The Seals of Valinar Applications

DarinValore

129% of people exaggerate.
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FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. One post per week
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Male
There's enough interest for me to post the character sheet template and allow you guys to apply. We'll be closing sign ups on Monday 11/26, so apply as soon as you can. I'll also include the magic information so you have that to draw on while developing your character.





Character Sheet stuff ||

This is the sheet information required for the rp. Please be sure to be as creative and thoughtful as possible. If you have questions, ask! All characters have the possibility of being magically inclined, so please refer to the types of magic listed in order to determine what magic you'll be attuned to. Also be sure to explain in detail the properties of that attunement.

Remember, all characters should have SOMETHING to bring to the table, so try to avoid making a character who cannot to some extent take care of themselves!

And as a final note, feel free to format this form however you'd like. You may also add extra information such as personality or relationships but be sure to fill in all the necessary information first! This is not first come first serve… so take your time. Also - you MAY apply for two characters. Please be mindful that each sheet needs to be fully filled out and we expect both characters to be developed equally!

Good luck and have fun.

Appearance (realistic images please - do not need to be 100% period appropriate but please… no jeans or cell phones or obvious anachronisms) - a written appearance is appreciated as well.

Name
Age

Location - Grendania or Belcrest. Feel free to be creative regarding towns and the like.
Social Class - their social standing (noble, lower class, etc.) You may also include occupation if desired.

Bio - a brief history prior to their journey to Whiteridge

Magical Inclination - please pick a choice from the list and briefly describe their capabilities. Remember… they will be VERY new to magic when they develop this… So nothing overpowered.
Other skills - helpful talents or abilities
Gear/Weapon - anything relevant




Post your application here and we'll let you know as soon as we've decided who has been accepted. If you have any questions, feel free to ask @Elle Joyner or me.
 
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Name: Sir Terrick Ryclast
Age: 27

Location: Grendania, Amberfield, just south of Castle Callus at Oxmire.

Social Class: Knight, noble sworn to Lord Wilhelm Callus.

Bio: Born to Lord Byvar Ryclast and his wife, Yvette, Terrick is the youngest of three boys, but has a younger sister that he is closest to. Knowing that the likelihood of him earning his father's estate was slim due to two older brothers, Terrick decided Knighthood would give him the one thing he really desired, respect because of honor. Terrick Ryclast has served Lord Wilhelm Callus faithfully, first as a squire, and then as a knight when finally came of age. He takes his duty seriously and is considered an honorable man despite the reputation of the crown of Grendania. He has crossed blades in battle against many men from Bycrest before.

Magical Inclination: None.

Other skills: Survivalist, Strategist, Hunter, Connections

Gear/Weapon: Armor, A Longsword, and Rondel dagger. He also wears the Red Lion of Callus against a field of white as his Tabard.​
 
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Delphinia is a fair young woman, with pale skin devoid of flaws and long, deep black hair. Her eyes, in contrast reflect pools of light, blue as cornflowers with flecks of green among them, framed by dark brows and lashes.

On the smaller side, Delphi stands at roughly 5'5", and possess little in the way of curves, at times appearing almost waif-like in her thinness. Along her back, just below her left shoulder, Delpi possesses a silvery mark - at first appearing to be only a scar, but upon closer inspection, more clearly a branding.

Name | Delphinia Allora Aramaes

Age | Twenty

Location | Wandering

Social class | Delphinia appears in most senses of the word to be a commoner, but for the way she carries herself. There is a regality in her posture and speech, however she tries, she cannot mask entirely.

Bio | Little is known about where Delphi comes from, because the girl never divulges more than absolutely necessary of her past. Prior to arriving in Whiteridge, she traveled between villages, avoiding lengthy visits in any one place. Often, she would make odd requests, such as sleeping near doors or in barns and would never stay anywhere longer than a night. There's a fear in her, and for this, she mainly travels at sundown, staying in lesser known inns, and seeking refuge among kind souls who would provide her refugee, keeping to herself, though never in a haughty or ill mannered fashion. In truth, Delphi is a kind and somewhat naive soul, unfamiliar with the often cold and calculated ways of the world around her.

Recently, along her route, Delphi came across a man who, after unforeseen circumstances became a traveling companion for the young woman. The pair currently head West towards Whiteridge.

Magical Inclination | Divinitory magic. Through dreams, Delphi can see future events. Most generally, the visions are in relation to Delphi herself, but there have been occasions where Delphi has witnessed vague, catastrophic events or incidents involving other people.

Other skills | Delphi is skilled in sewing, horseback riding and singing. She has a very limited understanding of sword combat, largely what she's picked up from others. Whatever her history, it has fit her for a diplomatic tongue, and on more than one occasion she has been able to talk her way out of a situation without violence.

Gear/Weapon | On her person, Delphi carries a small blade, used for cutting fruit. She wears a ill-fitting, plain gown and black coat, but her boots are oddly of an expensive nature, however she tried to mask them. She wears a gemstone around her neck worth quite a fortune as well.
 
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Name - Erimn Silverglade
Age - 26


Location - Grendania, his main stay in Jeoburd's home and business, The Chemist's Cot. Frequently visits the royal Companion House with certified access.
Social Class - Lower class, but living comfortably through financial support from his mother. Currently works as Co-Chemist at the The Chemist's Cot.


Bio - Son of Grendania's famous Jade Mistress (Uneste Silverglade - a well known Escort/Companion for wealthy clients) and raised in the Belvontes' Companion Houses, Erimn did not know much about the strife and tension that inundated the lands. However, he decided to rectify this issue by undertaking an apprenticeship under his uncle Jeoburd's wing at The Chemist's Cot. He was soon promoted to the position of Co-Chemist, planning to gain ownership of the business once Jeoburd grew too weak. In the meantime, Erimn travels to local towns and markets to acquire whatever ingredients the shop needs. For his newest assignment, he will have to travel to Whiteridge for a very important purchase.

Magical Inclination - Alchemy Magic: Erimn is thoroughly educated in the chemistry/molecular makeup of most materials, especially so for metal alloys. The Laws of Equivalent Exchange are his strong suits, though he has his hiccups and fails to manipulate the metal he needs sometimes, along with the fact that he's inexperienced with the process of Reconstruction.

Other skills - Fast learner, Observant, Investigative Skills, Swordfighting
Gear/Weapon - Each finger on his left hand adorns a ring; the thumb ring is composed of gold, while the rest are silver. He studies these rings frequently, which keeps his mind sharp and familiar with the components of these metal alloys. These can be weaponized at any moment with Transmutation and successful Reconstruction. He also carries around a shoulder-strapped bag containing his journal, tools, and research, along with a silver rapier on his hip.
 
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Name Aironlo Silfast

Age: 25

Location - Belcrast

Social Class - Aironlo resides comfortably in lower class as a traveling bard and part time thief.

Bio - Aironlo was born to an artisan father and a local servant mother. He did not realize that he was the bastard child of a higher class man, well until his younger brother by the same man was born. Girgi arrived by the time Aironlo was five, and despite the cold child's mischievous and nearly sadistic nature towards other children, Aironlo bonded heavily with his younger brother. Aironlo's real father would constantly bring payments to help the family around, but as Aironlo turned fifteen, Girgi passed of a sudden illness, so vile and unforgiving that Aironlo himself caught a similar strain. Aironlo by some miracle managed to survive. He would eventually pack up his things, which included two items, a hunting knife and his violin. He began his journey alone. Where Aironlo travelled for the next ten years is blurry to even him, but he has passed through all sorts of towns in Belcrest. He made his money by playing violin, teaching music, stealing, and having implicit and explicit affairs. One of these affairs chased him from the small town he had happily settled into, and he has picked up the nomad life once more.

Magical Inclination - Invocative/Summoning magic. Aironlo can summon two particular monsters with incantations. The first includes a newborn hydra with six heads and a small, fully developed dragon who can breathe puffs of fire, mostly smoke. The incantations are very similar, making it possible for the summoning conjure the wrong monster. Aironlo cannot understand these creatures, making communication and control somewhat difficult.

Other skills - Excellent with a hunting knife, good at the violin and an excellent carver, as well as being a trickster.

Gear/Weapon - Hunting knife, he scourged a small partisan along the way, and he has his signature violin.
 
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CAELLUN WILLOTH
Age: 26 || Height: 6'1" || Weight: 190lbs
Appearance || Caellun harbors a strangely ethereal and soft presence despite his fairly tall stature, a quiet strength beneath him. Though Caellun is not the most outwardly emotional person, he is somewhat intense. A sharp jaw accompanies narrowed blue eyes, with pale near sickly skin.


Location || Caellun and his sister are travelling to Whiteridge from their small home in Bycrest.
Social Class || Lower Class [Butcher]


Bio || Caellun was nine and his sister Sephya was five when their parents died after their woodworking shop was ransacked, a fire lit to finish the job that only the children were able to escape. They had no surrounding family members, and were lucky enough to have been taken in by the town's resident butcher, Borris Algree. The man raised the two children to the best of his ability, as his wife had passed before they were able to have kids of their own. Caellun never truly came to love the man like he had his own father, but always held a deep respect for him, and studied his trade along with Sephya to aid Borris in his business.

When Caellun was twenty Borris contracted an illness and passed startlingly quick after, leaving the siblings to take over his business. Caellun felt it his responsibility to look after his sister and her well being, and the two ran the butchery up until Sephya was proposed to by an upperclassmen named Samson. He had taken a fancy to her, and though Caellun was suspicious, he wanted the best for Sephya. The promise of an easier life for his sister caused him to push away his gut feeling, which ended in a betrayal of the highest order from Sephya's suitor.

Now, they've left their life behind in search of a place to start anew, anger kindled in Caellun's heart.

Magical Inclination || Talismanic magic - with his mother's amulet acting as a personal energy talisman, Caellun will be able to heal himself and others. Carving wooden totems and imbuing them with a personal item from someone will allow him to place curses.
Other skills || Caellun is very good with his hands, a proficient woodworker and butcher, also granting him knife and hunting skills.
Gear/Weapon || On his person: His mother's amulet, signature carving knife in belt sheath
Satchel: Extra change of clothing, hunting knife, canteen, journal and charcoal
 
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Name - Pyche (pronounced Pike) "Psycho" Laradda
Age - 21


Location - Recently residing at the Blushing Tankard Inn, found at the heart of Dridgecroft, a seaport town wrought with merchants and seamen docking for breaks from travel. Dridgecroft lies east of Bycrest on the shore of L'Ouest River, which feeds into larger bodies of water beyond the land. She is now on her way to Whiteridge.
Social Class - Wanderer; she never stays in one place for long.


Bio - Pyche's childhood is nonexistent. From the moment she could walk and talk, her family, composed of generation after generation of assassins loyal to the Bycrest crown, trained her to become the perfect killing machine. Compassion was an empty concept. Kill whoever you're assigned. Spare no mercy. Keep the job clean and discrete. However, training her proved to be a peculiar experience, as Pyche showed signs of detachment without any conditioning and adapted to the assassin lifestyle easily. As far as the Laraddas were concerned, Pyche proved to be the most promising pawn the Bycrest could use.

However, Pyche's standing took a major blow when she acted against orders. Once opposing forces formed in Bycrest, she was sent into one of the rebel bases to eliminate the leader of that unit. However, she killed the wrong target; to this day, it is unknown how or why this occurred. Baffled and enraged, Pyche's family disowned her and stripped her of the family name. Nowadays, she is merely referred to as Pyche or "Psycho".

Hoping to redeem herself, Pyche set her sights on obtaining the head of a rebellious icon named Sheer Vaashill. Recent information pointed her in the direction of Whiteridge, where the man is rumored to hold a meeting of sorts with allies to further oppose Bycrest rule. She set out for the town, though she stops briefly at the Blushing Tankard Inn within Dridgecroft before continuing onward.


Magical Inclination - Nature Magic: Despite this breed of magic being open to all natural elements, Pyche only uses Shadow manipulation, as she believes that is the practical approach to enhancing her stealth. The situation must be dire in order for her to rely on other elements.

Other skills - Stealth, Archery, Assassination
Gear/Weapon - She carries twin poisoned daggers at her hip, along with a bow and arrow (twenty arrows) strapped across her back. In her satchel, there is common first aid, vials containing poison concocted by her own hands, a map, a canteen, an extra dagger, and other personal items.
 
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Name: Sephya Willoth

Age: 22

Location: Small town in Belcrast

Social Class: Lower class(butcher)

Bio: Sephya was the second child to a young couple, their trade in wood carving serving them well in their financial endeavors. Sephya claims not to remember the fire that took away her parents, although would have recurring nightmares until she was ten years old. Sephya was eventually adopted by a butcher named Borris, who she found great love and admiration for. She learned how to handle animals, how to hunt them, and how to butcher them. Content with her work, she was a fairly jovial young woman until Borris passed away of a sudden illness when she was sixteen years old. Sephya fell into a depressive state, focusing only on her work and on her brother, never having time for anything else. She would overwork, struggle to sleep, and hide minor panic attacks from her brother.

Sephya would once again grow jovial as a man by the name of Samson courted and proposed to her. She neglected her brother's worry towards the man, agreeing to marry him as soon as he saw fit. Sephya would be lured one night to his home, where he grasped her and attempted to assault her. He had nearly done so and had given her several scars during the struggle. Sephya had been lucky enough to have been working earlier that day, and managed to fend him off with a small carving knife she had kept on her by mistake. Sephya managed to flee home safely, with keepsakes of scars and bruises. Sephya and her brother would eventually flee their small town, Sephya too humiliated and ashamed for people to know what had occurred.

Magical Inclination: Ceremonial Magic, mainly focuses on Healing and Blood Magic. She requires a ceremonial pattern to be drawn, and each spell requires certain materials. Healing spells require earthly items(plants, soil, animal fur, etc…) Blood magic spells, including cursing and inflicting wounds, require much heavier sums. Generally they each require blood from either the caster or a very particular animal, but each spell is different when it comes to it's requirements. Some spells require animal parts, certain spices or poisons, and often time can require metallic objects(which can be fulfilled using coins and other substances). The magic also requires very specific directions. Items can only be added after certain actions are taken.

Gear/Weapons: She has a small bag with equipment for making traps, as well as a small carving knife. She has a gold band on her left ring finger, one that she plans on selling if she can.
 
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Name: Izna Kalyani
Age: 26
Appearance: She has a striking appearance that catches the eye. Dark, deeply sun-kissed skin and black hair that's frequently braided. Green eyes that hold more wisdom than someone else her age might have. She has an elegant but strong build, being far from waifish.

Location: Wandering. Previously lived in a nice coastal town in Grendania.
Class: Middle Class. She's the daughter of a wealthy merchant that made more of herself than that.

Bio: Born the sixth child out of seven to a wealthy merchant, Izna had few prospects in terms of inheritance or expected roles. It was unlikely she would inherit the estate, take over her father's business, or have the sort of responsibilities expected of her older siblings. Her future was largely unplanned except for the intention for her to marry advantageously to a wealthier family for her own family's sake. Izna, being meek, mild, and something of a bookworm at the time, had seemed perfectly content with this. Had she remained this way, it may have suited her well.

As it happened, her father Amar found that she took well to traveling and helping her father work alongside one of her older siblings. Her father frequently brought her along when on business trips and trade deals as a result. When she was 17 during a journey to another continent, she was forced to board a separate ship from her father and sibling due to a few errors on the side of the ship. She, her father, and her sibling planned to meet at an inn once all the ships had docked as a result. Izna, however, never made it that far. The ship she was on was intercepted by pirates; after the ships stores were raided, the passengers were lined up to determine who would die, live as a pirate, or be ransomed back to their loved ones. After finding out Izna's father was a wealthy merchant, they kept her onboard to be ransomed back. Her father docked and eventually received the ransom note, though he believed it was a hoax at the time. Even as time passed, he refused to pay, believing sooner or later his daughter would be returned to him anyway. In this time, Izna managed to strike a deal. She persuaded the pirates to see that she would be far more useful as one of them. For eight years, she would be on the ship and trained to be useful. When the eight years were up, she'd repay them for their trouble with a hefty sum and she would then be free.

Thus, the eight years passed and Izna was hardened and molded into a braver and far more dangerous woman. She was set free by the pirates and paid them back by all but robbing her father blind after returning home and finding he'd never intended to pay the ransom for her. After swiftly establishing she was no longer her father's daughter, she left out on her own. She is currently traveling, intending to find a life that suits her far from her family's hold. She also seeks worldly knowledge beyond her experiences with her father and on the sea. She is on route to Whiteridge.

Magical Inclination: Natural Magic. Izna proves to be quite adept at fire magic, and light to an extent. The other elements of natural magic are largely lost on her, though. If she had more training, she might be able to utilize them better. Currently, however, she lacks that.

Other Skills:
Persuasive-Taught the art of bartering, bargaining, and persuading by watching her father at work. It's a skill that has saved her life a few times.
Archery-Skilled with a crossbow.
Navigation- A skilled navigator on both land and sea due to her time with pirates and traveling with her father beforehand.
Fluent and Literate in Multiple Languages- Yet another product of traveling with her father when she was young.
Cunning and Resourceful- Her wits are what have saved her life multiple times.
Skilled with Knives and Daggers- Able to throw them with decent accuracy, though she's much more efficient and capable when up-close and personal with her opponent.
Decent at handling a sword, but prefers other weapons.

Gear/weapon: A large number of knives and daggers strapped to her body and hidden in her clothes in strategic places, a small and light crossbow that could be held in one hand in emergencies, a set of about 25 bolts for her crossbow, and a bag that contains a change of clothes, another knife, a few books and a journal, a small sum of money, and food.
 

Never Back Down TSFH

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Name: Osia Rovira

Titles: Osia the Dawnbreaker

Age: 20

Animals: Falcon, Peregrine - Name: Blue

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Location - Belcrest, Minerva's Dwelling

Social Class - Commoner

Allegiance: Belcrest - House Moldov - Order of Dawn​

Rovira History - For 150 years the Rovira family have served House Moldov. Their first ancestor, a poor man of little wealth but that of his infantryman's career Lucian Rovira fought beside Lord Rogan Moldov, and saved his family, and himself. They became close friends, and the future generations have always shared the same affection for House Moldov even when they disagreed. As a gift, a position of Guardian of House Moldov, and a ceremonial sword was given. Lucian was the first Grand Master commanding his own men. The title would be passed down to his son, then his son's after that. Then the Order of Dawn was created. And the sword was given to the next Grand Master, an heirloom and a symbol of friendship. It was theirs to guard. The first Grand Master's tomb held the sword where it rusted, and decayed. The Family motto "Suffer Bravely"
inscribed on the side of the tomb.
Order of Dawn Overview - Role - Protection of House Moldov. Size - Approximately 200 trained elite guard. Allegiance - Lord Javiar Moldov. Headquarters - Sanctum of Dawn, Pools of Lucian, Kingdom of Belcrest. Nicknames - Seekers of Dawn (Shortened vari, Seekers), Order of Lucian, Grey Knights. Patron - Lucian Rovira of Horin. Attire - Grey mantle with a symbol of dawn. Engagements - Rebellion in Bycrest, Battle of Atric, Siege of Tempus, Battle of the Seven Suns, Battle of Wulwick, Battle of Montbard.

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Lucian Rovira - Died age 56 (Assassination)

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Bayard Rovira - Died age 75 (Illness)

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Edgar Payens - Died age 27 (Battle of the Seven Suns)

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Percili Rovira - Died age 40 (Riding Accident)

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Bernard Rovira - Died age 58 (Executed)

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Hugues Rovira - Died age 44 (Poison)

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Ajar Rovira - Alive age 31

Bio - Born from a long line of warriors, Osia was thrust into a military lifestyle. Like many of her ancestors she trained to join the elite order, women could join but they were used as attendants and bodyguards of female Household members. Dedicated to serve and protect House Moldov. None of the order are allowed to accept Knighthoods or benefits given to nobles they are required to remain humble, taking only what is needed, basic living complemented their attitude to life. The land given, was turned into training grounds for future generations, dedicated to turning boys into men instead of finding them on the streets dead or stealing. They do not accept girls/women into their Order, but each child of Rovira is required to undertake training. The girls stop at age 18 and become attendants of Moldov, but still carry their weapons as sworn shields if they so desire it. Women are not expected to fight in war, but they are required to defend their home.​

It was expected that she followed not only her mother's example, but also her fathers. She began training barely 5 years of age, beside her cousins Buldis and Jurin. But Osia was always close to the children of Moldov, and loved them as family. The children would always sit and listen to Grandfather Maste, Osia in particular had always enjoyed the stories even as a child, and marveled at the design of the sword of drakon, gold gilded and tint of red on the hilt as was drawn in the books. But like any relic it was lost after her grandfather went missing, and the sword with him. Osia was young when her grandfather disappeared, they searched and found nothing, they only discovered hours later the tomb of Karagan had been broken at the seal, the sword had gone and with it several scrolls.​

When the time came Osia did not become a sworn shield of House Moldov, instead she asked her father if she could go on pilgrimage to find answers of her own before she made a decision to follow family tradition. It was uncommon, it happened only twice the third Grand Master went on pilgrimage asa boy to become a man worthy of the family name. With some trepidation it was granted, Osia departed and for 5 years she traveled on pilgrimage. But the peaceful times were short lived. Politics of House Arthorn and their budding feud with House Durstrang accused of supporting the rebellion came to a boiling point.​

Osia was unaware of the happenings back home. Ajar had taken control of the order the title passed to him, after his father and elder brother were poisoned, Ajar suffered the same but survived. Underneath it all others pieces began to fall into place. Osia was one target. A loose end to Ajar's plans for the Order. He knew she was traveling on pilgrimage, finding a man that favored himself in the image of an animal. Ajar sent men to find his sister, and discreetly dispose of her before news could reach his sister. But if it were not for the stranger intervening during the attack she would not have survived. Two weeks later. At her awakening the stranger handed her the letter, the context demanded her not to return home. Instead she must find her grandfather she has questions that need to be answered.​

Magical Inclination/Summoning Magic

Soul of Agannmar

Sword of Agannmar

Agannmar's Physical Form

Agannmar Overview: Inside a ruby shard lays dormant the Soul of Agannmar, Keeper of the Old Ways. A beast that once roamed free, his body towering over the greatest castle, his wings would span the many fields of green casting them in shadow. His breath scorched forests, to naught but ash. His reign lasted decades, until he was chained, brought to the earth, bound to it, his wings severed and his body, mind cast to the soul shard for eternity. Now he searches for worthy souls to command his power, and suffer his trials.

His power comes at a price. Not all are willing to pay.

Power overview: Agannmar offers a wide array of his powers. But Osia cannot command all his power. As she has yet to communicate with Agannmar, at the beginning she will merely wield the Sword of Agannmar (That she knows to be called Sword of Drakon). His presence will not be felt, until she learns his name and speaks it in his tongue until then he remains silent. The Sword of Agannmar she will wield is unbreakable by normal weapons. It is sharper, and will never dull once it is accepted that Osia is worthy. The blade will become new, as if reforged in front of her eyes. As she progresses the blade will change, inscription of his name will appear, and many more manifestations. Regardless of Agannmar's power, he is not without limits. Greatly weakened after spending decades inside the shard, he must rely on Osia to find the energy somewhere else. As a Dragon so accustomed to bathing in the sunlight, the greatest way to re-energize Agannmar and Osia is to use Sunlight as a source of energy. Without it, as at night his power and her's is limited to basic functionality. The Sword becomes silent, until she dreams then Agannmar visits her there. It is his only means to communicate at the beginning, through dreams.

Agannmar Power Potential: (Will be edited or removed if any are considered broken)

Outside of the sword only 1 power will be chosen. 1 Power a day. The cost is too high for multiple gifts to be granted in a short timeframe.​

  1. Sword of Agannmar - Unbreakable by normal weapons (constant effect, the blade was created by dragon fire hence its unbreakable state) A unique property of this sword is that it can pierce through a dragons armour.
  2. Agannmar's Strength - With training Osia may be gifted the strength he once had. But with any new gift, it must be trained as you would a muscle to increase strength and endurance. It would take many years to reach full potential. But there would be a natural threshold.
  3. Agannmar's Body - Scales shield her body from harm, but render her slower. This will be the second-to last power in her progression, but it will not be full body. At the start she may only cover a portion of her body in scales, a forearm, fist, shoulder etc. The scales that cover her body would be difficult to damage. Blunt force would be ignored, but still leave a bruise behind if the blow was heavy enough. Sharp objects or weapons would glance off but still damage to a lesser degree. Piercing weapons that considerable force would penetrate the armour result in injury. The elements Agannmar was immune to, Osia will be highly resistant to when she uses this power. Fire etc. She will feel the glancing blows but will not be damaged by them. Her resistance will come with training. At the beginning the body of Agannmar will be a higher quality of plate armour.(Will not be optional unless GM approves)
  4. Agannmar's Wing's - The last power to be learned, it is more a symbol of the connection they will share. As Agannmar's wings were severed. Osia must reclaim them. The wing's are quite powerful, they can lift additional weight equivalent of seven men. At the beginning of this power she will tire quickly as the wings will be heavy and difficult to control. It would take time, months to control the wings correctly depending on how often she trained with this power. Now the wing's may lift a great deal but also protect. If they are embedded in the ground she becomes stable in great winds, the sharp points can be used to stab etc. Again combative use would be impossible at first. (Will not be optional unless GM approves)
Potential Trials of Agannmar:

These will be the mildest trials and sacrifices Osia will have to endure. Additionally, whenever a new power is available a unique trial will be introduced. If she does not pass the next trial will be harder. Lastly an additional cost to use his gift, he takes years off her life. It will cost more, as she grows more powerful.​

  1. True sight - Osia will be rendered blind for a set period of time unless the gift is greater or she insults Agannmar, resulting in punishment.
  2. Voice of Osia - She will be made mute, her tongue will turn black and her throat burned unable to speak.
  3. Hearing - Rendered deaf, her balance may also be affected if Agannmar pleases.
  4. Sensation - Any part of her body will lose sensation, unable to hold a cup, to walk, swallow, or to induce intense pain. Many options here, if he is feeling creative. Humiliation is key in his trials. It builds character.
  5. Emotions - Agannmarr will influence how she may feel, increase of aggression or become passive, fearful.
  6. Insomnia - This is the gentlest
  7. False organ failure (True organ failure will be at the pinnacle of her power)
  8. Commanded to endure pain from an enemy.
  9. Immobilized - forced to watch from afar as the group is attacked until he grants her the power to save them, she must overcome the trial with sheer will forcing her body to move.
  10. Rapid aging - Agannmar may cause her body to become that of a frail old woman. To understand what it is like to grow old, and to not purely rely on strength alone. But wisdom, and cunning.
  11. Primal Impulses - Agannmar removes the very thing that makes Osia human. Humanity. Instead he gives her what he once had, a primitive impulse for chaos. In this trial she is to demonstrate a sense of control, to not lose sight of herself or others.
  12. Kiss of the Sun - Everytime Osia summons Agannmar desiring the use of immunity to fire, Agannmar would grant it if she drank liquid fire. A strong alcohol known for its hallucinogenic properties. She was told to drink two jars and fight, then it would be granted. But it would not be given again if she did not succeed in killing her main target. Unless she paid the price to receive the gift again.

Other skills: Falconry, Architecture (masonry), Calligraphy

Gear: Waterskin of dyed red, Coin Pouch, Skinning Knife, Half-hand sword and wooden heater shield, camping gear and a journal.
 
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A coin, for an old beauty..?



  • hEyrGQ0.jpg


    Appearance: Marva is a well-worn woman of indeterminable older age, dressed in fine clothes that are always masterfully worn down to nubbins; revealing little, and saying much. Her artfully portrayed destitution is, like so much of her, a lie - but she enjoys playing the old woman stranded by fate as much as she does most anything.

    She is somewhat tall, and possessed of a crooked back that meant she was probably even taller in her youth; now, she only rises to about 5'8, and it galls her clearly. Lines and wrinkles and callouses, liver spots and all their ilk dot her skin; but however careworn she might appear to be, she is clearly in good enough health to be well fed, and possessed of some strength, even in her advanced age.

    Her eyes are a piercing, if somewhat sombre grey. She has an aquiline nose, is missing several teeth, and moves with a gait that makes her seem fr more infirm than she actually is.

    Name: Marva; and she has no surname, but many have called her a Seeress. None have yet called her a liar, so she must clearly be seeing quite - clearly, mustn't she?..

    Age: Luv, there are some things you mustn't ask a fine lady... (72.)

  • Location - Various, throughout Grendania. Her permanent abode is a small wooden cottage on a certain hill by the bay, along a perilous and somewhat hard-to-find natural road. But she tries to avoid staying there too frequently, lest people seek her out more often...

    Social Class: Lower class, by choice. She makes a decent amount from her tricks and lies, but spends it readily, rather than hoarding it. Assuming she saved up, she could probably be considered Upper-Middle class... At least, if she had enough time to ply her trade. As for her occupation...

    Bio: Marva is a self-proclaimed Seeress. Her mother was a fishmonger, her mother's mother was a fishmonger, and there was no in all of Grendania she was going to waste her life doing the same damn thing. Deciding that the universal trait of folk was their gullibility at an early age, she set off for the mountains with plans to become a hermit...

    Only to realise that being a hermit was a damn fool thing, and she liked her creature comforts. So, the idea hit her, why not have both?

    Claiming to have the gift of real, reliable magic, she impresses those easily impressed with a heady mixture of lies, folksy wisdom, and knowledge accrued from a very active life in the wilds. Dust explosions and phosphor might as well be the fire of the Gods; thrown chicken guts can accuratel foretell which House in a petty dispute shall triumph. And if her predictions are wrong, well, the Gods are inscrutable - it was clearly the fault of her patrons, for not being generous enough with their worldly possessions!..

    Somehow, she managed to balance her desire for life alone with a degree of fame, enough that she could replace her masterfully torn (but never ruined) rags with new ones, as she pleased, could sneak into town for the occasional fine dinner or show at a local theatre... And always, always had a reliable new pair of boots.

    Unfortunately, her long life propensity for sage advice has gotten the better of her at last; some minor noble brat sought her out, having heard a rumour that she wasn't an old lady, but a princess cursed to appear as such. He turned out to be a decent sort, and easily turned away - but it made her realise that she'd become a figure of local legend, strong enough to percolate in Grendania proper. Which meant that it was time to move, and find a new place to ply her trade...

  • Magical Inclination: None/GMs' discretion. If, over the course of the game, you want to nudge her into a certain school, please do so. She will be surprised by it as anyone.

    Other skills: Immune to most plant-based poisons and a great deal of venomous animals; mithridatism isn't perfect, but one of her many services was tasting the food drink of low nobility - and, well, better to be safe than sorry.

    An expert judge of character, from experience if nothing else. Is good at smoothing over disputes and finding the little things that make a person tick. Around the pious, she can foam at the mouth as a zealot; and amidst the skeptics, appear as a simple and 'umble persecuted mountain-woman, possessed of a sage and saintly wisdom (please donate to her health).

    Capable of improvising and faking a remarkable amount of 'magical' effects, given time and a plan. Has always secretly wanted to involve others in her little schemes, but not exactly a trusting sort...

    Navigates by the stars; can tell the weather with a frightening accuracy, cooks decently enough, and can throw together a lean-to with impressive speed.

    In good shape, for her age - though that isn't saying a whole lot...
    Resistant to extreme weather, wind, and snow.

    Gear/Weapon: A long hunting knife, strapped to her side at all times, as well as a set of herbalist's knives, a skinning knife, pots, pans... Just the old things a mendicant needs, you know. At her home, she has several fine and untouched 'fancy outfits' she's planned to be buried in, but secretly has always wanted to wear. Various phials, filled with nothing much important, luv. (Coloured water, bits of gold and mineral oil, and milked snake venom.)


  • - More than a little fond of hooking people up. Takes great pride in being called a terrible old lady, and loves nothing more than making people uncomfortable.

    - Does actually have a strong sense of justice, somewhere in there. Just hates actually doing anything about anything. F'course, if there were someone worth doing something about, and she had to - well, she might be more tenacious than she lets on.

    - Loves fancy food, fine wine, and fine company. But gets very tired of the last one after awhile, and needs some time on her own to 'recharge.' Thus, her solitude.

    - All predictions are final, and certified by the will of the Gods themselves. Go on, 'luv.
    You wouldn't deny the will of the Gods, yeah?

Couldn't help myself, and even if this is a discord-mandatory, sometimes you have to add a character as an attempt, anyway.
 
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