can sometimes be bitter and tends not to be very trusting. Though he's a bit of a loner, he wants to try to befriend someone(s). He wouldn't admit it, but he needs some help out there. |
|
|
|
 |
|
|
|
 |
|
|
|
Name: Annie Sex: Female Age: Unknown (But in her 20's) Height: 5 foot 6 Race: Human Homeland: unknown. History: When Annie was a child her parents were killed in the forests (while she was with them). After being lost in the woods for a day she met a Unicorn, from that day on they were inseparable. The Unicorn raised Annie and became a Mother to her. They had learned to communicate with each other and have helped people they have met along the way. When Annie was old enough to talk she called the Unicorn, Angel when she saw the horn glow, from that day on she always called her Angel. But as with the times Annie and Angel had to be on the move. Men wanted to hunt Angel, see Angel has the ability to bring someone back to life, and she can heal the wounded all with the touch of her horn. She can also disguise herself as a horse so she can travel safely in and out of towns. Annie and Angel have come to Moorj to offer their services and the ruler and hoped that Angel would be safe from hunters |
|
|
|
 |
|
|
|
NAME: Known to his friends as "Fox". AGE: Although unknown, he seems to be in his twenties. RACE/CREATURE: Although he seems human, he's not? but his precise race is unknown. PERSONALITY: A quasi-cryptic person, Fox lost his memory in a freak accident as he was traveling to meet Andri. HISTORY: Fox knows nothing about himself or his past, except for a faint instinct that he doesn't belong. Although he lost his memory a while ago, bits and pieces are starting to come back to him now. Fox doesn't know enough to piece together any part of his past yet, but he thinks that someone from his past might be able to help him put his life together again... |
|
|
|
 |
|
|
|
Character Name: Orlando Age: 23 Race: Human/Barbarian Height: 6'1" Weight: 226lbs Profession: Former Bill Collector Hair:Black Background: Orlando was son to a barbarian tribesman and a high ranking female official to a thieves guild. Being brought up on the streets, Orlando was immediately introduced to thieve?s guild at the tender age of seven. Attempting for years to bring glory to his mother, Orlando failed on many accounts, just not having the natural stealth or secrecy of a thief. He found out at around the age of 15 that thievery just wasn?t his area of expertise. But he soon found out that Bill collecting was much easier, and much, much more to his satisfaction. Being of a build close to his fathers side of the gene pool, Orlando took up Bill Collecting with ease. (Bill collecting is sending a reliable man or woman to go and collect money that is owed to you by another guild, a commoner or a noble, by any means necessary). He was very successful in Bill collecting and Orlando was quickly given a rank, wealth, a section of the city, and a pair of "lucky" bracers, but after his mothers death due to a guild infraction, Orlando gave up his title and land, and has traveled the lands ever since. Other: Orlando's "lucky" bracers are very helpful in combat. It temporarily increases his speed, strength and durability, but not to the point of invulnerability. He is still haunted by his native guild because he didn?t return the bracers along with his land and title. Appearance: Orlando stands pretty tall and is dressed in an all black thick chain/leather type armor. His blue eyes lack the intelligence of the average individual but he is no retard. He has the unnatural muscular build that was bestowed from his fathers lineage, and therefore can sometimes be looked upon as an imposing figure. He is a fairly gentle man, but when it comes to business, he flip roles very quickly |
|
|
|
 |
|
|
|
 |
|
|
|
Name: Reine Teckards
Race: Human, more or less
Sex: Male
Birthplace: Unknown, likely Lorne
Age: does not look like any age; some clues suggest he is around 40
Occupation: mainly Necromancer
General description: Teckards is slightly taller than average, and
seems even taller due to his thin build; his skin, lacking colour,
takes whatever tint the lighting source has; his hair is pitch-black
and his eyes have yellow hue. Noteably, he does not bleed at all
ever.
His voice is lower in pitch and volume, as if muffled. Should
anyone look inside Teckards' throat, they would see the cause-
yellowish fungus filaments spread all the way to his lungs and
stomach (and it is likely that the mould spreads further). In
exchange for offering shelter, food, and occasionally spore-
spreading, Teckards receives a very good protection against poisons
and diseases, one that can eventually adapt to handle new such
threats.
He has a natural tendency to slip by unnoticed, and he does all
he can to improve his stealth by wearing garments matching his
surroundings.
"Valued material possessions":
"The Suit of Office"- a bio-hazard suit of Teckards' own
conception. Even if an important part in this Suit is an air reserve,
it cannot be used for things like underwater divings. A few pressure
issues have not been solved. As yet ...
"Evil Eye"- a powerful crossbow made by the elves of Thwatir.
"Grey Jar"- an elvish skull, marked with runes meaning "to have"
and the symbols of Thwatir. How and why was Teckards given possession
of this skull is unknown. He uses it for "storage" in exorcist feats.
Personality:
Teckards generally believes that the end justifies the means, yet
abides to an ethic of his own. While he follows his principles with
devotion, he does not ask of others to do so, except for one thing.
He believes that the right of a person to their freedom of conscience
and soul is never to be tampered with. This results in behaviours
such as involving himself in exorcist tasks, and a rejection of
anything Proscorthian (but >not< the individuals, of whom he thinks
are hapless victims of an opressing system).
Teckards is not very sociable, and keeps a lot to himself. While
sometimes he can be communicative, and when there's a colder day in
hell, show some wit, he tires of this "exercise" fast and goes back
to being distant again.
His methods imply "subtlety" and an element of cunning, but not
to the extent of treachery. In the long-term, being trustworthy has
its benefits.
Revering almost any culture, Teckards worships none of those
gods. He believes in a higher entity, beyond being, a Deity of Order.
Teckards feels no need to share his beliefs with others.
History:
He tells little about his past, and nothing ever about his
childhood. It is clear that he is a master of Death; however, he
seeks to master Life as well, in a quest for balance and knowledge.
He has had his share of traveling, but always on foot (he is a
very fast walker) or with vehicles (like carts and boats), for no
living thing can bare his closeness with ease.
Abilities:
Teckards has received virtually no martial training, and avoids
getting into a fight himself. He has practiced the use of stealth and
marksmanship instead.
As a death wielder, he always obeys a principle- never to receive
help for his spells from other beings like spirits, demons and
deities. His spells are therefore "weaker" and less spectacular than
those of other sorcerers, but more discrete, controllable, and
terrifyingly efficient.
He draws power either from "acts of death"- freshly dead or
decaying organisms- or from the "grim icon", a mental picture of
death (after a while tiresome to use). The spells at his disposal are:
Third Eye- ability to see the patterns of Life and Death.
Casters using Invisibility are no longer concealed, and the true
nature of one is revealed (eg is that person really a human or a
werewolf?). This costs nothing to maintain;
Black Blow- bring death into the living (damage to life or
attributes);
Lash- bring death between mind/soul and life (induces
negative feelings or saps the will etc);
Rebound Shield- consume the power of spells cast on
whoever "wears" this spell, and using them for a Lash/Blow to their
caster (most effective on death magic);
Ceasure Shield- dissipate the energy and structure of spells
cast on the "wearer" (most effective on life magic; this can actually
be a powerful curse!);
Channel- communicate with the departed;
Unlife (Teckards' version)- use a corpse to create a minion,
animating it with the life of it's decayers.
Possesion- a deceiving name; move the conscience and senses
of the affected (usually Teckards himself) to temporarily exist
around an inanimate object. Very useful for scouting due to its
longer range.
And the ultimate power over Death, Resurrection- bring
someone back from the dead; a living being, regardless what, is
needed for this spell. The ressurected feels a pleasant feeling
of "newness". To Teckards, this spell is particularly exhausting.
Note that all these spells are at Teckards' discretion. He
can "aim" them anywhere for shades in their effects, and at anyone he
can (ie is in sight-range).
He also has great knowledge of poisons and diseases.
|
|
|
|
|
|
 |
|
|
|
Name: Sha' Ma Kour {Va'hl Mahar} Race: unknown Sex: Male Birthplace: Bontain Village Age: he apears to be in his early to mid 20's but from the look of his eyes he seems much older. Occupation: Adventurer and wandering Palladin. General description: (Human) Sha standes 6'3 and has a very athletic build, Long dark hair that is kept in long braides that never seem to fray. His eyes are a pale blue that seems to glow in the light. His skin is slightly pale. He dresses in all black cloth, black pants and open shirt shrouded in a black cape. He carries a small pack on his back that holds his meager belongings. Although at first glance he seems very human, Other than his eyes, his canine teeth seem slightly elongated almost fang-like his lower canines are equally long. His nails are longer than normal(About an inch) are a the color of polished silver. General Description: Va'hl Mahar {deamon wolf} Seemingly Sha' is two but he is simply one in two halfs, The man they call Sha' and the beast called Va'hl Mahar. Va'hl is a Nightmare combination of wolf, deamon and man. He stands at 7'0" tall and is heavily muscular His head is reminiscent of that of a wolf, the snout is bear polished bone with Razor sharp silver teeth, the eyes burn in black fire the head itself is shrouded in black fur, with long porcupine quills that start just above the middle of the eyes and fan out to run down the entirety of the back and tail. Each quill ranges from 4 inches to as long as 3 feet. One of Va' Hals most fearsome abilities is that his quills are tipped with poisons of various types, ranging to simple sleep toxins to death. His powerful hands are tipped with foot long claws, capable of slicing armour with ease. His fore arms are tipped with the same quills that adorn its back. Despite his size Va'hl is capable of amazing speed and dexterity easily keeping pace with most land based steeds and combating multiple opponents. He can jump astounding distances, has extreme senses and tracking abilities. His flesh heals nearly as fast as it is slashed. Seemingly he is immune to most diseases and poisons due to this fact. Another oddity is he seems resistant to most spells, and Potions, fire and cold, although sometimes this is as much of a hindrance as a blessing. He is beyond possession or influence, most who have tried have wound up insane. Neither Sha'or Vahl' Mahar need food or water to subsist, although he does eat on occasion, mostly to not stick out more than he does already. Valued material possessions: As for possessions Sha' has very little. a change of clothes, a small canteen, a couple of books, and a small amount of food and a few gold pieces (or whatever the local currency is). His only weapon is a dagger, It seems rather plain and he rarely uses it other than to cut food and small chores. Personality: Despite his somewhat fearsome appearance (in human form anyway) Sha' is very friendly and hospitable. He is very gentle and polite and always does what he can to help out those in need. He cares very little for money or material possessions, money he gives to the needy and possessions he often gives away to friends or even leaves them with the giver when they are not looking, unless the object has sentimental value. Simply a thank you is all he requires for his assistance. However he can be cold and ruthless when dealing with evil, murderers are often brought to justice by him or eliminated if not possible. Their possessions given to the victims family in restitution. Those who exploit those weaker than them or abuse the innocent shall learn quickly his hatred for the unjust. He will not think twice about putting himself in harms way to defend the weak. As he says "its better to die on your feet for others, than to die on your knees for nothing" It seems Sha' sees the beauty in the world many don?t see. History: Ska's history is clouded in mystery as he does not talk about it to many people. Either he himself doesn?t know or it pains him to silence. Abilites: See above One of his odd powers is his voice when he sings, It is very powerful and soothing. He tends to sing on his long walks and takes great pleasure in the singing of others. Even those who can?t sing well, will still get appreciation form him for the attempt. This has made him popular as a traveling bard. Even the animals from the forest seem to enjoy the sounds of his singing as they never run from him seeing him as a fellow woodland creature. Some times he seems to be able to even communicate on some level with the animals around him. Perhaps the most strange things he does is on the full moon he sings alone in the darkness of the woods, some of the most beautiful songs to have ever been heard. Echoing to the moon. He will sing for one hour form midnight to the first hour, On his return he seems very sad and rather withdrawn in his thoughts. |
|
|
|
 |
|
|
|
Name: Shenus Race: Human/akin to the Amazon Age: late twenties Occupation: Priestess to The Goddess of the Earth, Warrior Background: Shenus was granted the title of priestess as a child among her people in the northern highlands. She is accustomed to cold climates and harsh conditions, thus is not hindered by such. She was granted the title due to her early ability to predict the future and her connection to the powers of The Mother. Shenus is able to use The Mother's ability to step in and out of time, allowing her to predict the future outcome of many people?s lives. She must touch an object of importance to do so. Shenus was also raised as a warrior, as most highland woman were. She is best with a javelin, but carries a broadsword, as well as a myriad of other weapons, which she has carefully learned to conceal on her body. She wears a scale mail top with long leather skirts slitted up the sides to allow full use of her legs in battle. She wears leather boots coming mid-thigh. She also wears groin razors to protect against the ever impending attempted rape of the female warrior. Shenus also has a deep affection for unicorns, as they were once plentiful in her homeland, but now seem sparse and hunted for their power. She would be willing to give her life to save one if necessary. She draws on the power of The Mother by drawing the circle of blood, where she and any other within the circle will be protected from evil spells. The circle is created by droplets of her own blood spilled upon a circle of stones. This is often draining to her and she needs either a healer or a healing period before she may leave the circle, but while within she has complete control of her strengths. She now travels to the land of Moorj at the Mother's command to bring balance in the ripples of The Natural World. |
|
|
|
 |
|
|
|
Name: Simone Deneuve
Age: 26
Race: Human
Sex: Female
Birthplace: a city in Thwatir
Looks: moderate height, dark red short hair, black-irised eyes; she
usually chooses garments that don't reveal much, and may conceal more
than would meet the eye.
Background:
Her parents wanted her to receive a good education, and found
that Alchemist
tutors would do the job perfectly. She is not a genius, nevertheless
her training has made her very organised, strong of will, collected
and dependable. Other traits relating to her Alchemist past are a
knack for figuring things out and resenting being an (obvious) leader.
As all promising students, she was given the choice wether to
pursue the path of the One or not. Choosing this path would have
meant the acceptance of an eternal wandering through the mind of the
One- this and other universes, each with its own laws and structure-
and a demotion of all the worldly values like home and friends.
As yet at least, she chooses not to walk the Alchemists' way.
Abilities:
More liberal than her parents, the Alchemist tutors encouraged
Deneuve to pursue her adventuring passions. As such, she knows how to
lay and remove locks and traps, repair broken items, deal a great
amount of damage with melee weapons (with a somewhat lesser skill,
she can also fight unarmed), and heal minor injuries. She does not
know how to use magic, but she can ward herself against it quite
effectively, and is able to cancel most of its works if given
sufficient time.
Personality:
When in 'peace time' she does not seem to be very subtle- she's
quite voluble and to a degree expansive. She uses to show her
feelings, but not the bad ones. These are left to boil within, since
they can provide a certain energy and besides they could be unjust.
Under stress conditions, she cuts down on the small-talk and
sticks to her job. The more this job is thought of as a challenge,
the more motivating it is, and the more strength Deneuve can call
upon to keep going. She may, rarely, quit. When she does, it's not
because strength was missing, but rather because it could be put to
better use elsewhere.
She is defying- maybe not because of what she knows or can do,
but because of what she can get to know. She learns and adapts
herself to new situations fast, a quality she is well aware of. Her
respect seldom goes to the experienced elders (of which she only
appreciates the experience, not the person). To earn her respect, one
must show the same willingness, to confront the new and unknown, that
she possesses. Naivity is not a flaw, she considers, as long as it is
entwined with curiosity.
What it is however that makes her tick is not fully
identifiable. Whom to defy, what challenge to take, indeed why pursue
a cause when all would seem lost, are all choices that Deneuve takes
in her own way. Whatever reasons behind them are etched deeply in her
mind, present and active yet invisible to others.
Deneuve knows her own mind well enough to realise it is not an
unconquerable fortress. She may not like, but in the end she'll
tolerate, parts of her mind revealed. What she hates is being taken
control of (like in manipulated); to ward against such a
circumstance, she tries to create an image of herself that is somehow
accurate, yet somehow wrong. For instance, she may pretend to be into
something for the money. Then, if anyone tried to manipulate her,
they'd try the bribe method. A wrong method.
Special Items:
'Gaze' Eyepieces- Alchemist eyes, they can also override the
eyes of any biologic creature; they can't see very far (not further
than about 80 meters), but they see things with a clarity unmatched.
They make virtually no difference between night and day, and are able
to spot minor traces that reveal invisibility-using sorcerers.
'Tremor'- Alchemist reaction to the 'harder is better' trend in
weaponry. The harder, the easier to break by the ranged Tremor.
Picture it as rocket-launcher- about the same size and shape, Tremor
is lighter because of the materials used for its construction. It's
at the border of hard- can't have the weapon shatter itself now, can
one. 'Holds up to three Slow-Leak charge packs. Recharge by keeping
collector on in hot dry air.'
'Dispel'- a small gem-like device used to detect (and sometimes
counter) nearby magic energy sources.
|
|
|
 |
|
|
|
|
|
|
 |
|
|
|
TALLESSA & LEENA: Tallessa SEX: Female HEIGHT: about 6' She has long black hair and blue eyes. Her profession is a warrior, though she calls herself a mercenary. She hails from Tigress and is naturally a warrior. Her mother died when Tallessa was young and she has always resented her stepmother even though the woman loved her very much. After she left home, she honed her skills as a warrior. She eventually became the greatest and most ruthless warlord in all the land. Then, two years ago; she met her companion Leena. They have been inseparable ever since. Leena reformed Tallessa and changed her. Tallessa will never completely escape her past, but with Leena at her side she will face whatever challenge comes their way. They journey to Moorj to meet the princess and offer their services. Leena SEX: Female RACE: apparently elf HEIGHT about 5'4'' AGE unknown although she is young in appearance. HAIR: long blonde hair that has been braided into two long and lovely locks. PROFESSION: In her eyes her profession is Tallessa's companion. They share a special bond and she is always by Tallessa's side. She has the agility and speed of an elf, which is to say far above a human. She is also an excellent archer and can hit a moving target from miles away! Leena looks like an elf, and she tells everyone she is an elf but that is only half the truth. She always wears a heavy cloak and hood. Tallessa knows the truth about her but doesn't care. She loves Leena no matter what. Leena calls The Districts home but isn't really sure where she comes from. She just knows it is a place far away, perhaps over the sea or another world entirely. Tallessa met Leena two years ago when she was being pursued by thugs. Tallessa rescued her and Leena swore to stay by her side. Tallessa wasn't exactly thrilled but she couldn't say no. Eventually, they fell in love. |
|
|
|
 |
|
|
|
 |
|
|
 |
|
|
|
|