
Here's a few descriptions of various characters the I've created. Some have several images pictured on this website and some have only a few. Regardless, I like them all, and have decided to put up this page for those that are curious. I've only got a few of the characters here so far, but I will add more as I go along as well as embellish on what I have here already. You can check the Glossary for clarification of some of these terms.
Quick Links:
Aelynn'ryelis ¤ Jorie Rikard
¤ Jyr'daen ¤ Kadir - New!
¤ Kurai Himitsu ¤
Kyriss Silvermane ¤ Lariset
Lyds - New! ¤
Naril ¤ Meryu
¤ Quilvess ¤ Rilrae
Silvermane ¤ 'Dark' Rilrae ¤ Syd
Switch - New! ¤
![]() |
Aelynn'ryelis
of Greenskye ¤ ¤ ¤ Name: Aelynn'reylis of Greenskye Race: Half wood elf, half dryad (tree spirit) Age: Looks 17 Height: 5'6" Weight: 120 Skin: Coppery bronze (think Urd, from Oh! My Goddess) Build: Light but toned. Hair: Changes colors with the seasons: Coppery red in autumn, white in winter, and light to medium green in spring and summer. Eyes: Warm, liquidity brown Other Attributes: Green ivy tattoo on right forearm Class/occupation: Elvish Archer Game Origin: "When Nature Weeps" An online AD&D campaign run in the Forgotten Realms game setting. Genre: Classic Fantasy Racial abilities: infravision,
resistance to charm, stealth. Special notes: Aelynn is most at home in natural settings, especially woodlands. She has had little exposure to "civilized" life in lands developed by humans, therefore has an understandable fear and discomfort when forced to enter such surroundings. She also has a dislike of uncontrolled fire, since it only serves as a reminder of her past. History: Aelynn's father was a wood elf ranger-scout, who had a dryad's tree within the bounds of his scouting route. Unaware of the dyrad's presence but suspecting, he went about his daily rounds under the eye of the dryad. One day, while furthest from his home camp of Greenskye, he came across a small band of gnolls lying in wait for a brown bear and her cubs. With no choice but to act immediately, he went into battle with the gnolls. Unfortunately there were more gnolls in ambush than he was aware, and although he came out victorious he was gravely wounded in the process. The dryad, upon seeing this, came forth to his aid to show her appreciation for his care of her forest. She took him to her tree where she healed his wounds. Upon awaking, the wood elf was smitten with the dryad (as is hard to avoid even without the charms!) , but was more deeply touched by her kindness in helping him. Their pairing ensues after this, and the wood elf awakes later under a tree near his home camp. He sees her sporadically on his rounds after this, wishing to see her more but she insists that it is not the way of things. She bears his child, much to his pride, and raises Aelynn'ryelis though most of her young childhood. She is taught the ways of the forest and the forest creatures, during the time which children are their most innocent. Before the child reaches adolescence, the dryad says it is time for her live with her father, and learns the ways of his kind. Aelynn goes, eager to learn, and is made a part of the wood elf tribe. She spends the rest of her life there, seeing less and less of her mother as she grows into adulthood. Her father trains her in the bow, which Aelynn begins to take a great interest in. When she is in mid adolescence, there is a great battle on the outskirts of their territory. A band of adventurers battle a Hill giant, and due to some negligent spell casting on their part, a stray fireball spell sets the forest aflame. The wood elves rally to save the forest, but not before the fire consumes a goodly portion of it, including her mother's tree. With her dying strength, the dryad appears before Aelynn, who is mad with grief and anger. Not wanting to see the seed of hate grow in her daughter, the dryad's last words give her comfort and strength, pleading with her that not all outsiders are wholly evil, but that some just need to be taught the ways of the wood. After this incident, Aelynn returns to the Greenskye camp and asks to be trained as efficiently as possibly in the weapon she feels she can best defend the wood - the bow. Her father had her trained in every technique known to elves in the way of the bow, and she was a steady and fast learner. A week before she would have joined the scouting teams in active protection of the Greenskye wood, she began having mysterious and disturbing dreams. Following the call of these mysterious dreams, she left the security of her home and traveled south to the Forest of Tethyr, where she meet several adventurers who had the same dreams. They joined together to battle a dark menace that's invaded the ancient forest and old home of the elves. Personality: Aelynn is still the sweet and (mostly!) innocent type. She's genuine with everyone she meets but somewhat cautious of outsiders, especially city-folk. She enjoys assisting others and lends a helping hand whenever possible. She views all creatures of the forest, be it man, elf, deer or old oak, as equals.
|
|||||||||
![]() |
Jorie
Rikard ¤ ¤ ¤
Note: This is her short bio. Yes, there's a longer version. =3 Read it here. Name: Jorie Rikard Personality: She's bold, aggressive,
and enjoys her job perhaps a little too much. Her experience with
death has removed her fear and much of her instinct for self preservation.
She's reckless almost to the point of insanity, but the thrill of
the action and the pain of combat as one of the few things that
make her feel truly alive. She is a consummate professional however, and takes each job she does very seriously. She may be a risk taker, but she takes care to only endanger herself and the not others around her (I can't necessarily say the same about property damage though!). Jorie is rough around the edges, and a little broken inside. Her life has been harsh and it shows. She puts on a good, tough face most of the time, but it only hides the insecurities that lie beneath. Though she comes across as fairly bitchy, she's still good at heart. She defends fiercely those few she calls friend, as well as things she sees as morally wrong. Her friends grow to appreciate her for her sense of humor and ability to bounce back from almost anything. She’s a reluctant hero, with a bit of a subconscious martyr complex. Quirks: Jorie never speaks of her experience with death, and tries to avoid the subject should anyone ask. Jorie's repressed the traumatic memories of the moments before her death, but relives the manticore's brutal attack during reoccurring nightmares, which always end with her waking screams. She also has a terrible fear of manticores when they confront her in the flesh, and such confrontations evoke an instant fight or flight instinct in her. Jorie has three addictions; hard alcohol, sex, and adrenaline. Alcohol helps her cope, sex fills the relationship void, and the adrenaline rush makes her feel truly alive. (Of course, those aren’t the only reasons; she just loves recreational sex and drinking too! And she seems to think she was born to be an action hero, haha!) She loves coffee too, and chewing on raw licorice, but hates smoking and generally thinks it’s a disgusting habit. Theme Music: Harder to Breathe by Maroon 5; Somewhere I Belong by Linkin Park. Related Characters: Daevarius Cantleroy (enemy), Dalenir (lover), Anwyn, Kalee, and Shauri (friends).
|
|||||||||
![]() |
Jyr'daen ¤
¤ ¤ Name: Jyr'daen Racial abilities: Infravision, Immunity
to sleep/charm. History: Jyr'daen grew up living on the edges of the Wizard’s Scar, a swathe of forest horribly mutated by an arch-mage battle gone terribly wrong. An ancient druid circle exists in the Scar, and the druids of this circle have been trying their best to heal the ravaged land, or at least help it find some equilibrium amid the chaos of magic taint. Jyr’daen joined their number early in life, at the ready encouragement of his elven mother. While he was still an initiate, he was called to assist a group of adventurers that had gotten lost in the scar, through scrying magics, Jyr'daen tried to contact them in order to guide them out of the dangerous woods. Just after he contacted them, they were attacked by one of the monsters of the scar. A foolish wizard tried to cast a spell to defend himself, and the but magics went horribly awry due to the nature of the Scar. The energy back-lashed on Jyr'daen and he was unconscious for weeks. When he awoke from his fevered dream, one of his eyes had been from the cool ice blue of his father into an unnatural, glittering yellow. He remembered little of what his dreams were and eventually fully recovered, though from that day onward he felt more intrinsically connected to the Scar. After he was fully initiated into the order, he was sent on a quest to retrieve three artifacts that the elders believed could help in healing the scar. That lead him to an even greater destiny, one that would make him the key individual capable of righting the balance between good and evil in the world. After retrieving the last artifact, he and his companions came across an ancient druid that had been crucified upon the wall of the monastery they were investigating. Finding the druid still alive, they worked to free him, finding that he was held in place by a single, small crystal shard embedded in his chest. Freed from the dark shard, the druid awoke and beckoned to Jyr'daen. In that moment Jyr'daen's destiny became clear, as the Legacy of the Heirophant passed from the dying druid to him. Stabbing pain seized him and he was suddenly awash with knowledge, generations of knowledge, the knowledge of ever Heirophant that had come before him. He understood that in a time long passed, both good and evil had coalesced into forms so pure that they gained sentience. They constantly waged war on each other and disrupted the balance. The druids and mages of the ancient world then performed a powerful ritual to imprison these entities into two crystals, allowing the influence of good and evil to ebb into the world in a more natural way. No prison is perfect however and eventually the crystals were shattered into multiple pieces. It was a piece of the dark shard that Jyr'daen held in his hand when he awoke several hours later. His head spun with pain and confusion, and it took him some time to assimilate his new role. But the knowledge he'd acquired helped bolster him, as did the deep sense of purpose that overtook him. But fate was not done, it brought him yet another miracle, in the form of a priestess of Selune, who would be the one to bring him strength during the darkest hours. Jyr'daen and his companions set off on the quest to collect the shards, freeing their wearers from their beguiling influence, and slowly bring the ancient prisons back together again. It took them all over the world and even across planar boundaries, and they saw much battle. Jyr'daen watched many friends and companions come and go, both by choice and from the pain of death. The miles and the years wore upon him, even though his growing druidic power kept him from aging, the strain still showed. Slowly he gained an appreciation for the priestess Sinomome, who had taken a liking to him. The two slowly began a tentative relationship, which eventually blossomed into a caring relationship. When they were nearing the end of their quest, Jyr'daen found a better solution to deal with the entities rather than imprisonment. He discovered that the shards could be destroyed in a safe manner (with precautions) by trying to merge two opposing shards. The physicality would dissolve and the power was released, immediately redisspersing throughout over the world. The only thing that remained was the personalities that had developed, but the druid found a way to deal with this as well. He used Blue fire to kill and reincarnate in one motion, rebirthing the entities into newborn souls. Personality: Jyr'daen is wise and patient beyond measure, but that does not stop him from using aggressive force to right that balance. Through the duration of his quest he's seen suffering aplenty, watched many friends die, and feared for the lives of every man, woman, and child on the face of Faerun. His philosophies are entirely neutral, and his cares are first and foremost for the balance. He is very slow to anger, and when his anger does break it's with a calm ferocity that is extremely disturbing. Quirks: Jyr'daen's sense of humor is not the best and he knows it. On occasion he tries to make a joke or say something funny, but most of the time he has to tell people that he's kidding, or explain the joke. This doesn't stop him from appreciating other's people humor however, and he gladly accepts any chance to smile since they seem to be so seldom in his life. Another running theme/joke with Jyr'daen is that he has a nice, mundane hobby. Using his knowledge of herbal alchemy and horticulture, he makes some of the most fabulous, all natural, herbal soaps, lotions, shampoos, and other health and beauty aids. Even massage oils and bubble bath. He loves being able to randomly gift things like this to people, especially women, who are always gratefully surprised. He can make more practical things, like stain removers and armor polish, but only when needed and he doesn't enjoy it as much. This is one of the simple pleasures he gains out of life, both the creation and the gifting, and he takes solace in it because so much of the rest of his life is complicated and stressful. Related Characters: Sinomome (lover), Vivianne (friend & traveling companion), Ethan (friend & traveling companion), Rowan (friend & traveling companion).
|
|||||||||
![]() |
Kadir
¤ ¤ ¤ Training: He has a practiced skill in slight of hand, lock picking, and stealth. He’s well trained in the sword, preferring the cutlass as his primary weapon, but also has a good hand with daggers, either thrown or melee. In addition to standard sword training, he has some spellsword abilities. These allow him to amplify his attacks through the use of the elements (fire, lighting, wind, acid). He has the full experience of a qualified airshipman, including pilot and navigational skills. Special Notes: He wears finely crafted leather armor dyed dark red/rust. The cutlass he carries is an artifact and can sheathe itself in one of the 5 elements (fire, earth, wind, water, void). He has tropical bird companion similar to a small toucan. He’s also got an ever-full flask of rum that he never lets out of his sight!! History: Kadir knows little about his birth or origins. He was rescued as an infant from a shipwreak after a large storm, of which no other survivors were found. The only identifying factor was a medallion found with the child. The markings on it were unrecognizable to the people who found him, but from their arrangement they derived a name in their own language... Kadir. He’s gone by that name ever since, and never removes the medallion. He was placed in an orphanage in Eastgate, one of the larger cities in the Knight’s Kingdoms. Life was not easy as an orphan, for the headmaster, Dobias Grimshaw, was one of many corrupt officials in the city. Much of the funding reserved for adoption services was skimmed into the man’s own coffers, while at the same time he sold children to slavers under the cover of being adopted into loving families. Though as a child Kadir never really understood any of these inner workings, the unpleasant atmosphere of the orphanage was unmistakable. His skills for stealth and slight-of-hand were developed out of necessity, honed while trying to avoid the headmaster, who meted out frequent and harsh punishments for even minor misbehaviors, and it was known among the children that his ‘special attentions’ were not something to aspire to. Left with little choice but to endure the horrid conditions and treatment, Kadir did his best to avoid the worst. Sadly he was only moderately successful, but his only friend Jaimus was even more unlucky. When Jaimus was the one to disappear one morning, Kadir could no longer sit idly by. Even at the age of twelve he understood that this did not seem right, and after he could not find any information as to where the boy had been sent for adoption, Kadir decided it was the last straw. Taking his friend’s words of warning from the previous night to heart and fearing he’d be next, he ran away from the orphanage, willing to live and even risk death on the streets in exchange for freedom from the place. Kadir only made a passingly decent street urchin. Though he was quite good at burglary he found out, in a very unfortunate fashion, that he made a poor pick pocket. While running from the city guards after this unfortunate incident, he hid himself among some cargo on the docks. After some time in hiding he fell asleep, only to be woken by a jerk that told him the cargo was being loaded onto a nearby airship. Kadir had always idolized those that risked the law and enjoyed the freedom of the skies, so he could not believe his luck at this opportunity to stow away. Once the ship left port he found of course, and after an obscene amount of begging to allowed to stay, the captain took pity on the boy and made him a swab. He spent the next six years working his knuckles to the bone, doing and learning everything he could from the captain and his crew. He had a unique talent for sharp eyes and wits, so his typical place became as a look out in the crow’s nest. That crew became the closest thing he had to a family, and many of his ideals were adopted from the captain himself. Perfection never lasts though, and the Kingdom’s Navy did finally catch up with the pirate crew. Kadir was knocked unconscious in the attack and taken with some of the other crewman that tried to escape. Their skiff was shot down though, and Kadir became the sole survivor of the crash. Though he searched for information on the fate of the captain and crew, all he could confirm was that the ship had been destroyed and prisoners taken. Knowing that this meant life imprisonment or worse, he mourned the loss of his friends and tried to move on. Now the age of 18, Kadir found work on yet another pirate vessel, though this one involved in even less unscrupulous business than the first. Only two years had passed and again he found himself on a pirate ship being boarded by the navy. This time he bore no loyalty to the brash crew and their doings, so he fled for his life. It was then that he found himself in the air-port of Cliffside, alone and with only the clothes on his back. It was then that he started his mercenary adventuring career, with the hopes of one day having enough money to acquire his own airship and charter. Personality: Though he has undoubtedly questionable morals, Kadir is still good at heart. He has a very ‘Robin Hood’ type approach to life. He hates most organized law and politics, finding them to typically be corrupt and unjust. He feels best when able to help those that the law has forgotten, or chooses to ignore. The pirate legends of old were his fondest stories as a child, so he emulates that stereotype in his own life. He acts macho and smooth, with a swagger to his walk and smirk on his face. Sadly though, he doesn’t always pull off this image and sometimes makes a fool of himself at just the wrong moment. He has no problems with being self serving as long as he’s not hurting good, honest people in the process. Quirks: Kadir’s a bit of fool when it comes to women. Though he’s got the looks to pick up plenty of girls for one night stands (which he does), when it comes to the women that matter he tends to screw it up. (typically because he picks the –wrong- moment to be honest!) Women are definitely his weakness, and smart ones find little trouble manipulating him if they want to.
|
|||||||||
![]() |
Kurai Himitsu ¤
¤ ¤
Name: Kurai Humitsu (dark secret
in Japanese) Time passed and she grew in power swiftly. She finally reached a point where she came close to surpassing her patron in power. Fearing that possibility, her patron severed their link that made her a demonologist. This act should have killed her, but she was already too far into the process of becoming a demon and with some help from Gloriana (a fallen angel), she completed the transformation and became a free demon (hell's version of a fallen angel). She soon took her place in the hierarchy of power as a Duchess of Hell in her own right, seizing her former patron's rank in the process. She spent most of her life in the pursuit of power, through whatever alliances she could make. She does her best not to make enemies, and tries to maintain a neutral or positive status with anyone of power she comes across. Her charming ways and careful manipulation of the politics and the issues involved have allowed her to swiftly rise into the ranks of the upper echelon of world's powerful entities. She's made many alliances to bring her power and security in life, as well as making interesting "friends" in the process. She is favored by the Lord of Hell himself, Lucifer; as well as Lord Oberon of Arcadia, Great Bahamut of Dragonhome, and though the Lord of Heaven, Pax Dei, keeps a quiet and apprising eye on her, several of his high ranking angels have had pleasant and congenial relations with her. Her quest for power and knowledge is never ending, and it has gained her immortal status, the position of Princess of Hell (just below Lucifer), as well as the highest rank a mage can attain on the world, (not including the World Mage, and she doesn't want that job anyway! The hours SUCK!). She's worshipped as a goddess of lust in a great many regions, but is more universally known as the new Goddess of Magic. (basically the GM picked up where I left off when the campaign was done, and made her into one of the sickest NPCs that's ever existed in this game!) Personality: Kurai is an expert at manipulating people to so they do what she wants them too. She has her pride, but has no problem setting it aside in order to tell or give a potential enemy what they want; 90% of the time making them a potential ally instead. Her wiles are not easily resisted, and not may people try, most of the time because what she offers them is genuinely a good deal. Though she has very little in the way of classic morals, she is not exactly evil either; preferring to walk the line of neutrality in order to best bring as many people to her side as possible. She is obsessed with attaining new knowledge. She is an avid researcher of the magic arts, taking the craft very seriously, and takes great glee in making new discoveries (having learned everything known to mage-kind already!) She once spent a year and a half speed-learning necromancy because her friend Alaric needed a new body. Lastly, Kurai is all about SEX. Lust, passion, and subtle seduction are all part of her repertoire. Her talents are widely known and worshiped. Quirks: She has a classic weakness for men of power, and she's always looking for ways to make her over-active love life even more interesting. Related Characters: Gloriana (lover), The Seventh Sword (lover), Diera (friend), Alaric (friend), Joylin (friend).
|
|||||||||
![]() |
Kyriss Silvermane ¤
¤ ¤
Personality: Kyriss has a keen sense
of humor and love of adventure, as well as an interesting ability to
get in trouble. Her sassy attitude labeled her the 'black sheep' of
the family, even though she's really not bad at all. Later in life,
her hot sass was replaced with a cool attitude, and her tendency for
making mischief rarer, but more refined. *wink*
Name: Kyriss Silvermane The great Dragon Rage occurred then, which lead to the death of her parents. She was away from home at the time and the news was devastating when it came to her. She spent a great, long time grieving, but also during that time came knowledge and understanding. The spirit of her father visited her, and explained that she had inherited a bloodline from him that he only recently learned he had. The voice in her head was that of her grandfather, who had been one of the true fae turned mortal, and was trying to assist her through the change that was happening in her. She slowly began to understand that the person she thought she was was only part of what she could become. She returned to her companions a much more hardened and mature woman, and they continued on with their quest. She began to understand her new abilities more and more as time passed, and found that she was not wholly of the physical plane. In the end, her companions were forced to fight a great battle against an old enemy; Shar's demonic father. They were narrowly successful in winning the battle, but Kyriss had been brought far too near death to survive. She knew that she was no longer mortal, and that this would be the step that would bring across the Veil to the land of the Fae, but she did not wish her companions to know. Sparing them the pain of grief, she left their company on a journey, but little did they know it would be the last time they saw her. She sought out secrecy as the fae are ought to do, and passed beyond the veil shortly thereafter. She achieved her true form and her spirit blossomed like something that had been caged in a space far too small. She now resides in the outer realms and passes the time by watching over the lives of adventurers. For amusement, she occasionally returns to the physical plane in the guise of a common adventurer, and lending a hand to those in need. Quirks: Kyriss won't use longer blades for a reason, and that's because she's awful with them! Her parents realized early on that it wasn't due to lack of training, she just seemed cursed. It did seem to balance out her amazing natural skill with short blades, so they gave up and had her trained by Shar. Kyriss sees this as a bit of a weakness not to mention a horrible embarrassment, so she covers it up with a show of disdain for longer weapons. Kyriss can use a longer weapons if she has to, but she's fairly clumsy with them. Related Characters: Rilrae (mother), Coranth (father), Shar (Uncle & weapons trainer), Jilah, Vadren and Iriael (siblings), Quilyn (childhood friend)
|
|||||||||
![]() |
Lariset ¤ ¤
¤
Name: Lariset Training: Lariset is a skilled Card Master—someone who casts arcane magic through cards (much of like Tarot, with numbered and patroned arcana). She can combine different cards in her deck to produce different effects, from basic combat spells, to transportation, to summoning, etc. The numbered cards or Combat Arcana, draw their power from the elements. The Major Arcana each present one of the lords of the Elder Powers (angel, demon, dragon, phoenix, etc. You get the idea...), and they draw their power and meanings from that patron. When using the Major Arcana, the is a small chance that the patron of that card will answer the call for power in person, which has happened for Lariset on more than one occasion, (I think they like her!). She also has decent skill with the sword and bow. Special notes: Lariset carries the Somner Sword, gifted to her by her ancestor Arioch. It is a sword of ancient power and is one of the oldest symbols of light on the world. Its blade sheds a radiance that harms things of darkness and corruption, and allows the wieldier to bestow certain blessings. History: Lariset began life in a remote country town as part of a small band winged human refugees. She worked at the local inn as a bar maid and apprenticed with the village Card Master. Life was simple and she was young and innocent, untouched by the evils of the world. One fateful day an ancient evil was unearthed in her home town, setting in motion a chain of events that would inexplicably bind her, and several other youths, into a long and arduous quest. The idea frightened her a great deal, but she gathered her courage, accepted her fate, and went out with them into the world at the young age of seventeen. There were many adventures had by the group and Lariset grew in skill, power and determination as time wore on. Little did she know that her life was destined to become even more complicated. At the age of 19, she finds out that she is the only surviving descendent of the last uncrowned king of Averie, the ancient homeland of the Winged People. She had been been hidden among commoners from the undead scourge that had taken over the floating island and almost wiped out her people. Some time after this, she begins having prophetic dreams of her own future, which include her ruling over the Winged People with a mysterious black winged man (black wings being the sign of the Exiled Royal's lineage). Through her travels she eventually meets this man, Kaiva, who has had similar visions. He joins the group and the two are curious about each other but somewhat reserved and wary as well. (how do you fall in love if you know you're supposed to? Or are you supposed to? The visions only showed them ruling together, not what their relationship was like. *grin*) As time goes on their relationship grows by small steps, some forward and some back. Lariset is wary of Kaiva's darker side and is even more hesitant about her proposed future in general. In the end, they free Averie together allowing the Winged People to return; and Lariset puts aside her misgivings, taking up the mantle of leadership and accepting Kaiva's proposal for marriage. After gaining a great deal of personal power later in her life, Lariset ascended from the mortal form of a winged human to that of a pure Celestial, the parent race of the Angels that currently rule Heaven. The Celestials had long ago disappeared from the realms of the Elder Powers, the winged humans being the mortal remnants of that once great race. When she ascended, she took Kaiva with her, and in order to keep the balance of Elder Powers, he was given the mantle of the Infernal (at which point his black wings shed their feathers and became leathery like a demon's). The Celestial and the Infernal are the more neutral powers of Light and Shadow, unlike Heaven and Hell which are Holy and Unholy. The couple lived on as these Elder Powers, maintaining a balance between them, functioning as each others compliment, rather than opposite (in past cases, these two powers have been at odds, just like angels and demons). Personality: Lariset is generally a soft spoken, kind, and compassionate person. However, she has a stubborn determination as well, and it not known to back down from situations she feels are not right. She defends her ideals, her loved ones, and her people with a forceful passion that surprises most, given her usually passive nature. She's a positive thinker who has a knack for talking herself and her companions out of sticky situations, (she's always been the advocate of talking first before resorting to violence). She's seen a lot in her life, but is determined not to be jaded by it. Quirks: Lariset started the game as a virgin and stayed that way through most of it. In the beginning she knew she wasn't ready and as she grew older no one ever came along to sweep her off her feet (hopeless romantic that she is) until her wedding (which Kaiva did a superb job of once they got over their issues). It was a running joke through the game though, that all kinds of weird things hit on her (genies, incubus, etc.) much to her discomfort! While she's not prudish she is rather easily embarrassed and is blushes very easily. Related Characters: Kaiva (husband)
|
|||||||||
| 'Lyds'
¤ ¤ ¤ Name: "Lyds" Lydia Raquel Whitmore Race: Human Age: 18 Height: 5'7" Weight: 135 Skin: Fair Build: Average but with a little tone Hair: Bleached blond with red streak in front. (Natural: dirty Blond) Eyes: Green Other Attributes: A variety of tattoos and pericings. Class/occupation: Paranormal Investigator, Combat and Faerie-kin Specialist Game Origin: A D20 Modern Paranormal Investigation game. Genre: Modern Day Training: She has a background in street brawling, is an excellent knife fighter and has rudimentary skill with pistols. Special notes: She carries a combat knife that seems quite unmentionable, with the exception of its sharpness. History: Lyds was born to one of the old noble families in Britain. Her parents are stuck in the glory days and have all the bad characteristics of snooty nobility, even though their name fell out of favor ages ago. Lyds rebelled against this lifestyle at every opportunity, turning to the London punk club scene, living on the street, doing illicit drugs and committing petty crime. She became fascinated with the occult because of its forbidden nature. One day in an occult supplies and bookstore, she came upon an old dagger in a glass case. She successfully shoplifted the weapon and made off with it, which started a chain of events that brought her to the Sanctuary Group. The Sanctuary group is an organization that does paranormal investigation and problem solving. (Think MIB but the supernatural instead of aliens). When Lyds was arrested for a murder she didn't remember committing, the Sanctuary Group appeared to bail her out, on the condition that she come to work for them. She discovered that the knife she had stolen was one of old power and she was now cursed by it. In order to gain control of the power in the blade and her own life, she had take Sanctuary's offer. During her training they discovered she had a talent to see those things that did not want to be seen, specifically those of Faerie origins. They encouraged that talent along with the rest of her training, while in the process helping her break free of the drug habit she picked up on the street. Lyds grew out of the obstinate behavior that was standard for her at the time, and became a much better person. The Sanctuary Group effectively saved her from the destructive path she was headed down. Personality: Lyds is a free spirit and quite mischievous. She's a party girl, has insane amount of curiosity and is always looking for a good thrill. Some people call her crazy but that only makes her grin. She tends to get into a fair amount of trouble but thus far she's managed to squeak out of ever tight spot she's been in. She's loud; a boisterous talker and unafraid to speak up. She has a fair amount of sass and attitude, but is not overly rude. She's very respectful of other people's ways and attitude; she believes very firmly that people should be themselves. Quirks: She loves the Sex Pistols. She used to smoke Lucky Strike but switched to cloves. Everyday she wears a different colored thong which is almost always visible above the waistband of her low slung pants. She loves motorcycles too. When not smoking she often chews bubble gum... loudly. She also hates going by her full name, which is why she'll take any nickname instead. Theme Music: "Trouble" – Pink, "God is a DJ" - Pink Wardrobe: As I don't have a finished
model sheet for her, here's some descriptions of her typical attire.
She's your fairly classic punker. Baggy black cargo pants (always
with the thong showing), Doc Martins or Combat boots, rugby Ts,
Harley Davidson tank tops, mesh, and tight t-shirts or tank tops
with sexual innuendos on them. ;3. She also has a flight jacket
cut black leather jacket with punkish 'adornments' including a big
Sex Pistols logo on the back made from odd paints, bits of duct
tape, safety pins, you name it... If you want ideas for her costuming,
do a Google image search for Lita from the WWE.
|
||||||||||
![]() |
Dragoness
Meryu ¤ ¤ ¤
Name: You couldn't pronounce it
if you tried, unless you're a dragon that is... ^_^ Related Characters: Poeso (best friend).
|
|||||||||
![]() |
Naril
¤ ¤ ¤
Name: Naril Racial abilities: Low light vision,
hide in shadows... History: Naril is the first child of Quilvess and Wayvern, (read Quilvess' history and this will make much more sense). As the Fae and those of Demonic heritage cannot reproduce naturally, Quilvess and Wayvern each took a portion of their own souls and placed them within the body of a stillborn shadow elf child. That child was Naril. The young girl was raised in a small mixed racial community. Her birth mother was a devout follower of Wayvern, and thus Naril's origins were never kept from her. If anything, she was her birth mother's pride and joy; a symbol of the reward for her faithfulness. Naril never knew her birth father, and it's unlikely he knows of her existence either. Naril was fey and aloof even as a child, seemingly much more complicated and mature than any child her age should be. She had very few true friends in the village, most of the children thought her too strange to befriend, something that never bothered Naril because she knew she was in fact different. But those true friends she had were to become her adventuring partners when the time came to leave and go out into the world. One such partner was a noble human warrior named Farlan, that loved Naril and protected her valiantly from the time that they were very young. Naril cherished this friendship, but did not return his love. Her heart fell instead to a female Diem she meet during their adventures. Teira was a blind seeress and Sword Sworn whom had taken the Goodess's oath and sought to free her kidnapped children. Naril assisted her in her quest, and once it was fulfilled the geas of the Sworn was lifted and Teira resumed her life as a seeress. Naril achieved a great many things during her lifetime, including gathering together ancient artifacts of great wizards that had gone before her, being the youngest to achieve and surpass the status of Power Acolyte in recorded history, and was taken under the wings of one of the most powerful and misunderstood mages of the worlds history. While in the midst of her adventuring days, she developed a runic structure of body tattooing that would allow shadow elves to be safely exposed to sunlight. She even carried the ancient and powerful hell blade Stormbringer for a time, the noble demonic soul power housed within her keeping the evil blade from possessing her. (They had some long, interesting conversations, in fact. ^_~) After joining he ranks of the Triad, she became a planeswalker, traveling to distant worlds on the paths of magic. Personality: Naril is fey, aloof and mysterious. She very rarely angers or even raises her voice, a disapproving tone is the closest you'd get. She smiles slowly and laughs softly, but always with feeling. She's never seen with a blank stare on her face, instead she always has a look of contemplation even when at rest. She is not fearful of the unknown, rather, she is intrigued by it. She has a deep respect for all sides of an argument. "Good" and "evil" do not exist to her, but as two sides of the same coin. Quirks: Unlike her mother, Naril is not prideful. She does not look down on others nor does she exalt in her elevated position. She simply enjoys her accomplishments for what they mean to her, not what they mean in relation to the world or anyone else. Related Characters: Quilvess (mother), Wayvern (father), Farlan (childhood friend), Teira (lover).
|
|||||||||
![]() |
Quilvess ¤ ¤ ¤ Name: Quilvess Quilvess continued on in her mission, which carried her into great danger. During a last great fight, Quilvess was forced to make a great choice. To stay and fight to the death with the mortals, or to flee. Death on the mortal plane for Fae is very dangerous, for their soul is not native to it. Had she died, her soul could have been lost forever in its search to find its way home. This is an extremely fearful thing for the Fae, who are immortal in their home realm. But Quilvess could not flee to her homeland, as a Fae knight, she was geased to serve in the mortal realm for 100 years. In the last moment, a voice in her mind offered her safety. It was Wayvern, extending his hand from the realms of Hell to take her away. Feeling she had no choice, she accepted. Even though they presented one of the oddest couples the elder races had ever seen, they were happy to be together again. Many different trials and tribulations have occurred for the odd couple since then, and they both spent millennias growing and changing as beings. They left Hell after some time and today they reside as avatars to the Goddess, Wayvern of Balance and Quilvess as the Mother. They are the watchers of the world. Personality: Haughty and withdrawn, she shows a certain amount of disdain for all of mortal kind. She always wears stylish and exotic outfits; her wardrobe of unimaginable size. She's always perfectly manicured when seen by others, and seems to maintain that appearance with an effortlessness that is envious. She seems to radiate an exotic perfection, even when in her common elven form. Her full Sidhe form inspires awe in those few mortals that are lucky enough to see it. Her attitude did not win her many friends when she traveled among mortals, but as she grew in power, found love, made a family, and became one of the guardians of the world, her patience and respect for all living things-- mortal or not- grew within her as well. Quirks: She has a slight weakness for mysterious men or men of power, those attributes sparking her curiosity.
|
|||||||||
![]() |
Rilrae Silvermane ¤
¤ ¤
Name: Rilrae Silvername Centuries later, a drow matriarch made a pact with an aged deep dragon. Having knowledge of the great power that the offspring of a drow and a deep dragon would have, she coveted it for herself. She bore a daughter, name of Rilrae, into the dark world the drow of Menzoberranzan inhabited. The child grew quickly and showed great potential; but she had no freedom, caged as she was by her birth mother's grand ambitions. Unwilling to be molded and shaped by her mother, Rilrae sought every opportunity to rebel. One fateful day, a group of adventurers came to the dark city on a mission to retrieve an ancient magical item. One of these adventurers, a moon elf of rare vision, saw something within the girl and took interest in the young drow-dragon, offering to take her away. Rilrae readily accepted, and they started their journey to the surface. The moon elf, Kay'Tharana Silvermane, took Rae in as her own daughter and taught her the elven way of life. She was instructed in the Bladesong, an ancient elven fighting style of great physical and arcane skill. Just before Rae reached adolescence, Kay passed on during a battle against a great evil. But she bequeathed to Rilrae her scimitars, blades of ancient power, and with them the right to rule the elven noble house of Silvermane. When news that Rilrae had been named heir to House Silvermane reached Evermeet, island sanctuary of the elves, the population was stunned. Many were appalled that not only a non-elf, but a half drow, had been |