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Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
  • Comrades in Arms 150
  • Worthy Challenger 25
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Genre: Original, Medieval Fantasy
Inspired By: Medieval Fantasy Stories, Game of Thrones
Requirements: Literate - Advanced Literate
Creator: Kadorix
Moderators: General Phade
Collaborators: black_wyvern, Your Missing Period
Graphics: Phoebe the Master Thief

This is a profile thread for the roleplay
Please do not post in here.
If you are interested, please follow the links at the end of the post.

ToC
1. King of Esedi
2. Lord of Edenmoor
3. Lord of Tishtar
4. Lord of Crasus
5. Lord of Fovoham
6. Lord of Shahszhan
7. Champion of Edenmoor
8. Champion of Tishtar
9. Champion of Crasus
10. Champion of Fovoham
11. Champion of Shahszhan
12+ Side Characters

||OOC|| ||IC Thread||

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
  • Comrades in Arms 150
  • Worthy Challenger 25
Theo Allanard the King of Esedi
User Image
Nickname
King Allanard
Your Majesty

Age
65

Gender
Male

Race
Human

Appearance
Even in his old age, the king of Esedi still maintains a regal appearance. His body is covered in wrinkles and the hair upon his his head and face has long since become gray. The strong arms that had once wielded swords have become better suited to writing letters and lifting drinks. A simple crown adorns the king's head: gold, with a small gem found in each region to mark Goldvale and its surrounding regions. He maintains his appearance well enough, and walks slow and tall. When angered his hands shake, and a fit of coughs can overcome him. Allanard is careful to not let others see this weakness, but it has shown through more and more. He hides the pain in his body well enough, though walks very little throughout Castle Duran. His clothing is comfortable, though armor may be worn for protection or ceremonial purposes.Though often with a serious expression on his face, it is known that beneath that hard stare Allanard cares greatly for his people.

Personality
King Allanard is stern and firm with his words, as years of ruling has taught him to be. A smile is uncommon upon his face, but can be found in times of mirth or with the right people. Even though his expression is one of seriousness, the man has a great love for Esedi and her people. He considers them his children and strives to secure a peaceful future for them. As such, the king tries to maintain peace wherever he can and would much rather avoid disrupting the peace of court and kingdom. Civil arguments and disagreements are acceptable, but public condemnations and efforts to cause trouble in Esedi are swiftly punished. He has respect for his lords and those who serve him loyally, though can hold a grudge against those who prove themselves to be enemies of the peace. He worries often over the future of his kingdom, and hopes to the gods above that this challenge can assist him in deciding the next ruler of Esedi.

Background
Theo Allanard was born and raised in Goldvale, living there his whole childhood. His uncle at the time was pronounced King of Esedi, so the young Theo had the pleasure of wandering the halls of the great castle in the Capital, yet was not sheltered from the life of those outside of royalty. He loved to watch the guards and people come and go, and hear stories from the servants as they worked. Words of unease spread through the castle, and rumors of war and panic were not uncommon discussions. The people were hungry and starving, barbarians in the desert, monsters of the swamplands let loose...Young Theo heard it all, though the king never said a word of the troubles in his kingdom when he was present. When he reached his teenage years, he was granted permission to travel to the Knight Academy in Fovoham to train. He stayed there until he was twenty-two, when he returned to the Capital to be stationed as a guard for his uncle.

Here in his life was the greatest of moments. At twenty-five he married the love of his life: Beatrice. His wife was a kind woman, who found good in every person she met and strove to help others. When she took to the dance floor, however, no other sight was more pleasing to his eyes. Such a joyous union was followed by further news: his uncle bestowed upon him the position of Captail of the Guard. His serious nature and rational mind were just the thing his uncle wanted in the guard, and he knew Allanard was one he could trust. The next few years continued to be a joy as his children were born: Edric and Thomas. Though two years apart, the boys were close and the rowdy sort who, like their father, enjoyed following the knights of the castle around and begging for knightly tales. Adventure was their calling, though they were confined to the castle.

Those happy years soon passed into ones of difficulty. A sickness had spread through Goldvale, costing the kingdom many lives. The current king was already aging, and had caught such sickness. He passed the throne to Allanard before succumbing to the disease, crowning him king at age thirty. Though a blessing in the hard times, Allanard was struck with the loss of his wife to sickness a few years later. The king grew somber and spoke little at the prospect of a new queen. Rather than dwell in the grief, however, Allanard occupied his mind by trying to improve life in Goldvale. The recent sickness left many poor and suffering, so he set about improving life there. Greater literacy, an increase in wages, and help from the royal treasury assisted in improving the lives of the people. To honor his wife's memory, however, the new king created a new festival: the Festival of Lights. It started as a grand ball for dancing, food, and mirth for the commoners, but in later years spread about the kingdom. Today it is a spectacular event that all regions are a part of through fine decorations, displays, food, and more, though never has the king danced at one of these events.

Years passed and Esedi thrived, thanks to the work of King Allanard. The people far and wide loved him as he strove to improve their lives. He was a man devoted to peace, and struggled to maintain good relations within his kingdom. Tensions between Fovoham and its neighbor Shahszhan were always rising high, and the people feared the monstrous races that lurked in the swamps. He strove to ease those fears and more with risk of barbarian attacks, disease, and others that plagued the mind of the people. His younger son, Thomas, was lost to him during this time due to an infected wound sustained while clearing the king's road for travelers. A loss to him, but his son had died for the good of his people and keeping the roads safe for others.

At fifty-one, the lingering nightmare finally became a reality as Fovoham and Shahszhan declared war. It was a short war of three years, but one that threatened to break Esedi. His surviving son, Edric, was passionate about fighting for Fovoham and was lost to the war. As Fovoham fought, they called for the king and other regions to step in to stop the barbarian menace. Tales from all sides and horror stories made their way to the Capital, and King Allanard was furious. Rather than let war break Esedi, he chose to put a stop to it. After discussions with the ruler of Shahszhan, Isshinenga Na'Bahanagad, a solution was made. Shahszhan became a part of Esedi, and the fighting would cease.Tensions still remain, though Allanard is hopeful that peace can be maintained. He grieves for the loss of his son, but does not hold it against the Shahzshani, and continues to strive for peace.

Ten years later, he still hopes for peace. His efforts to keep Esedi safe and prosperous have yet to change, though he worries now who will take his place when he is gone. He is not blind to his age, nor to those who want the throne for their own reasons. He hopes to find the most suitable heir to the throne through his challenge, and that all his hard work will not be lost.

Weapons / Skills
Sword knowledge - Back in his prime, King Allanard was skilled in swordplay. He was a fearsome man in battle, though his weapon wielding days have long since been over. Even so, the knowledge remains with him and he has much respect for those who practice. Rarely these days does he ever pick up a weapon, unless it is for appearance or ceremonial purposes. Instead, he leaves the sword wielding to the younger generation and the guards sworn to protect him.

Judge and jury - When it comes to decisions that affect all of Esedi, Allanard is in control. Though he seeks consul from his five lords and close friends, the word of the king is to be considered law. He is firm in his decisions, and considers what is best for Esedi in the long run when making his decisions.

Parchment writing - Even in his age and shaky hand, he much prefers to write his own letters than to let the hand of a scribe pick his words. Though it takes more time and effort, it is an excise that keeps his mind occupied. It seems, as of late, it takes longer still and far more spills of ink but he continues nevertheless.

Strengths
1. Dutiful - King Allanard has served Esedi for most of his life, and continues to be devoted to his kingdom. He does not tolerate nonsense from his lords and people, and strives to make life easier for the people. During his rule, Esedi has received donations for the poor, an increase in literacy, and increase in wages courtesy of the king. This leaves the people with a high opinion of the man, and he continues to work hard to secure their future.
2. Rational - He makes decisions through reason, and seeks to hear both sides of the argument before making a choice. Those who spout nonsense, lies, and circular arguments are a waste of his time, but if solid reasons are presented to him then he is likely to consider their side of things. He does his best to not make decisions in the heat of the moment, as that risks making the wrong choice and creating problems for his people.
3. Experience - Experience comes with age, it is often said, so Allanard has had plenty of it. He has served as a fighter, adviser, king, and father to his sons and people. He has much knowledge from his life, but also realizes that those younger than him (such as his lords or advisers) have their own experiences that they draw from and that can provide insight. He is not deaf to the words of his lords, but instead considers their input when making his decisions.

Weakness
1. Age - Allanard is limited to what his aged body can do. He gets tired easily, and can be overcome with fits of coughing and shaking hands when upset. He does his best to hide his frailties, but it is a limitation.
2. His Wife - Even after all the years, Allanard holds a fondness for his wife. Such attention can be seen in his dedication to the yearly "Festival of Lights" in her honor, his refusal to choose a new Queen, and his support of her remaining family. To talk ill of her or suggest otherwise is a sure fire way to enrage the king.
3. Temper - Though he operates with a rational mind, Allanard is human and prone to emotions. If someone truly sets him over the edge he becomes quite angry, and it is hard to return to his good graces once provoked.

Username
Kadorix

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
  • Comrades in Arms 150
  • Worthy Challenger 25
Alecard De’Trycin Lord of Edenmoor
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Nickname
Alec. Lord De’Trycin

Age
36

Gender
Male

Race
Human

Appearance
Alecard stands around 6 feet in height and possesses a powerful build. His dark hair is usually kept oiled back, in order to prevent it from interfering with his vision. He is graced with a strong jawline and a deep brow that keeps his eyes cast in shadows, though their emerald green irises still seem able to pierce straight through whoever is unlucky enough to draw his attention. His face is mostly sharp angles, giving the impression that the Lord has very little excess fat. He likes to keep his body well-conditioned, good health is paramount in leading a long life. His lips are thin and bloodless, permanently set into a slight sneer. Most of his wardrobe consists of dark greens and gold, the colors of house De’Trycin, and now of Edenmoor itself. He tends to wear half-cloaks that partially conceal the way his left arm hangs at his side. He is rarely seen without the familiar heirloom sword strapped to his belt.

Personality
Alec does not suffer incompetence and he makes sure to keep this fact evident in his dealings with others. Running a region is demanding work and those that lack the capacity to perform tasks or duties assigned have no place in Lord De’Trycin’s court and are quickly removed, forcefully if necessary. Efficiency increases profitability which then increases Edenmoors standings, which of course leads to advancement of his own station.

It’s a well known fact that Alecard is a ruthless politician. He always gets his way and will stop at nothing to see that trend continue. He’s been known to destroy opponents whether it be with well placed rumors or other… more direct methods. Though this may be considered common knowledge, there is never enough evidence left to point back to Alecard. Though he obviously denies any involvement, Alec never tries to quell the rumors and stories. Its quite the opposite in fact, he encourages them because he believes that they add to the image of him being unassailable.

Background
The De’Trycin’s were a notable family of Edenmoor, though they did not rule when Alecard was born. He enjoyed a life of ease, his father had amassed their family’s wealth on the production of wine. The De’Trycin vineyards had been known for generations throughout Edenmoor but his father, Ser Gavin De’Trycin began to focus more on exporting their product and soon, the De’Trycin label was highly sought all across Esedi, propelling their family to new heights.
Lord Gavin made sure that young Alecard wanted for nothing, he received tutelage from the finest scholars, trained with warriors who had graduated from Fovoham’s Knight Academy. Alec took to his lessons earnestly, for while his father made sure he was provided for, Gavin had little patience and expected perfection. Whenever Alec erred, Gavin would have him swiftly, and harshly, punished, instilling his son with the concept of success above all else at a young age.
When he wasn’t studying or training, Alec would often go hunting with his father. The people of Edenmoor were hardy and lived their lives in a dangerous environment. Gavin would often say, “The people will only follow you if you can prove capable of everything they are, and be even better. That is a Ruler’s duty.” To further prove his point, his father would take him hunting for the most dangerous prey they could find, which often meant the lizardfolk. His father saw them as nothing more than challenging prey, but Alec saw so much more. In his eyes, they weren’t all that different from his own people. Humans could be every bit as savage as the lizardfolk, they were just often less straightforward about it. Alec believed the lizardfolk could prove quite handy, he just needed to figure out how to harness their savagery and ferocity.

At the age of 22, Alec found himself betrothed to Lady Yvette Grayson, daughter to Erik Grayson, Lord of Edenmoor. Gavin had managed to unite his family to theirs, further solidifying house De’Trycin as a leading force in the swampland region. Alec quickly found that he felt no love for Lady Yvette, it seemed the space between her ears was full of nothing but gossip and stitching patterns. Even so, he eagerly embraced the marriage. With their union Alec was now second in line for the lordship of Edenmoor, preceded only by Lord Grayson’s firstborn, Randal.
Randal was well known for his lackadaisical attitude and carefree manner. He would often throw balls in attempts to recreate those he would hear about from visiting emissaries. Of course they were usually poor imitations but any excuse Randal could find to drink in excess was jumped upon immediately. Though he found it tedious at best, Alec suffered his new brother’s antics and quickly found himself endeared to the young heir of Edenmoor. They would often go hunting together, though Randal mostly used it as an excuse to get away from his father and the politics of Edenmoor.

On one such excursion, when Alec was at the age of 28, misfortune struck. Randal and Alec had somehow found themselves separated from the rest of their expedition while pursuing their quary deep into the swamplands. They went missing for 5 days. When the search parties finally found them, they were greeted with the scene of Alec, eyes sunken and his left arm hanging limply at his side, with Randal’s motionless body slumped over his back, secured with ropes fashioned from swamp vines. The story goes that they had stumbled across a swamp-worms nesting grounds. The creature had attacked, going for Randal first. Alec had jumped to his brother-in-law’s aid, slaying the creature but suffering a debilitating wound to his arm in the process. He had done his best to try and carry Randal to safety but the combination of blood-loss and poison from the worm’s bite had left the man in a delirious state. Many marveled at how he could still be standing in such a condition. Unfortunately, despite Alec’s efforts, Randal succumbed to his wounds and had died.

There were some who suspected foul play. They claimed that Alec was far too accomplished hunter to have ‘unknowingly’ traveled so far into a swamp-worm’s territory. But there was never any evidence to support such claims so their voices went unheeded.
Even though they did not often see eye to eye, Lord Grayson still deeply cared for Randal and was devastated at his loss. He began to retreat to his study more and more, leaving much of Edenmoor’s governing to Alec. With the death of Randal, Alecard De’Trycin was claimed as heir to Edenmoor’s Lordship. He had mostly recovered from his harrowing ordeal, though its effects would remain present on his body. His arm never fully recovered and Alec lost most feeling and quite a bit of dexterity in his left hand, the hair around his temples had also developed streaks of gray. He performed the role of acting Lord well, managing to increase revenue for the region as a whole by procuring better trading agreements and beginning the construction of a proper road infrastructure through the swamplands, which would naturally increase trade.

During Alec’s 30th year, Lord Grayson was afflicted with a serious illness, which he would die from two years later. So at the age of 32, Alecard De’Trycin was official declared Lord of Edenmoor. It was what he would consider the second best moment of his life, only eclipsed by the announcement of the Trial of Kings. In his four years as ruling Lord, Alec had managed to increase trade and merchant activity through Edenmoor thanks to their new roads. It was still dangerous, but paths were much more clear and easily accessible by cart and wagon. And the age old concern of attack by swamp monsters had been greatly reduced thanks to the treaty he had formulated with the lizardfolk. It was still shaky at best, but there was no doubt the agreement was beneficial for both parties involved.

Alec had solidified himself as a leader and now opportunity was knocking at his door once more. The chance to become King. But he needed a champion. Sure he could pick one of the many warriors united under his name, there was no doubt that any number of noblemen sons would chafe at the bit at such an opportunity. But Alecard wanted something more, he wanted a champion that would show others that Edenmoor was not to be trifled with. Let Fovoham send their Academy knights, or Shahszhan their battle-dancers or whatever they may be called. He would send something much more. Something that embodied the harsher side of Edenmoor, a reminder that the swamps hold things far worse than mere men. The choice was clear as day; He would send a Lizardman.

Weapons / Skills
Brawn: Alecard is not a man to be trifled with. He was endowed with impressive strength for a man. Though he doesn’t possess the sheer power of the Lizardfolk of his region, Alec can hold his own against most other men.

Hand-and-a-Half Sword: It is an old blade, passed down through generations of the De’Trycin family. Alec had the hilt replaced when he became lord. Though the guard is adorned with rubies and gems, any true warrior would be able to tell at a glance that the weapon is still quite serviceable. Also known as a b*****d sword, the blade is wider and longer than a traditional longsword. As a result it is much heavier and requires most men to wield it with two hands. Thanks to Alec’s strength and the training he received, he can use it with one surprisingly well. He would never be considered the most accomplished of swordsmen, but his skill combined with the ruthlessness in which he wields it makes him quite the capable adversary.

Strengths
Ruthlessness: Alec is not afraid to take any means necessary in order to accomplish his goals. He has no qualms about getting his hands dirty in the process.

Cunning: Lord De’Trycin is no stranger to deceit. He didn’t get to where he is today by playing fairly, and is quite accomplished in seeing that things end up in his favor. He is just as comfortable with tact and discretion as he is with force and heavy handed tactics.

Ambition: Alecard will stop at nothing to increase his station in life, regardless of what, or who, is left in his wake.

Weakness
Arrogance: After years of success and advancement, Alec truly believes he is invincible. There is no doubt in his mind that nothing in this world can stop him in his ascent to power

Left arm: His run-in with the swamp worm left his left arm nearly ruined. He is unable to raise the arm above the shoulder and has lost a fair amount of motor skills in his hand. He is no longer able to hold a shield or grip a bow. As a result, his favored pastime of hunting has become practically impossible. Still, a small price to pay in his eyes.

Ambition: It truly is a double edged sword. Though it has resulted in his continued success in life, it also has left him with a great many enemies. Though none are brave enough to confront him outright, many still speak against him even within his own region and there have been at least 2 attempts on his life since he claimed the title of Lord.

Username
Tailoredpetunias

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
  • Comrades in Arms 150
  • Worthy Challenger 25
Jeren Strenville, Lord of Tishtar
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Nickname
He prefers people call him by his last name or his title. Use of his first name annoys him unless by someone he has a high opinion of.

Age
29

Gender
Male

Race
Human

Appearance
Jeren is of a fairly average height. Unlike most from his region, he’s rather pale from spending much of his time indoors. His dark hair is moderately short, and his light brown eyes are always framed by a pair of glasses. His expression usually alternates between stern and irritated, and it would be rare to meet someone who’d seen him smile. Though his work entails a lot of reading and writing of documents at a desk, his posture has remained impeccable. In contrast to the rest of Tishtar’s nobility, Jeren prefers to dress in reserved colours like black or navy blue.

Personality
Jeren can be a difficult man to deal with. Very critical of both himself and others, he holds everyone to his own high standards. He has little patience for people who fail to meet those standards, and it can be difficult to earn his respect. Though entirely capable of being courteous, he’s quite blunt with anyone who isn’t of higher social standing than him (which is usually everyone). Additionally, he doesn’t have much of a sense of humour. The occasional dry or sarcastic comment is about it.

As severe as his personality can be, he isn’t without redeeming qualities. He has a strong sense of duty and is very responsible. While he can deal quite harshly with others, he’s not the type to be purposely cruel. Laws and rules are important to him, and he has great disdain for liars and cheats. He also has little respect for people who put their own desires and ambitions ahead of the common good.

Jeren is a complete workaholic. Having to take over as lord very suddenly and at a young age meant he had no time for anything but work for quite a while. Even though he could afford to take time off now, he’s simply become so accustomed to being busy all the time that he likely wouldn’t know what to do with himself if he did.

Background
Jeren was born the eldest son of Tishtar’s ruling lord. As his father’s heir, there was a lot of responsibility placed on him right from the beginning. Additionally, he was the oldest child of seven, which meant he was always being held to higher standards than his siblings. From a young age Jeren had to spend much of his time on education and preparing to take over for his father. His younger brothers had to study as well, but they were not under the same pressure he was, as they were unlikely to ever have to take over as lord. While his siblings were playing outside, Jeren was indoors reading books and reciting figures.

He didn’t mind studying, as he found the work interesting and understood how important it was, but he always harboured a little resentment for his siblings. They had the freedom to do whatever they liked, while his future was already determined for him. He had often entertained the notion of moving away to Goldvale, where he could work for the king’s government and contribute to society at the highest level, but his responsibilities as eldest son of Tishtar’s lord made that impossible. Still, working to improve his own region was a worthy task, and he put all of his effort into learning everything he could about governance. At the age of fourteen Jeren began to assist his father with his duties as lord and travelled with him on official trips, all for the purpose of gaining first-hand experience in what being a lord entailed. He didn’t realize at the time just how valuable each minute of that experience was.

When Jeren was only fifteen, his father travelled from the capital to one of the islands to visit an old friend. His father’s ship was caught in an unexpected storm and everyone on board was lost to the sea. Suddenly, with only his studies and barely a year of practical experience to go on, Jeren found himself in charge of an entire region. At first it was all he could do to keep Tishtar functioning. He spent every waking moment poring over reports, tracking resources, and discussing with advisors. Any rare bit of free time he had was spent studying books on economics, law, and political theory.

After the first few years things did calm down a bit, and Jeren was able to move from just trying to keep the region running to being able to think of its future. His father had governed well enough, but like the lords that had preceded him, he had focused Tishtar’s economy on luxury exports. The wealth those resources brought his region made their comfortable lifestyle possible and allowed arts and culture to flourish, but as much as that wealth was a gift, it was also a curse. If demand for Tishtar’s high-priced goods dried up or trade was cut off, their current way of life would be completely unsustainable and the region would collapse. Jeren knew he had to reduce Tishtar’s reliance on high-priced exports, and he tried to make that one of his top priorities. However, many of the wealthiest noble families in Tishtar had amassed their fortunes through monopolies on certain goods, like coffee and sugar, and they fought him at every turn. So far he has failed to make much progress on that front.

Regarding the king’s challenge, Jeren is not thrilled with the idea of the nation’s next ruler being chosen simply because their champion found three relics first. However, as the king may choose an heir at any time, he is hopeful that the right person for the job will have the chance to prove their suitability while at the castle. Though he will try to win, Jeren wants what is best for Esedi, and so if he feels another lord would make a better king he will support them instead.

Weapons / Skills
Doesn’t use any weapons. He does often have a rather sharp letter opener on hand he could poke someone with if he had to. He’s a pretty logical person and has no problem swallowing his pride, so he would just run away from a fight if possible. The closest he ever comes to combat is smacking someone upside the head if they make a particularly bad mistake. The worst offenders just get the death glare.

Jeren is a very fast reader and has incredibly neat handwriting. He also happens to be a rather skilled painter, though he doesn’t get much time to practice.

Strengths

Nerve – Though easily annoyed, he’s difficult to intimidate and there isn’t much he’s afraid of. Dealing with situations without having time to prepare adequately makes him anxious, but that’s about it.

Strong will – He’s extremely disciplined. Once he sets his mind to a task, he sticks with it until it’s completed. If everything isn’t exactly right he has no problem starting again from scratch, no matter how small the mistake.

Education – He’s well-educated and very familiar with the workings of government and the legal system. In order to do his job as effectively as possible, he has read extensively on any subject he feels it would benefit a Lord to know.

Weakness

Problem solving- He’s smart, but doesn’t have much experience with outside-the-box thinking. Good with rules, protocols, memorization, etc, but not super creative. As soon as things deviate from normal, he’s lost.

Personality- Being as bad-tempered and critical as he is, most people find him unpleasant to be around. He’s that guy no one wants to be stuck next to at a dinner party. His abrasive manner has made him enemies in the past.

Bad eyes – Jeren is blind as a bat without his glasses.

Username
black_wyvern

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
  • Comrades in Arms 150
  • Worthy Challenger 25
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                                                Leonora Einjarssen, The Lady of Crasus

                                                Nickname
                                                Nora - Family, Close personal friends
                                                Little Lion - Childhood nickname, used by father, other immediate relations
                                                The Virgin Lord [of Crasus] - Rumors, gossip
                                                The Lioness [of Crasus] - Rumors, gossip
                                                The Emerald Whore [of Crasus] - Enemies, extreme critics

                                                Age
                                                32

                                                Gender
                                                Female

                                                Race
                                                Human

                                                Appearance
                                                Leonora stands at a statuesque 5'8" - certainly taller than the average mountain-folk of Crasus. Her bust and figure are full, and she has inherited the strong stately presence of her father. Her hair is long as befitting of a noblewoman, often left to fall loosely to her shoulders. The fairness of her hair is thought to be a sign of her good breeding, though she often disregards this. Her brow is soft, her cheek bones high and prominent, and her jaw is feminine yet angular. Her eyes are pale green.

                                                Leonora wears fashion that is tasteful and appealing, choosing refinement over the ostentatious. As her house colors are green, gold, and creme, her wardrobe contains an assortment of clothing in these colors. She does have a fondness for pale and icy blues, though her mother always told her such colors made her appear too cold.

                                                Personality
                                                Always one to attract flies with honey over vinegar. Leonora is generally an approachable woman, though behind that is a sense of distance and stoicism that can be unsettling when one takes the time to recognize it. At her core she is gentle, caring, and loyal, though life as both a noble and a woman in power has taught her to guard herself. She is ambitious and readily acknowledges the responsibility her title affords her. She is one to ask questions, though she rarely vocalizes them. They are internal. She is one to wait and research before acting or speaking out of ignorance.

                                                Being a very learned woman, Leonora has always supported academic pursuits. This is due to her culture's natural push to study and understand nature, but also lies in line with her natural curiosity. She has a deep sense of pride for her land and her people, and although her tendencies lean toward lawfulness and order, Leonora has no qualms against destroying the opposition by less-than-honorable means if the situation calls for it.

                                                Background
                                                Leonora was born to Lord Eldrick Einjarssen and Lady Eira Liamdor at their spring estate, and she lived a childhood of happiness and privilege. She was the second child of the Einjarssen-Liamdor union, and was three years her brother's junior. It was at age of 13 that both her father and brother were killed in a hunting accident. Her mother, pregnant and distraught with grief, depended greatly on her late husband's younger brother, Eldron Einjarssen. She named Leonora's uncle Lord-Regent, and he remained as such for little over half a year. Leonora's younger sister was born during this time (13 years her junior), but the strain of childbirth combined with deep depression proved to be too much for Lady Eira to bear. Leonora was left orphaned with an infant sister in tow at 14 years of age. With no male heir to the Einjarssen Lordship, the succession of Eldrick's title and lands would naturally fall to Eldron. And fall to him they did. Only a fortnight after his succession, however, did young Leonora find her uncle dead at the bottom of the tower-stairs leading to his chambers. He reeked of alcohol.

                                                With her uncle deceased, her mother, father, and brother dead, the question of succession arose once more. Distant relations appeared from the woodwork all testifying to hold the strongest claim. Some dropped from the race of their own accord, others had their claims refuted before a counsel. When no one of repute and clear entitlement remained, Leonora stepped forward to place her claim. There was no other option. Being the eldest remaining child of the Einjarssen legacy, and with no male relations of equal or greater title, Leonora became Lady Einjarssen of Crasus at the age of 15.

                                                To the surprise of all, young Leonora took on the title with an aptitude both unexpected and unwanted. There were many who sought to see her fail and even more who wanted to see her safely put back into a station more common to her gender. Though she had many suitors and was courted a number of times, all attempts for her hand were met with failure. Lady Leonora became something of an enigma among her people, yet the relations she strove to maintain with her public earned her their loyalty. She has made greater strides to educate her people, and has worked to lessen the strain of taxes upon her serfs and vassals. It was only a matter of time before the King's attention turned to her. Trade and respect have been well established between her lands and the King's, and she has opened many of Crasus' universities to outsiders. In recent years she has begun Scholarship programs to attract even more attention from Esedi's brightest minds, both young and old. Along with her inner circle, small as it may be, she has made a name for herself across the lands. Now that the King has called her to his side, Leonora is ready to stake her claim once again.

                                                Skills
                                                Horsemanship - Leonora is quite an accomplished rider, and has had a fondness for horses and other beasts of burden all her life.

                                                Embroidery - She is quite skilled with a needle and thread, and her embroidery is often lauded as masterful.

                                                Conversation - Leonora is an artful conversationalist and can hold her own with the most volatile, witty, or cold companions. Years of etiquette lessons laid a solid foundation, and her life on the battlefield of court politics has only sharpened this. She can easily strain information from the unsuspecting, the simple, and the intimidated. Tougher challengers require more tricks, but they can be dealt with.

                                                Strengths
                                                Porcelain Mask - Being a woman in the political world has taught her many things, and keeping her face pleasant and neutral has been one such lesson. She can be difficult to read, and harder to break.

                                                Political Acumen - Having slipped through political avenues all her life, Leonora has become quite skilled at the game of politics. She knows when to push and when to back off, when to switch sides and when to stay true.

                                                Never Underestimates - Leonora has learned not to underestimate any potential threat to her or her position. She has been written off time and again, only to triumph over those who would disregard her. Anyone - from the lowest servant to the most reputed knight - has the potential to be dangerous.

                                                Weakness
                                                Non-combatant - Though hardy and healthy, Leonora has no martial skills whatsoever. Thus, she is extremely vulnerable to physical threats.

                                                Fire - In her childhood Leonora played with her father near the hearth, and she slipped and fell back into the fire. The rough, dry fabric of her skirts were swiftly engulfed. Though she has sustained no lasting injuries (light scarring on her left leg), the trauma of the incident still lingers. Being too close to any flame larger than a candlelight has the potential to put her in extreme distress.

                                                Secrets - Leonora her fair share of secrets, some of which that could destroy her completely.

                                                Repressed - Love, bitterness, anger, sadness. These can all grow to be potent enemies when left unattended. What could happen when such emotions coming clawing to the surface?

                                                Sisterly Love - Perhaps the one thing Leonora cherishes above all else. She has great love for her little sister, intensified by the pain of so many familial losses. There is little she wouldn't do for her sister. Leonora has sheltered and protected her through the years, and has barred suitors from pursuing the young Einjarssen (despite being well into marriageable age). Leonora hopes her sister may find a stronger sense of self and independence before she is to be betrothed and sent away to a future husband's home. She has been safely left behind in Crasus, where she is to remain.

                                                Username
                                                K33LA

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Noah Albrecht the Lord of FovohamUser Image

Nickname
Knight-Lord Albrecht, The Scourge of Fovoham, Black Knight

Age
Thirty-Six

Gender
Male

Race
Human

Appearance
Tall and well built he is what most consider a perfect specimen for a knight. He has blue eyes and the most notable feature of his face is a large scar over his left eye, given to him by the Lord of Shahszhan himself. He wears his hair short and pushed back, and is usually sporting a shortly trimmed beard. Considering his personal appearance important he takes good care of himself and tries to stay in combat shape at all times.

He wears a suit of black armor that he says sets him aparts from his troops and allows him to become a larger target for the enemy, reducing troop casualties. He almost always dons this armor, as it is a sign of his many victories and an homage to his knighthood. Under his armor he wears an heirloom necklace handed down by the head of his family for generations.

Personality
Albrecht is a confident, natural leader whom many in his region look to as a great hero and an idol. Growing up a knight he has a mostly chivalrous outlook on everyday situations, he is respectful and honest to those of all rank despite his nobility. Playing on his reputation as a military powerhouse as well as a famous knight under the king he is seen as overly confident by some. His manner of speaking is for the most part cold and collected, almost to the point of lacking emotion entirely.

To those he considers opponents he is cruel and insulting mostly in a snide manner, acting nice but subtly insulting at the same time. He is offensive and rude towards anyone of the Shahszhan people.

Background
Born in Fovoham's capital city to a knight and a noblewoman as the middle child to two siblings, an elder brother and a sister. Noah grew up as a warrior, his brother was poised to take the seat of his family's lord following the passing of their father, who had by then long married into Lordship, thus Noah was groomed to be a General for his brother and a military leader as opposed to the Lord of the Region. Excelling at swordplay and the finer aspects of military strategy he spent much more time with his father, who never quite let go the thrill of battle, than his mother.

Noah took his first blood of another, a Shahszhan warrior, at the age of thirteen.

A year later, at the age of fourteen his sister grew ill and passed away suddenly, many suspected it was some sort of assassination. This event tore the family apart, causing their mother to take her own life shortly after, a terrible side effect of the loss. The nearly simultaneous loss caused their father to sink into a deep depression while searching for the cause of his daughters death. It was in this span of time that Noah's elder brother, Arland, took over control of Fovoham, much to Noah's chagrin.

His brother led the region for years, following much of what his mother's family had set in place he played his role as Lord of the Region like many expected him to. Overall he proved to be an effective leader, and played a large hand in Fovoham's rise to power. He was famous for introducing a new type of art to Fovoham that stuck around and flourished among the Region.

Years into his reign he began a war with Shahszhan, a choice that would eventually cost him his life. Noah was considered to be the leader of the military in many aspects and so the knights of the region flocked under him helping to grow his quickly expanding reputation. Wartime did wonders for the regions favor of the young knight, who quickly became Fovoham's leader surpassing his brother in popularity. His brother was killed during the war, and the region undoubtedly chose Noah as their defacto leader. While still in the war he turn Fovoham's attention to the war, which at the time they were losing. Among all the battles in the war, one of the most famous was a large battle that ended in the defeat of Albrecht's forces at the hands of Shahszhan's leader, the Zashik. Following this lose he bore a great dislike for the Shahszhan people, not only for the war, but for the loss he suffered at the hands of their leader, a man he now considers a rival.

Albrecht, a Lord known for his militaristic focus and ruthless working of his land continued his conquests as a warrior and military leader. Away from Fovoham when the invitation to Duran was given Albrecht quickly returned, cutting his campaign short to attend this pressing matter. Considering Fovoham the most shining example of was Esedi truly is Albrecht sees himself as the most suitable leader. His knighthood under the king and service to the country has caused him to consider himself an easy favorite for the throne. A battle unlike he had ever fought was about to begin, his champion departed by the time he could reach the castle.

Weapons / Skills
Hero's Blade - Albrecht's signature weapon, a hand and a half longsword that is ornately decorated and crafted to be as much a symbol of who he is as its reputation in battle. Able to function both as a one handed and two handed sword it has seen a fair share of battles in the hands of its owner.

Unarmed Combat - while adept with a sword he is also capable of fighting with his own two hands. After years of practice he is able to fight on par with many armed combatants. Considering there to be no bigger rush than a close quarters fight he is never one to shy away from a fist fight.

Lion of Battle - leading his troops into battle and his undeniable victorious nature causes his people to revere him as a great hero. His soldiers fight harder when they are near him, and enemies are often intimidated when facing him.

Strengths
Intelligence - An expert tactician and strategist he helped his people fight the war against Shahszhan with what he would consider great effectiveness. On top of military strategy he is very astute and observant to any situation, making him an effective politician as well as soldier.

Elite Warrior - Through his training as a knight and his experience as a fighter in the war on Shahszhan among other battles he has amassed a great amount of combat experience. He has nearly perfected his combat skills and is nearly peerless among Esedian warriors. On manners of battle and warfare he is a sought after expert.

Silver Tongue - Perhaps his most deceptive skill is his mastery of speech. He is a persuasive and clever speaker who is easily able to achieve what he wants through speech alone. This has gained him a reputation as being a ladies man as well as someone who cannot be trusted.

Weakness
Pride - A proud knight and even prouder member of Fovoham he is quickly defensive against those who offend what he stands for. He never backs down or shys away from his word to the point of it causing him many problems.

'Invincibility Complex' - Albrecht considers himself nigh indestructible, he leads his troops into battle personally and can occasionally be reckless with his choices in battle. In the heat of the moment he tends to let his mind slip from its usual analytic self which results in reckless choices

Women - among all of the worldly temptations Albrecht regards women the highest. He is charming and protective towards them, acting as he feels a 'true knight' should do. However his pension for charm and sweet talk has caused him to gain a reputation as a womanizer. He also underestimates what women can do, and is overly sexist.

Username
Noble Ambition

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Isshinenga Na'Bahanagad, Zashik of Shahszhan
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Nickname
Isshin, Zashik

Age
Thirty-Eight

Gender
Male - Shahszhani

Race
Human

Appearance
As a warrior of his people, Isshin is a sturdy and well-built man. The years of training, dance. and the countless battles he has participated in have left him with a solid body, albeit it one riddled with a myriad of scars. Most of these are from battle, but he bears the traditional scarification of his people all down his back and similar tattoos down his left arm. He is a bit rough around the edges, and his skin has become a bit leathery due to all his time in and exposure to the harsh desert conditions. His age affords him stature, and as such he can be a very intimidating figure, even when he doesn't quite mean to be.

Isshin's clothing is similar to that of his people; a plain pair of tan trousers and a light tunic of sorts, one that usually hangs open at least a little in the front. When attending to matter of state, he dons a gold and blue-green robe, one that does little more than cover his usual outfit. Still, it is enough that he appears at least somewhat regal. He wears a dual-faced medallion with his gods around his neck at all times, and a golden scorpion armlet below his right shoulder which marks him as a warrior.

Personality
Isshin is a very proud and serious man. He has a deep love for his people and is willing to do what he must to protect them and their homeland. He does not, however, take well to being disrespected or looked down upon, nor does he take kindly to being called a barbarian by the other peoples of the kingdom. Isshin has no love for Esedians, and seldom deals with them any more than he has to. He does not like idle prattle, and has a particular distaste for the flowery and roundabout manner of speaking most of the Esedian nobility appears to utilize, making dealing with them incredibly frustrating.

His first priority was, is, and always will be, to his people, and the only people he considers his are those of Shahszhan. He is a pragmatic man, having to oversee the strict regulations on both the dispersal and usage of water and population control. As such, Isshin is not unused to having to make difficult decisions, even if they mean bringing harm to some of his people to save the rest. For him, it is seldom a matter of "should I do this" and more a matter of "When should I do this." His region has only recently become a part of the kingdom, for perhaps just over a decade. Even that was a practical decision, one which spared his people and his land a war they likely couldn't win due to their small numbers.

Though a warrior by trade, Isshin is an otherwise quiet man who keeps to himself. He is also very religious, and prays diligently to both of his gods on a daily basis; to Rais Ankar at dawn, and to Zu'Ular at dusk. These are holy times for him, and it is not wise to interrupt or incur his wrath during those hours. He might be collected, all things considered, but pride and faith are two areas in which he is not to be questioned.

In regards to women, Isshin does not view them as equals. They are to be seen and not heard unless addressed first. That is not to say he treats them poorly--a woman who is steadfast and conscious of her duties is a woman worthy of respect and adoration. It is with that philosophy in mind that he has taken six different women as lovers and wives.

Isshin is actually a talented dancer, as it is one of the most important parts of Shahszhani culture, and has a love of fermented camel milk.

Background
Like all healthy young men of Shahszhan, Isshin was trained as a warrior from a young age, first by his father and then by a master spearman. His mother instructed him in the ways of dance until she died after complications giving birth to his younger brother, who did not survive. His father died from disease when he was still in his teens. By then, however, he was considered a warrior and was provided for by the former Zashik and his command. Through scraps with desert raiders and occasional border conflicts with the kingdom, Isshin garnered respect and renown for his skill with a spear, and caught the former Zashik's eye when, with the aid of his eventual first wife, he discovered a plot to remove the man from power. Watched after that, Isshin's steadfast devotion and skills eventually won over the Zashik, so much so that the he welcomed Isshin as a Kahadin, a commander, in his early twenties. Isshin carried the title proudly and became further known for his pragmatism and loyalty to his men. Eventually the Zashik, who by tradition cannot pass his title on to his own kin, named Isshin as his heir.

For a few short years, he led his people well, garnering their love and respect, so when the war came they trusted him to lead them through it. For the first few years, things went well, and despite the casualties on Shahszhan's side, neither pride nor hope was lost. A turning point came in later years, when it seemed the gods of the desert smiled favorably upon its people; weather patterns and the beasts of the sands rising to strike Fovohamian camps that were left unprotected, by desert standards. For a short time it seemed Shahszhan would win. Such a foolish notion was quickly overturned when a large squad of their best warriors was completely obliterated, Isshin's eldest son among them. It was a severe blow to morale. Everything spiraled downward from there, and the war threatened to destroy the Shahszhani, who were already few in number. and after intense deliberation, Isshin swallowed his pride and personally surrendered the war to the general of Fovoham, In a surprising turn of events, Shahszhan was made a fifth region in Esedi, and Isshin made "lord sovereign" over it. He hates the title.

He took his wives at ages ten, eleven, seventeen, two at age twenty, and his final wife shortly after taking his place as Zashik at age twenty-six.

In regards to the king's challenge, Isshin participates because it is expected of him as a lord, and in keeping with the traditions of the kingdom, he keeps his people safe. Being that only they matter to him, he does not particularly care to win and claim the throne. He does, however, view this challenge as an opportunity to better learn about his fellow lords, should the need arise that he confront them, be it over a political matter or on the battlefield. Though, for Isshin, the two are very seldom mutually exclusive.

Weapons / Skills

Spear - A simple but effective spear crafted of steel, which he discovered was infinitely better than iron and as such had the material imported, and wood. There are six strings of beads attached to it, one for each of his wives. There is also a silk ribbon tied around the haft, just below the blade, that, when not fully bound, often serves as a distraction during battle. He is seldom parted from his beloved spear, and has a tendency to get a little twitchy without it.

Scimitar - Another steel implement crafted specifically for him. It is primarily used as a backup weapon when the spear is either beyond his reach or simply impractical in battle.

Dance - The best thing about Shahszhani dance is that its primal, wild, and can sometimes be downright insane in its execution. As many of the traditional steps require great physical prowess, dance became not just a sacred or secular practice, but a practical one as well. Shahszhani wardance is unlike anything found within the bounds of Esedi.

Strengths

Natural Brawn - He's no pushover. Even without a weapon, he is a formidable foe. He might not have actual training in hand-to-hand combat, but the obscurity of Shahszhani dance gives him a bit of an advantage in terms of unpredictability.

Cold Hard Rationale - Isshin is not tied down by morality. It's not that he doesn't have a sense of right and wrong, it's merely that he will do what he feels he has to do without hesitation and without looking back.

Loyalty - To family, friends, his people and his land, Isshin is a fiercely loyal companion. He looks upon those he cares for with steadfast adoration and will not tolerate anything being done to harm them. It is this trait which led him to becoming such a good commander in Shahszhan, and eventually such a well-liked and respected ruler.

Weakness

Pride - He has worked hard for what he has and he is proud of both himself and his people for enduring. Insulting either will rile him, and if pressed hard enough he will break his collected semblance completely.

The Right Knee - His leg has been broken before, and in none too pretty a fashion. His right leg has lost some of its power due to the damage to his knee. It does not cause him to limp, but it's certainly far more delicate than the rest of him.

Quick to Anger - Isshin has a low tolerance for anything impractical. Words that are not direct and to the point are wasteful, which has led him to despise having to actually speak to Esedians. Trying to approach him or a subject in a roundabout manner is another way to get under his skin. Though not usually violent in his frustrated outbursts, it takes a lot to get back on his good side once he's deemed you unworthy of his time.

Childbirth - Do NOT put him in the same room as a woman giving birth. Don't even mention it around him. He can't deal with it. One because of all the blood, and two because of the bad memory associated with it. He gets antsy and goes into full on freak-out mode if he has to be nearby or hear about it. He was not present for the births of any of his nine children.

Username
General Phade

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D'kath the Champion of Edenmoor
User Image

Nickname
None.

Age
Young adult - roughly 20s in human years.

Gender
Male

Race
The lizardfolk of the swamp are seen by the more civilized races as nothing more than beasts. They claim much of the swamps of Edenmoor as their own, and protect it fiercely. They are quick and cunning when it comes to hunting, and use physical strength more than anything to accomplish their tasks. They are seen as vicious by Esedians due to their violent nature. The lizardfolk are easily provoked by things, and once provoked do not hesitate to make the annoying one suffer. They can be reasoned with to some degree, however, as a peace agreement between the Tribe and those of Edenmoor has been made for the exchange of goods.

The lizardfolk of the swamp consider themselves as the "Tribe" - one large connection of hunters. They have a main camp deep within the swamps, though smaller sister camps have branched out throughout the hunting grounds. Young hunters are raised collectively by the group, though during the egg laying and younger years the mother guards them ferociously. They hunt all sorts of creatures in the swamp, from the dreaded velnasii (swamp worms) to occasionally taking down the H'Sh'a in times of great hunger. Young hunters must prove their worth and go out alone to bring back a kill, allowing the foolish ones to be weeded out in this manner. They hunt with tooth, claw, spears fashioned from bones and teeth of their fallen prey, and (as of late) newer armor and weapons courtesy of the softskins (humans, as they called). A good hunter shows no fear, and is not afraid of death.

The Tribe has its own religious beliefs as well, and pays little attention to the gods of the softskins. Tales speak of the great Ka'reth, the First Hunter. His tales of hunting are the stories of any young hatchling, and remind even skilled hunters to pay heed to the environment around them. Ka'reth feared no creature, and sought to hunt only the greatest of prey. When he eventually passed, there was no fear of death but a realization that the hunt continues. There is a cycle of life that the Tribe is very well aware of: they live and hunt, and shall eventually be hunted themselves. Such is the way the Great Hunt works, and even when reaching Ka'rethas (the great hunt that is life, ongoing over the years and continuing on to death) hunting shall continue. The Tribe believes their hunting and surviving continues this cycle, and that Ka'reth hunts around them invisible to their eyes. His hunting may bring good fortune upon themselves, such as fine prey. On the other side of the scale, their actions may provoke the old hunter, and he in turn shall punish them.
A creature of an unsavory race, prejudiced for being no better than a beast. Which is true enough, as the lizard will stop at nothing to seek out what it wants. They are quick and cunning, used to using physical strength more than anything to accomplish tasks. Vicious, unsavory tactics are at their claws, and they don't hesitate to rip the throats out of those in their way. When provoked, something easy to do, they can be sparked into a berserk mode of violence and bloodshed, stopping at nothing to slay the offending creature. Strength and power impress them over words, and very few can hold sway over them. Few things make them happy, with pleasures deriving from the thrill of the hunt and taste of flesh.

The Tribe themselves are still wary of the softskins, and though they trade they do not care much for them in their hunting grounds. They understand the peace between them is the wiser course of action, but it does not mean the two races are on the greatest of circumstances. Outsiders are looked upon with great suspicion, and it has taken much discussion from elders of the tribe to even agree upon the truce of trading. Still, so as long as their ways are left alone they are content to continue the hunt.

Appearance
D'kath in an imposing figure, standing tall at seven feet. Thick scales cover the muscular body forged from many hunts in the swampland of Edenmoor, nor are they easily pierced. His claws can be used as a weapon, or firmly grasp the steel sword obtained from the softskins through trade. The long tail serves as a balance or a weapon, allowing him speed and grace in the water or a tool upon land. On land D'kath appears to lumber some, his bulk slowing him down though by no means dampers his strength. His grace lies in the water, where the lizardfolk are agile swimmers after the thick waters of the swamp. He is not one for fancy adornments or talismans, as such things would only get in the way of a hunter, though carries waterproof skins to hold important items throughout his hunt.

Personality
D'kath is an aggressive creature that is easily provoked, and as such prefers the company of his kind rather than other races. He does not play well with others, and most disputes end with the loss of a limb for one, and a delectable snack for D'kath. He does not seek company and would much rather remain away from crowds, as his kind is unwelcome nearly everywhere in the realm. If someone shows use to D'kath and his goals, he will keep them around only until their usefulness runs out. Kindness is not in the vocabulary of his kind, for in the swamps it is the strength of the body that matters. He takes pride in his strength and the number of kills accumulated during his lifetime, and will not take orders from any below him.

Respect is perhaps the only positive trait in personality observable in D'kath. There is respect for those who are strong and those who allow his tribe to flourish. Death of warriors are not seen as sorrowful occasions, but a respectable sacrifice to the hunt. Only those respectable in the crocodile's eyes may obtain something close to a civilized conversation from him. To some this may be considered headstrong and stubborn, but D'kath merely follows the mindset of "Only the strong may lead". Those who show weakness are not worthy of leading hunts, and though they may have their use elsewhere, D'kath will not follow their words.

Though he is already an angry sort, he is an even deadlier beast when pushed into a rage. Any sort of reason is lost and the lizard focuses only on decimating whatever unfortunate thing caused the outburst. All logic is thrown out the window in these states, and afterwards D'kath must rest from exhaustion. When his mind is clear of the rage, D'kath is able to think clearly though by no means is he any sort of tactician. He can create plans for traps, snares, and other hunting strategies, but the petty battles of relationships and politics are beyond his mindset.

Background
D'kath was hatched in the swamps of Edenmoor, born to the main tribe within the lizardfolk territory. The swampland was his home with its many dangerous a daily test of strength. His kind was spurred by the rest of civilized society, considered monsters and hunted on sight. That suited the lizards just fine, for any human foolish enough to step foot in their territory made for an easy meal. He grew up learning the survival methods of his people. Hunting, trapping, and mauve ring the swamplands were skills learned young if the hatchling had any hopes of surviving. He learned well and became a skilled hunter in the Tribe, becoming experienced enough to lead hunts of his own. When the hunter snared his own kill of a swamp worm, many in the tribe whispered him as a hatchling of Ka'reth himself. One who was born to hunt and lead the Tribe into greatness. D'kath accepted these words as a great honor, and continued his hunts to make the Tribe prosper.

Over the years his kind had had dealings with the softskins, where originally such skirmishes led in plentiful meals for the tribe. As of late these dealings have resulted in the trading of goods over blood, something new to the tribe but not unwelcome. Though fighting is in their blood, the Tribe is not blind to the advancements of the softkin. Softskins learned and adapted, and their lands would only keep them out for so long. Better to appease the foolish creatures with trade than risk the lives of the Tribe. D'kath has benefited from this arrangement, allowing pieces of his kills to be traded to the softskins in return for goods from the tribe. New foods, stronger weapons, and word of other hunting grounds came with these trades, leaving D'kath curious as to what prowled outside the swamplands. Old hunting stories of Ka'reth and other skilled hunters only hinted at what lay beyond the borders, but even then those stories were many seasons old. What new prey lurked outside of Edenmoor, and the crocodile grew hungry for knowledge.

An opportunity to leave the territory of the Tribe soon arose with a request by the softskins. In an effort both to utilize their strength and as a sign of trust between the two races, a letter came to the lands from a terrified courier. It asked for the Tribe to send its strongest hunter to assist the chief of Edenmoor. Apparently the higher chief that controlled the softskins wanted a hunter from each land to represent them, and the Lord of Edenmoor asked that of the tribe. In return for their service, the letter promised the Tribe the safety of the lands and more swamplands in Edenmoor that had been previously claimed by humans. And, if they were to win this grand hunt, there was promise of more hunting grounds opening up outside Edenmoor and out into the rest of Esedi.

The elders of the Tribe debated greatly of this offer, whether or not the softskins could be trusted to give such rewards. They were tricky creatures, greedy and ignorant of their claims. Even so, it was better to work with them rather than against them as the trade was useful to the Tribe. New hunting grounds would expand their population and provide new challenges to train their hunters. One shaman of the tribe observed how Ka'reth would be pleased at this agreement, for new hunting grounds and prey were what he strove to find on his own hunts. This was an opportunity, then, for a hunter to truly test their skills.

But who would take on this hunt, walk this trail along their Ka'rethas? The choice was easy, and the elders of the Tribe turned to D'kath. There was no need to debate it or stop for thinking. D'kath chose to take on this challenge to hone his skills, and continue on the great hunt. He cares little for the benefit that the softskins will get, only what rewards the Tribe shall receive from this hunt.

Weapons / Skills
Natural Strength - D'kath is a big, mean scaled fighting machine. His kind is born to hunt dangerous creatures in the swamp, and to do so they have natural skills to help them survive. A strong jaw and claws air their natural tools, with a bite strong enough to crush a fine steel sword. The claws are good for ripping and tearing, and his tail can be used as a heavy whip to lash out at enemies. He's a bulky creature who is hard to knock down, and the scales over his body provide natural armor. He is not very agile, however, so quick prey may have an advantage over him on land.

Steel Sword - The sword is not a normal weapon of choice for the lizardfolk of the swamp. For generations they have lived by tooth and scale, though after being welcomed loosely into civilized society more tools have been issued forth. Crude spears and knives of bone were what little they used and still prefer to most human-forged items. Still, D'kath's blade was bestowed upon the tribe by the softskins during one of their trades. Though a different tool, they appreciate its sharpness and gave it to the best of their hunters. It is a precious item to him, with an edge that rivals his other weapons and adorned with teeth from the vicious swamp-worm. He sees it not as a reliance on those outside of the tribe, but a new weapon that only the great hunters may carry.

Strengths
1. Physical Strength - The crocodilian creature is a physical monster from teeth to tail, and not an easy one to best in a fight. He is a powerful brute, and not easily taken down.
2. Swimmer - Though bulky and slow on land, the lizardfolk are agile swimmers. Traversing the swampy waters of Edenmoor have resulted in adept swimmers for clearer waters, making D'kath a threat on land and sea.
3. Loyalty - D'kath's mind cannot be swayed from his goals. He is loyal to that of the Tribe and hunting. He cannot be convinced to abandon those goals easily, and can see those who threaten his progress or denounce is goals as a threat to the Tribe.

Weakness
1. Rage - When provoked, the already aggressive lizard will trigger into a stage of uncontrollable rage. In this state he will stop at nothing to pursue his target, even if it means killing others that blocks his way. Few things can stop this rage and it's the best interest of others to let it run its course rather than get in the way. After these bouts, the crocodile must rest as all strength is exhausted from the fury.
2. Slow - He is not a quick creature on land, so swifter prey can outrun him on land. If they remain in close range, however, he can make even the swiftest of prey regret it.
3. Logic - Though D'kath is not stupid, his thinks litter of higher learning such as science and technology. Most of his thoughts revolve around similar aspects, and though he has the cunning for hunting and understanding of things, many concepts of softskins are lost upon him. Activities that requite great problem solving and logic are not his strong suit, and will often be answered by means of a hunter rather than a scholar.

Username
Kadorix

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
  • Comrades in Arms 150
  • Worthy Challenger 25
Elias Orvalles, the Champion of Tishtar
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Nickname
Eli to most, ‘that b*****d’ to scorned suitors.

Age
26

Gender
Male

Race
Human

Appearance
Eli stands at a solid six feet with naturally tanned skin darkened further by nigh-constant exposure to the islands’ sun. His hair, dull gold and limply curled, hangs to just above his barely-bearded chin when not tied back. One would be hard-pressed to find him wearing anything but a grin, taupe leggings and a brightly colored vest. Tishtar’s champion is no fighter, and his body reflects this: there is muscle on him, to be sure, but it is undefined and admittedly almost entirely unused on a daily basis. His wrists and ankles bear a solid stripe of teal paint on each, the meaning of which changes depending on the inquiring party and the time of day. If nothing else, Elias Orvalles looks inviting.

Personality
Elias is pleasant, outgoing and typically easy enough to get along with. While he may keep his motivations to himself, he takes great pride in inspiring others to reach their goals. He cares deeply for the people of Tishtar and invests himself in the success of those he meets, regardless of their rank or station. While he is not especially learned, nor does he claim to be, Eli keeps an exceptionally cool head in difficult situations and employs a surprising sense of pragmatism when it comes to solving problems. Though he is not particularly eager to stand in the limelight, his quick decision making and willingness to act when others wont allow him to play the role of ‘leader’ well enough. His apparent wisdom at times betrays his youth and privilege, though his capriciousness in romantic pursuits with men and women alike is evidence enough to the contrary.

Background
Elias was born on Tishtar’s mainland to Arnaldo Orvalles, heir of a successful textile merchant, and Lydie Holloway, a low-born but exceptionally talented painter from northern Esedi. He was raised in a loving home not far from the capital, wanted for nothing, and was doted on by his mother until well beyond the age at which young boys ought to be doted on. Growing up, he spent an abundance of time outdoors; between the capital market, the festivals of the surrounding villages and the seemingly endless beach just a short walk away, one would rarely find young Elias at home outside of his standard study hours. He fancied himself a connoisseur of stories, spending hours on end listening to elderly fisherman drawl on about their youth, wealthy ladies complaining about their husbands, or to lower-born boys his age telling fantastic tales.

In time, as one might assume, Eli’s studies declined as he spent more and more time engaged in the gossip and goings-on of friends and neighbors. His father became increasingly worried that his only son would be unfit to take on the family business, though the name ‘Elias Orvalles’ became known throughout the islands of Tishtar after a particularly harsh storm season. To his father’s dismay, Eli worked alongside shipmen familiar the island routes to gather up villagers from the areas hit hardest, and to provide them with meals and lodging as best one man was able. The spare rooms of his family home filled quickly, however, and convincing his fellow noblemen to open their homes to those left without by the storms was no simple task. Even still, with a few carefully-chosen words and meticulously crafted deals with other merchant families, Elias arranged a relief effort of his own while Tishtar’s officials worked to restore what was lost to the inclement weather. His efforts culminated in a meeting with Tishtar’s young lord himself: a nerve-wracking endeavor for Elias, ever eager to impress, but one that quickly became his favorite story to share.

His reputation was polarized: to those whose lives Eli had touched, he was a gracious young man with no shortage of wit; to the myriad of lovers he’d taken and left since he’d come of age, he was a flippant child. In some way, those spurned ex-lovers were correct: for all his good deeds and social graces, Eli had little direction in life and little drive to find it. Having been born with a silver spoon in his mouth, he saw no reason to dream bigger than his life was at any given time. With his father getting on in years, and the responsibility of the family business looming overhead, Eli did precious little to prepare himself for the task. He opted instead to remain engaged in the lives of those around him, finding a sense of fulfillment in helping others achieve their dreams until fate intervened. Eli’s response to his selection as Champion was by no means ungrateful, though he expressed surprise that a tougher man was not chosen in his stead. Even still, he was and is dedicated to Tishtar and it’s people, and vowed to behave in a way that was worthy of his people’s pride.

Weapons / Skills
Elias is a talker, first and foremost. He knows basic enough self-defense and carries a small blade for that purpose, but it’s not likely that he’d know which end of a sword to grab if it came to it. He can’t do much heavy lifting, either, but his quick wit might allow him some unique tactical advantages in a brawl. It’s likely that he might hire a mercenary or two for muscle and protection at some point, depending on the nature of the competition.

Strengths
Diplomactic➟ Simply put, Eli plays well with others. Though you can’t win ‘em all, as they say, the man knows how to mind his manners at worst and how to rally a group at best.

Wealthy➟ There’s no denying that Elias’s family is well-off. Deep pockets might put him at an advantage in some situations.

Quick-witted➟ Possessing the sharpness of mind to make decisions in the thick of any situation and the fortitude of spirit to enact the plans he concocts, if Eli can come out ahead in a situation, he stands a good chance of doing so.

Weakness
Inexperience➟ While he has some knowledge of self-defense, Eli has never needed to learn about battle or weaponry, nor has he ever traveled beyond Tishtar’s borders. His ability to think on his feet will be put to the test once he’s taken out of his element.

Extroversion➟ A blessing and a curse— as socially versed as he is, Eli doesn’t spend much time by himself. He thrives when surrounded by people, and to journey out alone away from his homeland might wear on him.

Naïvety➟ Eli typically sees the best in others. It wouldn’t be difficult for someone less scrupulous to take advantage of his kindness, provided that they’re careful about it.

Username
orphaner

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
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  • Comrades in Arms 150
  • Worthy Challenger 25
Alexander Devigne, Champion of Crasus
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Nickname
He likes to introduce himself using his full title, “Sir Alexander Devigne, Knight of Crasus”, though he has no problem with people just calling him Alex.

Age
24

Gender
Male

Race
Human

Appearance
Tall and athletic with fair hair and blue eyes, Alexander is the very picture of a dashing knight. He holds his head high and walks with an obvious swagger, confidence apparent in all his actions. Being rather vain, he spends a lot of time making sure his hair looks just right and that his armour is polished to a dazzling shine. A long thin scar runs from the right side of his jaw down to the middle of his collarbone, and he likes to wear his shirts and jackets with the collar open to show it off. In the field he wears a long coat made of thick leather over his other clothes to provide some extra protection, since he prefers to wear lighter armour that doesn’t impede his movement.

Personality
Alexander is brave, outspoken, and self-assured to the point of arrogance. He’s pretty easy to read, even when he thinks he’s being inscrutable. Not that he tries to hide what he’s thinking very often. On the other hand, being so self-absorbed, he tends to be oblivious to the feelings of others. He also takes things at face value most of the time and so is fairly easy to deceive. He tends to resent people who outshine him in any way. He does try to follow the proper code of conduct for a knight, though his idea of that comes more from stories than from the academy. He’s quite chivalrous and will risk his life to save someone in danger, however the fact that he’s mostly doing so to appear heroic coupled with his obvious narcissism can make him seem obnoxious rather than kind. Having been underestimated by others based solely on the region he hails from, Alex is actually more understanding of others’ differences than one might expect.

Background
Alexander was born the only child of a minor noble house in Crasus. His father died of an illness soon after he was born and his mother never remarried. She wanted Alex to be successful, and initially she tried to get him to focus on academics, which was always a good bet in Crasus. However, Alexander would rather have taken a swim in the volcano than spend the rest of his life inside surrounded by musty old books, and his mother gave up on that idea as she saw how much effort he put into avoiding his studies. While he didn’t care much for books he did have a love for stories, particularly tales of valiant knights on grand adventures. With his head full of dreams of slaying dragons and rescuing princesses, Alex wanted nothing more than to count himself among those heroes of legend. Whether those stories were true or not didn’t matter to him, and he threw himself into his training with a single-minded focus. His mother, who saw how hard her beloved son took his failures, heaped praise and encouragement on him and poured all of the family’s resources into his training.

As soon as he was old enough he applied to the knight academy in Fovoham. Crasus did not have need for a large military force, being cut off from most of the other regions by mountains, and so there were only a few others from Crasus applying to the academy at the same time. Alexander was by far the best candidate and he was easily accepted. However, it was a bit of a shock for him when he first arrived in Fovoham. For one thing, the other trainees were much tougher and more skilled than his peers back home had been. Alexander didn’t mind that though, he felt glad to have more talented rivals against which to test his skills. What did bother him was the attitude of some of his instructors and fellow students. With Crasus being known more for scientists and inventors than soldiers, no one really expected much from him. He had to deal with a lot of disparaging remarks at first, which annoyed him greatly. Alexander was more than happy to prove them wrong though, and quickly became not only a top student but also quite popular among his fellows.

Upon graduating he was offered a position in Goldvale, but turned down what he felt was just a glorified guard job. Instead, he surprised everyone by returning to his home region. If no one took the knights of Crasus seriously, Alexander was determined to single-handedly change their minds. The fact that it would be easy for a skilled knight such as himself to stand out there didn’t hurt either. Since his return he has led many patrols along the edges of Crasus, keeping the border villages safe from the bandits that occasionally come down from the mountains. There really isn’t too much work for knights in the volcanic region, which leaves Alexander free to travel to Fovoham and Goldvale fairly often to compete in tournaments. He has won more jousting tournaments than anyone else currently competing and has become a popular and well-known competitor.

While he has made a name for himself and he feels he has become a great knight, he still has yet to perform a deed great enough to be recorded in the history books. For that reason Alexander was thrilled to be named champion for his region in the king's trial; it is exactly the sort of grand adventure he's been waiting for. He is determined to win, both to bring glory to his region and to see his own name known throughout Esedi.

Weapons / Skills
The sword is Alexander’s main weapon. He can use a lance or bow as well, though he doesn’t use these too often outside of tournaments. He is perfectly capable of fighting on foot, but often prefers fighting from horseback as he feels it ‘looks more noble’. Having grown up on the unstable ground of a volcanically active region, he is quite sure-footed and able to maneuver easily on both flat and rugged terrain. Alex fights quite recklessly. While he does carry a shield, he tends to focus on attacking and can neglect defense. While he doesn’t always make the smartest moves in battle, he can sometimes catch opponents off-guard with daring attacks that others would judge too risky.

Strengths

-Physical ability – In addition to combat, he’s good at pretty much any sport. Hunting, archery, riding, jousting, etc. He’s very competitive and puts a lot of effort into training.

-Moral code – In trying to be like a heroic knight of legend he often helps people in need. Though his reasons may be mostly selfish, he has saved the lives of ordinary citizens and his own comrades many times. He always tries to act honourably and stand up for those who can’t defend themselves.

-Social – If you can get past his arrogance he’s actually a pretty decent guy. He likes to have a good time and for others to have fun as well. He can be quite charming at times, and he has a sense of humour. Having so much self-confidence, he can laugh off mild jabs and even make good-natured jokes at his own expense.

Weakness

-Overconfidence – He is extremely confident in all his abilities. He tends to live up to his own hype in battle, but when it comes to anything more cerebral he is oblivious to his shortcomings. Even in combat he tends to charge into danger as if he were invincible.

-Image – Alexander is very concerned with his reputation. Because of this he will not back down from a challenge, even if the odds are against him. He doesn’t deal well with failure, and as appearances are so important to him he fears public failures in particular. He will go to great lengths to avoid looking bad in front of others.

-Migraines – His reckless actions in combat have led to him being hit in the head hard enough to cause concussions more than once. This has left a lasting effect; he periodically suffers intense headaches. While experiencing these migraines he is sensitive to bright light and they can even cause nausea and dizziness. While their occurrence is usually random, there are a few triggers that can increase the chance of one happening.

Username
black_wyvern

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
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  • Worthy Challenger 25
Rzhavard Nalaenir of Goldvale
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Nickname
Rzh

Age
Twenty-five

Gender
Male

Race
Human

Appearance
Standing at 5'6" and weighing in at 135lbs, Rzhavard is a bit, short, compared to most knights, or at least the stereotypical image of knights. He does have muscle, but the man is narrow and lithe like a cat, trained to be a lightweight knight than one that charges and deals heavy damage. With light olive skin and black hair it's easy to tell that he came from a family of ranchers. His muscles aren't easy to see, the man wearing a thick leather armor under what little plate armor he wears. The plate armor covers his upper chest and circles around, ending just beneath his shoulder blades. A small piece goes around his neck before covering the top part of his shoulders, traveling down and covering all of his biceps. When the arm is straight it covers the elbow, but when bent the bone is vulnerable. The metal then covers only the top-half of his lower arm, wraps visible underneath that keep it in place and stays that way even as it covers the topside of his hand and fingers. The underside is vulnerable. The metal is also around his legs and ankles (only the top part of the foot), covering them entirely except for the back of the knee, a leather strap also showing where it is kept in place.

Personality
Rzhavard is pessimistic, grumpy and distant, it's a well-known fact to anyone who works with him, though is polite and respectful to higher-ranking men and women (to the best of his ability). He does his best to hold his temper in check, but soldiers know it's not uncommon for Rzhavard to be using his "raised voice" towards people who piss him off, and when that happens he's known to be rude to them or sarcastic until either his attitude is put into check by an officer or until the other apologizes. Rzhavard only apologizes when he knows for fact he's done something wrong or if he knows an opinion was unintentionally hurtful. The only good trait he seems to have in the mix of pessimism, negativity and outright hatred for many things is that he seems to be a very good listener. No one wants to talk to him about their problems, but it somehow just happens and no one is sure why. He doesn't ask for it and he's not first on their list, but when they start venting and rambling he's very quiet, only adding his two cents towards the end before leaving. Sometimes it helps, sometimes it leaves more questions than answers, but overall it's the one thing he's good at. He's a hard worker and takes his job to the king seriously, silently loyal, but he's also a very superstitious and religious man, respecting gods other than his own, and does his best to not piss off the gods. Which is silly because one would think pissing off people would in turn piss off the gods.

Background
Rzhavard was born to a pair of cattle ranchers in Sub-region 1 during mid-winter, already putting him as a problem child. Growing up he showed no interest in ranching but instead showed interest in books and learning, and his grandmother was more than happy to teach him, having been a governess back in her youth before marriage. The boy was curious and inquisitive about everything, but his parents and older and younger siblings wanted nothing to do with it, telling him to focus on the ranch and the cows. This caused a lot of disputes, even at a young age, though Rzhavard had his grandmother to defend him in such cases. Her passing had been a hard blow for the ten year old, he no longer had his friend, but now he also had no one to defend him from his parents, so his curiosity was replaced with aggression and anger, defending himself like a wild dog, lashing out when he was cornered. Once upon a time he had aspired to be a scholar, but at the age of sixteen, a loud, violent and destructive argument happened between the father and the son, Rzhavard gone the next morning with no notice. "You will serve your country by growing the meat for them," his father had yelled, "So you serve or you get out of my house." The young man decided to serve his country by becoming a knight.

Originally joining had been a blow to his father, writing his first letter home to his brother who told the others, but no one begged for his return, and Rzh never addressed anyone but his brother. Learning how to wield and step with a sword was difficult work, the balance was difficult, though he found satisfaction in mastering skills, so pent up anger was channeled through learning and fighting, trying to better his skills. He worked hard, memory only remembering days where he was sweaty, panting, and exhausted from hard work and training. He graduated though, that was all that mattered in the end, and he went from Fovoham back to Goldvale to be a foot-soldier, walking around and guarding and dealing with petty things like stealing and drunken conduct. He nevr worked hard to move up, rather content with where he was, though he did bounce around the Region of Goldvale to do his duties. He enjoyed the travel.

News of Fovoham's tournament festival reached Rzhavard's ears, and he had to admit, tournament season was the best season. He signed up for it every year, and when this year came along he talked to the crier in charge of getting knights to sign up, signing up for all speed and stamina events, remembering the dates and talking with his supervisors. He was excited, tournament season was the only time the man attempted to be nice and sociable. Him and other knights traveled to Fovoham, grinning and talking of what they were doing and what events they'd be in, the prizes, what they would do if they won the prize money. His challenges were difficult, if not fighting men then moving through built tricks and traps to test speed,skill, and how fast the mind worked. Swordplay was not only on stances and offense but dexterity and defense. All of the events he participated in, he came out with one of the top three highest scores (minus one where he had to steal an egg from an Edenmoor croc, getting the lowest time and lowest scores in that).

At the end of it all though, Rzh still won both the speed and stamina tournaments with the highest scores, the man cheering in joy and politely taking his winnings before returning to his post in Goldvale. He was so giddy, years of training and practice had finally and literally paid off. His winnings went to new leather and metal armor from the best Goldvale blacksmiths, sending the worn and weary Fovoham armor back to the academy to be given to trainees. The rest of the money was put in a bank and he enjoyed his pleasant high of winning. Of course the winners were posted in Goldvale as well, Rzhavard grinning when people congratulated him, but one person seemed to have him confused, congratulating him on being the champion of Fovoham before dragging him away to the castle. When that happened, he went from winning the speed and stamina tournaments to winning the tournament to decide who would be champion, which was wrong. Every time he tries to correct someone they seem to cut him off or claim he's simply being humble.

He isn't sure how to get out of this mess.

Weapons / Skills
Rapiers - He carries two lightweight rapiers to fight with instead of broadswords or a shield.

Speed - With his armor and body type, he trained with a division meant for speed and wearing down enemies, not charging in head first and killing with brute force. This also makes it easy to weave in and out of oncoming attacks.

Flexibility - Looking at the placement of his armor, it's obvious this man twists and bends a lot and cannot be hindered by the metal. The man can actually do a flip or two and is able to maintain or regain balance if needed.

Stamina - When your average knight wears out in battle Rzhavard has hardly broken a sweat. It takes a lot to wear him out, even coupled with unfavorable conditions.

Strengths
Loyalty - Rzhavard is eternally devoted to his king and to the city of Goldvale and would do all he can in his power to protect it, its residence and its king.

Determination - He can do anything if he puts his mind to it. The man will stand his ground and persevere forward, hardly swaying from his decision. He knows he can do it. Will it be difficult? Yes? But his resolve is strong and it fuels him to proceed with his tasks.

Observant - From body cues to recognizing how one fights, the man is good at reading patterns and acting accordingly. This does not make him good at conversation, however. He can simply predict one's movements or overall emotional state.

Weakness
Stubborn - If he believes he is right he will stand his ground no matter how badly beaten he is. This also plays hand in hand with his determination in most cases.

Long Range - Rzhavard cannot fight long-ranged battles, he needs to be up close and personal or else he's at a huge disadvantage.

Defense - Being that he's made for much turning, bending and crouching, his torso is open for attacks, making his defense relatively low. With this is his disability to take hits, one or two is his limit, anything more has him staggering. He traded defense and durability for speed an stamina.

Negative - This is due to many causes, not caring about much of anything, cynical, antisocial and rarely speaks his mind, it's no wonder he hasn't got many friends. His demeanor is anything but friendly. If there is good in the world it is certainly not in his life.

Username
Your Missing Period

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
  • Dragon Master 50
  • Comrades in Arms 150
  • Worthy Challenger 25
Ansar Jaali'Namir, the Champion of Shahszhan

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Nickname
The Black Scorpion to all.
My Zashik may call me whatever he wishes. His will be done.

Age
29

Gender
Male

Race
Human

Appearance
Most of the time, The Black Scorpion is covered head to toe in lightweight cloths dyed in varying shades of tan and brown. His head is wrapped in a way that barely reveals his eyes, if need be, the cloth can be quickly folded down to protect his vision during sandstorms. His belt is lined with leather pouches containing an assortment of herbs and spices. A variety of weapons can be seen arrayed upon his person.

If ever seen without his usual garb, Ansar is rather nondescript as far as the people of Shahszhan go. He is of middling height and build. His hair is black and eyes are a dull brown; his face and body are usually kept cleanly shaven. Overall, he is rather unassuming, most would dismiss him with a glance, taking Ansar for one among hundreds. Such an easy mistake could well prove their inevitable downfall.

Though slender, Ansar Jaali'Namir's body is like a knotted length of rope; strong, fast, flexible, and dangerous. Along with his people's custom of scarification along his back, The Black Scorpion's body is littered with scars and burn marks, each a testament of his rigorous and merciless training.

Personality
Ansar is cold and calculating, he sees people as a means to an end. He rarely looses his composure, even in the face of great adversity. The Black Scorpion is a man of few words, he finds conversation to be trifling and unnecessary in most cases. His reserved demeanor and apparent blank stare lead many into thinking he might be slow or feebleminded. However, he possesses a surprising wit and has proven himself to be rather insightful, though he mostly only shares such things with his Zashik.

On the rare occasions where Ansar imbibes too much fermented camel milk, he seems to grow out of his shell, laughing and jesting with others and often times dancing through the night. The amount of concentration and precise control of body that Ansar possesses translates well into dance and the Black Scorpion almost becomes another person entirely when he loses himself in the rhythm.


Background
Ansar was born to a village that was already overburdened with children. Having no choice, his family gave the newly born babe up to Majeed Darioush, a wandering shaman. Majeed was well known for buying children from families who couldn't afford or didn't care to raise them. What he did with the children, no one knew, nor did they want to. They received payment often in the form of water or nourishment, and had one less body to worry about. Ansar's family were all too happy for the trade.

Even as a babe, Ansar never cried, he would just stare solemly at whoever held him. It left most feeling uncomfortable, and not many held the child for long. Majeed was different, after purchasing the child, the old shaman held the babe and just stared back at the boy, brown eyes peering from their nests of wrinkled, leathery skin. The contest lasted for the better part of ten minutes, neither the old man or the newborn child blinking. Finally, Majeed broke the long silence with a peal of rattling laughter. Whatever the rugged old man saw as he stared into the babe's eyes resulted in him deciding to raise Ansar to be his successor.

Growing up under Majeed's tutelage was, for Ansar Jaali'Namir, as much torture as it was educational. It turned out that Majeed was more than some old, wandering shaman. He was the Zashik's personal Hashishin, or assassin. The Shahszhani took pride in their combat abilities, but theirs was a harsh land, difficult on those that called it home. The results were a strong, disciplined people, but a small population as opposed to the other regions. This meant that, during times of full out war, Shahszhan would always be at a disadvantage. Majeed liked to claim his role was to even the playing field. But he was getting old, and someone else would soon have to take up the mantle of Hashishin. The old shaman had decided that someone was Ansar.

Majeed was a master of all things death and his training methods were, extreme, to say the least. Ansar would often wake to find himself naked and trussed up in the middle of the desert, nothing but a small blade just out of reach. Other nights he would wearily crawl into bed only to discover one of the many poisonous denizens of their sandy realm. He was burned, cut, beaten, starved and diseased more times than he could keep track of. Each and every time Majeed would watch, face an impassive mask as Ansar struggled to survive, never offering a hand or intervening. Each and every time Ansar would believe it to be his time to die, but something would always well up from deep inside the boy and he would latch onto a phrase Majeed had previously uttered, or a story the shaman had previously told the boy, and he would survive. Majeed's teachings were unique for he would never lecture the boy, the old man would always give him just enough hints or leave out certain herbs or spices. It was up to Ansar to watch, to listen, to remember, and to learn. And learn he did.

Ansar learned the ways of the warrior, the executioner, the Hashishin. He learned how to kill a man, both with a weapon and without. He learned how to play upon the fears of others, how to melt into the sands and become one with the crowds. He learned which herbs could cure fevers and which could reduce inflammation in wounds. He traveled with Majeed into the lands of Fovoham and through the Deldum woods, into Tishtar, learning their tongues and the ways of their people. Majeed gave him to the dancers of Shahszhan and the pleasure houses of Tishtar to learn the art of pleasure, for both men and women.

At the age of 15, Majeed had sent Ansar off to fight alongside his people. It was there he first met Ishhinenga Na'Bahanagad. Ishhinenga had already been given the title of commander at that point and Ansar was to serve under him. To this point, Ansar did not much care for others, seeing them only as targets or potential cover and camouflage. Ishhinenga was different, he commanded respect from his soldiers and was a capable leader. It was during this time that Ansar earned the title of Black Scorpion. Many of the other warriors had begun placing bets upon how quickly the untested boy would die, labeling Ansar coward when he did not rise to defend himself or his abilities. Their doubts and bets were quickly forgotten when they witnessed the boy on the field of battle. During their skirmishes with the kingdom, he seemed to be everywhere at once, sometimes smoothly cutting down the opponent before him, other times dancing fluidly about them, his blade snaking in to find chinks and openings in their armor, slowly bleeding them to death. Regardless, anyone who crossed blades with Ansar Jaali'Namir wound up dead. The only question was how long it took or how painful it would be.

After his time among the men of Ishhinenga, garnering real experience, Majeed decided the boy was ready to take up the title. The old shaman took the boy to meet with the previous Zashik. By this time Ansar's notoriety as the Black Scorpion had spread and the Zashik had taken a great interest in the young man. The lord of Shahszhan took a long hard look at Ansar as the young man stood before him. Ansar stared back calmly, his expression betraying nothing of what he might be thinking. A smile spread across the Zashik's face as the lord claimed Ansar would soon be more unnerving than Majeed himself. The old shaman had just smiled and nodded in agreement. The Zashik laughed and accepted Ansar Jaali'Namir as the new Hashishin. Only a short few years later, the title of Zashik was passed to Ishhinenga. Ansar found himself pleased to serve the new lord and continued to provide his talents in any way he could to help their realm.

Ansar understands well the potential benefits that Shahszhan could gain from the Zashik winning this competition of lords and is more than willing to do whatever it takes to see Ishhinenga on the throne. Even if it costs him his life to do so, what else is the Hashishin for?


Weapons / Skills
Ansar is trained in the use of multiple types of weapons, ranging from the spear to the large swords of the Fovoham people.

He personally wields:

Pair of Curved Daggers - these knives curve directly from the handle around their wielder's knuckles.

Steel Khopesh - A bizarre blade that rests somewhere between a longsword and a sickle. Unlike an arakh, the khopesh's sharpened edge is on the outer curve. The blade can be useful for hooking around shields or tripping opponents.

Martial Arts - Ansar is skilled in unarmed combat. He has learned many of the body's pressure points and knows how to utilize them to devastating effects.

Strengths
Hardy - Though he isn't physically imposing, Ansar possesses an impressive endurance, poison immunity, and tolerance for pain.

Speed - The Scorpion is fast. He uses his speed to his advantage, dancing around his opponents while poking them full of poisons, or bleeding them to sap their strength.

Herbal Knowledge - Ansar has extensive knowledge of a wide variety of herbs and spices, along with their healing and harmful properties.

Weakness
Ocean - Any large body of water that can't be drunk must be the machinations of the gods and is never to be trusted.

Foreign Women - After his experiences in Fovoham's pleasure houses Ansar has developed a penchant for foreign women, and it occasionally affects his judgement.

Loner - Ansar is very detached which has resulted in him standing apart, even from his own people.

Username
Tailoredpetunias

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
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  • Worthy Challenger 25
Harmon Pyhrn - Gem Wizard
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Nickname
Before - Harmon the Healer
Recently - Harmon the Heartless

Age
Thirty-Six

Gender
Male

Race
Human - Esedian - Crasusian

Appearance
A thin and lanky man, but an intimidating character nonetheless. He towers over most people and wears robes of black beneath light Esedian armor. His hood is almost always up (lowered only for the king and on special occasions), which helps to add to his menacing appearance. Beneath, Harmon hides a head of dark auburn hair and facial tattoos over a pair of blue-green eyes. He wears a shard of obsidian around his neck, and while his robes bear the crest of the king, the ring he wears boasts the sign of his native Crasus.

Personality
Harmon is not a disagreeable man, but he certainly is distant. He shows little emotion in regards to just about everything, giving him a reputation as a cold man. Truthfully, he'd agree. Harmon does not understand the workings of the heart and tends to ridicule those who let those things called emotions rule them. Since emotions are the norm, however, Harmon has has adopted the practice of not really speaking with anyone more than he must; it keeps the confrontations to a minimum and keeps him from proving his social ineptitude. When he does speak, he tries to keep it as impersonal as possible to avoid awkward situations. When those situations do arise, however, the man has no idea how to deal with them, and often fumbles through them with the hopes of not causing a scene.

When it comes down to it, though, Harmon is steadfastly loyal to king and country, and will meet any challenge he must in order to ensure Esedi's survival. He also loves his gems--talking about them is the one time he actually shows any semblance of emotion. This has given rise to the thought that he might not actually be as cold as he initially seems.

Background
Born in the farming area of Crasus, Harmon had little love for the plants and animals his family and neighbors cared for. Already an outsider for that fact alone, he had little luck making friends. His parents were concerned by this, but, not knowing what to do, they left him to his own devices in the hopes that he might simply have been a late bloomer.

The natural sciences of his homeland called to Harmon, and while what grew from the land held little of interest for him, the earth itself, he found, held countless treasures. He found himself questioning everything; what could grow where and why, which rocks came from which areas, what they could be used for, and the effects of parts of the natural world on others.

Out exploring one day, Harmon happened upon a piece of obsidian--volcanic glass left over from the last time Mount Braggos erupted. It was by far the most beautiful thing he had ever seen, and thus did his obsession with stones begin. He began collecting and studying them almost exclusively. His infatuation led him to be caught in a landslide, and it was then, by somehow harmonizing with the stones around him and breaking himself free, that he discovered his magical capabilities. Sharing this news with his parents, they sent word to extended family in the mountains, and soon Harmon was sent to Braggodine to study.

As his magic developed, he found a use for himself, aiding the people with little things at first, like healing cuts and providing a source of in dark places. It wasn't until he started experimenting with his magic that he discovered the true extent of his power, including the ability to place his own feelings and energies into stones to be sold or given away. Excited by the discovery, Harmon explored the mountains and mines, collecting curious stones until he found those that worked best with his magic. As it turned out, those that worked best were the precious gems.

Eventually through his work, Harmon saved up enough to explore other parts of Esedi, and he set off to collect gems from all over. During his travels, he sold magicked stones to passersby to support himself. Somewhere along the line he realized his own feelings had begun to fade. In putting his own good emotions into the stones he enchanted, he lost those same emotions. But with no other means of supporting himself, Harmon had to continue with his trade. Eventually he came to accept life as an emotionless man, continuing to work his magic into stones and gems. He became know for his gem magic to the point where he was summoned to the king himself. Welcomed into the court for his power, he served diligently, recognizing such a prestigious opportunity. He is considered the most knowledgeable and foremost scholar of magical things within Castle Duran.

Weapons / Skills

Gem Magic - Through the use of stones and gems, Harmon has at his disposal an arsenal of spells that can help or hinder whomever they're cast upon. He is best know for those that temper spirit and emotions, though wards, light, healing, and other nuances are available to him.

Staff - A six foot piece of blackened wood laced with silver patterns and with a large agate on top. He has no formal training as a fighter, but he learned enough to defend himself from the average brigand while roaming around Esedi. It was in doing so that he also found a staff helps him to focus his magic, though it is not required for spellcasting.

Strengths

Disconnected - Being without emotion, Harmon views a situation subjectively and is able to make a logical decision, rather than one influenced by feelings.

Knowledge - Harmon is a highly educated man, and has knowledge of Esedi in its past and present forms, including lore, myth, and languages. Often he will conduct research based on this knowledge, and takes pride in the fact that several recent discoveries have been made based on his findings.

Listening - In learning, he had to listen, and he learned to listen well. When spoken to, his attention is completely upon the speaker, that he might understand fully all that is being said to him. He's been known to listen to the ramblings of maids and giving them advice on their love life, which ironically has earned him an unwanted admirer or two.

Weakness

Crying Women - As one out of touch with humanity and emotions, Harmon is naturally uncomfortable around women; they tend to be everything he's not. A crying woman is his worst nightmare, since experience has taught him dealing with them is a delicate process, and, outside of dealing with his gems, delicate is one thing Harmon is not.

Gems - He's a sucker for them, not for their monetary worth, but for their magical. If there's potential to acquire one, Harmon will move mountains to get it.

Magic - Even with the aid of gems, spellcasting is an exhausting art. One or two small spells are simple enough, but extended or consecutive use of difficult and complicated magics leave him weak and weary, sometimes to the point of lost consciousness. Other side-effect have been known to occur as well, including temporary loss of vision, nausea, headaches and hallucinations. One particularly nasty rumor says he started carrying on a conversation with his gems as if they were people.

Username General Phade

Melaeryn's Significant Otter

Hopeless Dragon

39,925 Points
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  • Worthy Challenger 25
Vabani Na'Bahanagad, Zasha Ahri-Dak
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Nickname
Zasha

Age
Thirty-Five

Gender
Female

Race
Human - Shahszhani

Appearance
A woman of the desert sharing the same dark hair, tanned skin and bright eyes as the rest of her people. Other than a surprisingly lean figure for a woman who has birthed three sons and a daughter, little else is known of her appearance due to customary practices and desert practicality of keeping her face hidden. She was rumored to be known once as the Ruby of the Sands--truly a rare and glimmering treasure among the harshness of the arid desert. If one looks closely enough, it is possible to see her smile through her veil.

Personality
Vabani is a dutiful wife to the Zashik of Shahszhan. Always proper, always collected, and always willing to do as bidden without question or regards for herself. It matters only what Isshin wishes of her. On a more personal level, however, Vabani is a gentle soul. Having given Isshin more heirs than the rest of his wives, she has the patience of a saint, a will of stone, and an almost inhuman level of vitality. Comes with having to keep track of three wild boys and their tomboy sister.

Background
Born to a poor family in the slums of Ib-Taniv, Vabani had little growing up. As the youngest child and only daughter of her parents, she had little influence in any matter of importance, and was herself deemed of little importance. So little, in fact, that when the warriors serving the Zashik stopped in the city for rest and supplies after grueling training in the desert, she was sold off to them with the intention of being an entertainer without a second thought from her parents. Though one of her brothers protested, he was quickly and violently overruled.

Removed from her home and city, Vabani joined the warriors on their long trek back to Ha'Akram. Despite witnessing more than one raid by desert bandits, Vabani survived and found to her delight that she had an unnatural talent for dance. She was told many times that she shone brighter than the others in her scarlet dancer's attire, and soon earned herself the name The Ruby of the Sands.

Eventually she met Isshin's first wife, Zanubiya, and through her, Isshin himself. After only a few private meetings with him, he claimed her as his wife. She and Zanubiya butted heads at first, but each found a friend in the other, and both served the different needs of their husband--Zanubiya as the blade and eyes at his back, and Vabani as the soft and gentle voice at his side.

Weapons/Skills
Dance - She has a reputation as the Ruby of the Sands for a reason. Her skill and showmanship is unmatched in Shahszhan, and she replaced the head of the royal dancers once Isshin was named Zashik.

Strengths

Perception - With a husband as shrewd as Isshin, Vabani has learned to see beyond that which is openly displayed. She has a knack for noticing inconsistencies, minor details, and is more than a decent human lie detector.

Patience - No ordinary woman could hope to keep the quick-tempered Zashik calm and collected, nor raise four of his children. Outside of a few buttons, it takes a lot to anger or upset the Zasha.

Personable - There is an undeniable magic to Vabani that seems to garner love and adoration from those around her. She is a compassionate person who sees the good in everyone and wishes most of all for those close to her to find peace and happiness. And if she can help with that, she will without question.

Weaknesses

No Weapon Skill - Aside from her dance, Vabani has no skill or experience with any kind of weapon. But she is good with her feet.

Overly Forgiving - Vabani does not hold grudges. Even if she is wronged, she will smile and carry on as if nothing has happened, simply because she believes all people are good at their core and do not really mean to do her harm.

Children - She's a mother. As such, and as her children are all grown by Shahszhani standards, she will on occasion find grounds and means to start taking care of someone she views as young, naive, or inexperienced. It's gotten her in trouble before, but no one can really deny her tenderness and earnestness. Woe to any who would dare harm or threatens a child in her presence.

Username
General Phade

Melaeryn's Significant Otter

Hopeless Dragon

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  • Comrades in Arms 150
  • Worthy Challenger 25
User ImageThay-Quil'lin the H'Sh'a

Nickname
Thay

Age
21

Gender
Female

Race
H'Sh'a
Overall, they are a shy, non-aggressive and wary species, hiding away from any forms of life in the water and fauna of the river. They hunt and live primarily in the water and by the water-banks, preferring the shade of the leaves and tree-roots than open water. Females are stronger and larger than males, able to take down big game, though in both cases they will have cut their cheeks open, allowing them to stretch and move their jaw like the simple, small Esedian snakes. Should they come in contact with a Croc, unless there is aggression, there is an implied truce of 'you leave me alone I leave you alone.' There also stands the 'you scratch my back I scratch yours' truce in which they will help each other out via trade or as a guide through the rivers. Their bodies blend in to their environment thanks to their diet, which can be the natural vegetation to any meat or prey they stumble upon in their waiting. They are known to hide in the shade of fauna on the riverbanks and are incredibly quick in the water. They kill their prey by constricting their bodies around them, suffocating them to death. Those with their mouth cut open can extend their fangs, using it to paralyze their victim.

Appearance
When "standing", Thay-Quil'lin is six foot in height, however her full length from the top of her head to the tip of her tail is 36 feet. Like any land-snake, it's thick and strong, tapering out and becoming thinner and smaller towards the end. Her upper body, her human upper-body, is lithe and seems to lack any muscle definition, but upon closer inspection, the thin scales which cover the body actually cover toned muscles, from her stomach to her shoulders. Being that she's H'Sh'a, her skin comes in various shades of blue, greens, grays and mixed shades between with some light yellow thrown in to help her blend in to the environment. Her hair does appear to be darker than the skin of her body, however that is because it is saturated with water. When dry it is close to being the exact shade of her skin and tail. Her horns are definitely darker in shade, covered in ridges and bumps, but they are actually quite smooth to the touch. It's the edges, the sides of the horns one should watch out for, as they taper out to points similar to swords. Her horns are crooked though, one seemingly growing outwards and the other growing forwards. Her fingers are webbed, helping with digging and swimming in water, but not very good for any particularly fine motor skills, like pencil holding. Lastly, on her face are two small holes and two hairline cuts in her cheeks, the holes beneath her eyes and the cuts on her cheeks. The holes help her see 'heat' and in turn help her hunt in the dark, the cuts help her open her mouth and swallow large prey.

Personality
Like most of her species, Thay-Quil'lin is a very shy, very quiet snake. She hides in the water and for the most part doesn't involve herself in the matters of any land-dwellers. She does not show aggression, but if push comes to shove she does not have second doubts about killing her opponent. When someone does find her, whether by her own lack of camouflage or if one hunted for her, she very quietly watches and listens to their curiosities and demands. She does not trust any of them, and more often then not will send them on their way before she disappears back into the waters. She has little curiosity for Esedian made things, preferring the weapons and tools of the Crocodiles, but she does have a fascination for white colored things, minus humans. Having recently let go of her own litter, she obliges and helps both human and Croc children back to their territory. Should one persuade her with pearls or perhaps opals she can be a very friendly snake. She does understand human speech, though her speech is limited due to the lack of front upper and lower teeth, making it sound like she's lisping. She cannot read or write, nor can she fully understand maps.

Background
Born with seven other siblings, a litter much larger than normal, the woman showed violence at a very early age, successfully drowning two other siblings while one of her other sisters killed another. This lessened the need to share food. When they were less crowded she did play in the small pools and rivers their mother and father created, learning to stick close to fauna and play-fighting with her two other sisters and two brothers. That was early life, eating, playing, sleeping on her mother or father, whichever wasn't out hunting. At four years old when she was released into the main veins of Edenmoor near the forests. Her and her siblings were abandoned at two and a half weeks, the five sticking together before separating after a few more, finding their own home regions to live in. She spent the first ten years of her life not knowing about humans, thinking them a myth or a rumor started by other snakes, though within the ten years she really only came across three others, one of them being her own sibling.

At sixteen years old, food was oddly becoming thick near the forests, which wasn't really surprising and was in fact quite enjoyable, but with the migrating food source, the hungry followed. Crocs were soon discovered, fear in her body at the large, hulking beasts. It was the young adolescent ones which seemed to be violent, and she soon had to fight one down away from her killed heron, having gone a month without eating. Even though the male had been thicker and stronger than her, he was stupid, using his jaws as an attack, pinning her upper body. When one looks human, one thinks them weak. He'd forgotten the rest of her body and she very quickly wrapped it around him, suffocating him to death before deciding to tear into the thick skin and eat at him. At seventeen she decided it was time to bear kids, knowing she wouldn't live forever, and the area provided a good amount of food and shelter. She focused on them for four years, socializing with crocs and trading her shedding skin for sharp weapons, clean-cutting her cheeks, stretching and exposing her fangs for the first time in her life.

Since her kids are gone and away, she sticks close to the twisting, beginning veins of Edenmoor, away from the forests, watching the beings that pass and travel through.

Weapons / Skills
Fangs - Two inches long they can inject a potent venom which paralyzes a croc at three minutes and a human at a minute and a half. In very, very small doses it can be used as a simple numbing agent if spread and not injected.

Body - Being that she "stands" at six foot, that leaves thirty feet of thick, strong muscles to coil and suffocate or crush a body. The stomach of the body is very sensitive, able to feel when bones are cracking or feel vibrations in the ground or water.

Horns - Their primary use is for defense, her head turning to the side to hit anyone close enough with them. Their secondary use is to remove heat should the temperature be far too warm.

Strengths

Strength - She can suffocate a full grown male Croc easily.

Thick Scales - Thin blades cannot cut through them, large swords or strong jaws however can puncture and wound her. Punches and kicks to the snake body do little to phase her.

Large lungs - She can hold her breath underwater for up to an hour, her lungs reaching from her collar-bone down to near her naval. That's a lot of air to hold.

Weakness

Dry Heat - used to humidity and water, dry heat can be incredibly fatal to the swamp snake. Initial signs that the temperature is bad for her is her skin growing lighter, increased thirst and a higher chance of aggression and violence. Should this temperature continue she becomes lethargic and silent. It's why many H'Sh'a barely make it outside of Edenmoor's borders if captive, they are not properly taken care of.

Speech - Her Esedian is not so good, used to the hissing, breathing, throat-making noises of her own kind. She can understand it well enough, but speaking it is a challenge.

Gravity - On land she realizes how heavy she is, and while she can move, she finds it a hassle to do so. It expends more energy and requires her to eat more.

Username
Your Missing Period

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