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Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
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Point Bank Thread
Storybook
Wealth Tier: Tier 4

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Character Profile

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Image
Name: Diana

Race: Mortalborn (Treid)

Date of Birth: Woke up on Ymiden 1st of 719. Was born 450 arcs before the Oath (roughly 1171 arcs old as of Rebirth 721) Appears to be in her mid-twenties biologically.

Languages Spoken: Fluent Common, Basic Euthic Sign.


Appearance

  • Wavy, dark brown hair.
  • Wide almond shaped eyes with dark lashes.
  • Dark brown eyes.
  • Aquiline nose
  • Statuesque facial features.
  • Toned, curvy build.
  • Height is 6ft even.
  • Tattoos & Markings:
    • Left Wrist (Tattoo): It started with a small drawing of a yawning cavern, with barbed vines crawling out of it, dripping with blood and skulls in the shapes of roses. The roses wound their way around her wrist.
  • Vocal Quality and type (Untrained)
    Contralto

    Image







Last edited by Diana on Tue Jan 11, 2022 6:30 pm, edited 43 times in total. word count: 133
User avatar
Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

Journal/Timeline







  • 22nd: The Return: After a long slumber, and some rudimentary tutoring in the art of storytelling and chronicling, Diana witnesses the return of her clan from a nighttime raid on a nearby village. She's made to kill one of the captives, ostensibly so she will have her own story to tell. A memory she recovers after dreaming the night after she fed upon Linus Gaut, although she has no idea from whence it came.
  • 24th Vitiation: After the previous slaughter, Diana and one of her 'sisters' are sent ahead disguised as two female refugees of the fallen village, to receive the hospitality of their next target.
Rebirth, Ashan 479
  • 79th: Diana Remembers in vivid detail the butchery of the village she and her 'sister' had infiltrated. In the present, she begins to get acclimated to the idea of violence.
  • 1st: Strifa's Birthtrial. She parties with her hex-mates in the Carnelian Prism.
  • 2nd: Diana sleeps in before work, rushes when she realizes she's late and makes up a story that prompts a concerned reaction from Linus Gaut
  • 3rd: Diana, frightened by the suggestion of street violence by Linus Gaut, attends a self-defense class. She ends up getting accosted by an associate of Linus, Tovan, who arranges an appointment with the woman for possible employment and training.
  • 4th: Anagénnis (Viden's Grand Ball): Also Linus' birthtrial. She attends the ball as a server, promoting her boss' latest shipment of fine drinks, and acting as an Ambassador for the establishment. Later on, has a small celebration for Linus' Birthtrial.
  • 5th: Celebrates Linus' Birthtrial at Midnight, gives him some cigars. Drains some of his lifeforce, discovering her ability to do so.
  • 6th: Diana has the promised day off from the Devil's Advocate, and uses that time to enroll in the Academy, for the Institute of Arts, a Letter in Narration. The rest of the day is spent running errands, exercising, and sleeping.
  • 7th: Has an orientation day at the Academy, where she's shown around and familiarizes herself with the facilities and services available to her as a student.
  • 8th: Returns to work at the Devil's Advocate, where a group of mariners have arrived from abroad, telling wild stories that Diana and the rest of the girls of the Devil's Advocate eat up.
  • 9th: Another night at the Devil's Advocate. This time, she finds Linus having a conversation with Tovan. Diana tries to avoid them all day, but is cornered at the end of her shift, where Linus informs her that her time at the Devil's Advocate is up. Tovan was nowhere to be seen.
  • 10th: Crushed by her dismissal from the Advocate, Strifa, one of Diana's Hex-mates, seeks to cheer her up with a trip to the showcase of the Tienite Reavers, where ice sculptures are illuminated by the return of the Lunar Moths.
  • 12th: After waking from another disturbing yet intriguing dream, Diana finds her hand has acquired a wound somehow. Surprised, and a little shocked, she calls for Strifa, who takes care of the wound and dotes on Diana. She also slides a note to Diana, which is apparently from Tovan. He wants her to acquire probationary citizenship in Viden, and enroll in the Academy. She goes about doing these things, despite her reservations about Tovan.
  • 30th: Diana gets hired as a server to a nice tavern in the Dust Quarter of Rharne, under Tom Barber.
  • 34th: Here, Diana meets the storyteller from the future.
  • 14th: Brings home a drunkard from work, and tells him a story until he falls asleep. She robs him, gets caught by an old contact from Viden, struggles with him. In the process, a loud crack sounds through the night air, waking the drunkard who accuses Diana of robbing him. Belne stabs him to death, then throws Diana a few things to help her clean up the mess, leaving her behind to put the pieces together.
  • 15th: Diana cleans up after the murder, and returns to work. When Tom Barber notices that she's downcast and miserable, he gifts her a taste of No Regrets. She ends up taking too much of the drug, and ends up in his tattoo chair, getting her first tattoo on her wrist. It's also possible that she let slip the fact of the murder to Tom, because he sold her some equipment that might be useful for such clean-ups in the future. He implies he may put her in contact with people who have need of her 'cleaning' skills.

  • 5th: Returning from Linus's loft in the Devil's Advocate, she tries to forget and put what happened behind her. She sleeps, and has a dream which results in a recovered memory.
  • 11th: Afer having a lazy day at home, Diana puts down to sleep, where she dreams once more of red petals on the snow, and meets a mysterious stranger.
Rebirth, Ashan 721
  • 79th: Diana sleeps off her drunken brawl, recovering in the rented room she and Strifa are residing in. In the midst of the dream, she envisions a meadowy landscape full of rivers of wine. [/b]
Last edited by Diana on Tue Jan 11, 2022 6:31 pm, edited 41 times in total. word count: 884
User avatar
Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

History



Mortalborn Backstory
In the fiftieth arc that followed the Great Shattering, Treid found comfort in the idea of reconciliation. His heart began longing for his estranged love, so far away in Viden. His sleep was haunted by dreams of his estranged love, and the danger to her soul should she remain divided from him. Some of these dreams were more pleasant than others, and it was during one such a dream, that Audrae facilitated the infiltration of one of her Naer followers to the very chambers of Treid. During his sleep, she had her agent deceive him into thinking that she was Yvithia come again to him. As they copulated, Treid felt the possibility of procreating with his Immortal lover. Not quite understanding in his half-sleep, yet longing for the possibility of having a child with his beloved, he gave in to the conception of a mortalborn. He created her domains within his own, of Sleep, Occultism, and Emptiness.

The Naer agent departed soon after Treid fell into a deeper slumber, but not before stealing a kiss from the Ice King. Little did Audrae bargain with her own Naer's heart going astray from her mistress.

Yet when she returned from her long confinement in Augiery, Artenea refused to give over the mortalborn child to Audrae. That was her final mistake, as Audrae easily dispatched the protective mother, and stole away the child. She kept the child safe deep within Augiery, while she went after Treid, whom her agents said had begun to make his way to Yvithia, to try and reconcile. Before he could reunite with his beloved, Audrae tore his heart from him, and so the story went, how Audrae imprisoned his heart and the heart of a pig in a pair of cursed chests, and left them in the darkest shadows of Oscillus, while Treid's Ellune mourned.

Audrae returned to the chamber where the Mortalborn of Treid was kept, not quite sure what she would do about it, now that her enemy was dispatched and thoroughly defeated. The child was sleeping soundly, and though Audrae tried, she was unable to harm her in sleep. Intrigued by the child's ability, she decided to make her one of her own, and raised her among the Naer of Augiery. There, she lived for centuries, plotting with the dark mother's children, learning the ways of guile and subterfuge.

She learned to hunt with the Naer, and became quite adept at it. However, her sisters noticed something strange about Diana before long. Although the Naer were long-lived, Diana soon outpaced them all in maintaining her lifeforce through the centuries. Eventually living well beyond what they'd expect of any other. Her sisters began to envy the mortalborn's vitality, wondering what could be the cause. Eventually, this resentment turned to action on the part of a sect of particularly petty and vindictive sisters.

On a hunting trip, where they brought Diana out to chase after mortal prey, they'd set her up to take a fall into a deep cavern. They had a sleeping poison on hand, that would ensure she'd never be able to escape the cavern. When inflicted with a wound from the poisoned dart, they locked her down into the tavern, rolling stones into the entrance so that, should she awaken, she wouldn't easily make an escape.

There, she slept until the Cycle of Rebirth 719, when perhaps prompted by the resurrection of Treid or else the Fall of Emea, she woke. Etherstorms and various other natural disasters had since washed away the rock formations that held her cavern in isolation, and she emerged, bewildered. Her skills and acumen for hunting had withered over the years, atrophied by inactivity and slumber. Thus, she set out, alone toward the west of the Southern Continent. She eventually found refuge in a small village on the outskirts of Desnind, where she resided for a few years, convalescing and regaining what she could of her health.




The long-lost Daughter of Treid slept deeply until the moment of the crack in the veil. The Wall came down, and Emea was shut off indefinitely with a unmitigated release of etheric energies across the world. Then, and only then, did she awaken, forced out of her ages-long sleep by a quirk of Emean mechanics. Before waking, she saw someone she couldn’t recognize, just as the rest of Idalos did, draining the life from the King of Nightmares. Then, she was alone in that ruinous cavern, upon the plinth of cold stone, shivering and slowly coming to lucid wakefulness for the first time in many ages.

She awoke having some intrinsic knowledge gathered from non-lucid dreams over the long ages. Nothing very substantial or specialized, but enough to know how to walk, move her arms, legs. The knowledge that she needs to eat, breathe, and cover herself and a few words.

With that in mind, she wrapped her arms across her chest, left without the swaddling furs that had over the ages. The daughter of Treid whimpered as she cast glances this here and about. It was dark in the ruins, but there were steps leading up and out of this place, this hidden chamber within the depths of Valaris. She knew well enough where she was, though she didn’t know exactly how, or even what its position in the larger world was.

So, with tentative steps, she began slipping through the empty ruin, it’s stones chilled by the Cylus drafts that had only begun to blow.

She emerged from the maw of the cavern sometime later, in time to see the suns fading in the distance, as the dark season took hold over the skies. At the first sight of the suns, she nearly lost her strength, and fell to her knees. There, she slipped into unconsciousness again, until the suns disappeared, and she was alone.



It wasn’t until a few nights later, as she slept, protected by her innate invulnerability in sleep, that a group of explorers and hunters happened by her body. Shocked at the sight of a woman unclothed in the middle of the ruins, they feared the worst and swiftly went to examine the scene. When they found that she was still breathing, albeit the shallow breath of sleep, they bundled her in layers of fur. From there, they carried her to safety, to their camp in the south. She slept until they lit a campfire.

She came to bleary eyed, and confused. The cover of furs and woolen fabric frightened her at first, feeling suddenly very confined and weak, with strangers walking about, busy around the campfire. Her eyes flew wide, as she tried to unravel herself from the coverings to little avail. One of the explorers, a stout woman with brown hair and hazel eyes, came to her and knelt beside her, talking in soothing tones and trying to calm her in a language that the daughter of Treid couldn’t recognize.

The mortalborn slowly calmed down then, assured at least that the woman wasn’t a threat. Still, she cast her head from side to side to check her rear, to make sure there wasn’t a nightmare attack creeping up from behind her. Once she was assured of her temporary safety, the mortalborn eased herself, and let the woman comfort her.

They didn’t try to get her to talk for several days afterward, perhaps thinking that she’d suffered from some trauma or otherwise, which robbed her of her voice. The daughter of Treid did know some things, some language, but it was nothing like the language these folk spoke. Still, she was able to communicate eventually, using body language and a manner of pantomime that made her intentions and needs to be known to the others when it was necessary.

She wintered with those people, who were also seeming to suffer from some sleep disturbances, the same as her. Yet she was able to find safety in slumber, and with that managed through the season of Cylus, into Ashan. She learned from them the language of Common, a trade language that was easy to learn and widely used, and so would serve her best.

She spent an arc in Desnind. Yet when the band of explorers disbanded recently, she was left alone, parting ways with them. So she was left with the decision of where to go. For whatever reason, she felt called to travel farther to the North, to Viden of all the places she'd heard of.

When first she arrived in the frozen city of Viden, it took some adjustment, but she was swiftly caught up in the orderliness of the process of receiving new arrivals. Soon enough she found employment at the Devil's Advocate, becoming one of the serving girls there.
Last edited by Diana on Tue Jan 11, 2022 6:31 pm, edited 25 times in total. word count: 1484
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Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

Skills & Knowledges




Skills
Skill Total Points Proficiency
Appraisal (0/250) Novice
Combat (One-Handed Blades) (30/250) Competent
Combat: Unarmed (6/250) Novice
Deception (10/250) Novice
Detection (6/250) Novice
Discipline (30/250) Competent
Endurance (30/250) Competent
Logistics (10/250) Novice
Seduction (20/250) Novice
Socialization (30/250) Competent
Stealth (26/250) Competent
Storytelling- FT (51/100) Expert

Knowledges
Acting (Transfered to Deception
  1. Acting: One can produce impromptu tears by biting one’s lip really hard.
Business Management
  1. Business Management: Offering free samples of your employer's products to advertise them.
  2. Business management: Representing your employer in an official function.
Caregiving
  1. Caregiving: Giving a friend the appreciation they deserve in their rest.
Combat (Blades)
  1. Combat (Blades): The fastest way to a man’s heart is through his armpit.
  2. Combat (Blades): Don’t let them turn your own weapon on you.
  3. Combat (Blades): A swift draw of a blade can save you from getting disarmed.
  4. Combat (Blades): Daggers are best for swift killing, not as much for fighting.
  5. Combat (Blades): One should always carry a back-up blade.
  6. Combat (Blades): Rolling with a blade and an opponent can lead to accidental stabbing fatalities.
  7. Combat: Blades: Severing the soft tissues of the joints is an effective way of 'disarming' someone.
  8. Combat: Blades: Proper edge alignment can make for deeper cuts.
  9. Combat: Blades: A blade that is dull isn't much use as a weapon.
  10. Combat: Blades: Proper care of bladed weaponry involves maintaining the edge with a stone and leather stropping.
  11. Combat: Blades: How best to cut into flesh.
  12. Combat (Blades): Knowing where your weapon is hidden on your body, to maintain swift access.
Combat (Unarmed)
  1. Combat (Unarmed): a sweeping kick to the ankle can bring you down swiftly.
Deception
  1. Deception: A story can serve as an excuse given to evade consequences for being late to work.
  2. Deception: Embellish a story, to make it spicier.
  3. *Deception: Acting: One can produce impromptu tears by biting one’s lip really hard.
  4. Deception: Pretending to be sisters.
  5. Deception: Pretending to be a refugee from the village you yourself had a hand in burning.
  6. Deception: Infiltrating a village, using the host's hospitality against them.
  7. Deception: Telling someone to trust you definitely is a good way to get them to.
  8. x8
Detection
  1. Detection: Noticing silhouettes outside one’s tent.
  2. Detection: Noticing two people you don't want to see together.
  3. Detection: Noticing an intruder in your home.
  4. Detection: Noticing a voice in the windy air.
  5. Detection: Watching for a specific person in a crowd of people.
Discipline
  1. Discipline: Not giving in to panic
  2. Discipline: Focusing on tone of voice.
  3. Discipline: Controlling your sad emotions upon being fired.
  4. Discipline: Fighting tears as you brave the freezing winds.
  5. Discipline: x 2 viewtopic.php?p=175509#p175509
  6. Discipline: Committing to acts of evil that are against one's nature, by considering the victim less than human.
  7. Discipline: Enduring the horror that is a Naerrik Raid, even if on the side of the raiders.
  8. Discipline: Not letting our upset show on the surface.
  9. Discipline: Losing your calm only to regain it.
  10. Discipline: Seeing a dead body as less than sentient/human in order to make cutting it up easier on one's conscience.
Endurance
  1. Endurance: The freezing cold
  2. Endurance: The experience of waking after a long (looong)sleep.
  3. Endurance: The rush of combat can drain your energy, afterward.
  4. Endurance: x 6 viewtopic.php?p=175509#p175509
  5. Endurance: Climbing stairs can take a lot of energy out of you.
  6. Endurance: Enduring the pain of a tattoo needle.
Larceny
  1. Larceny: Grabbing a man's purse when he's passed out.
  2. x10
Logistics
  1. Logistics: Cleaning up a crime scene for the murderer.
Psychology
  1. Psychology: Keep the temperament and personality of the other person in mind as you make up a story to convince and concern them.
  2. Psychology: Discerning true emotions is difficult.
  3. Psychology: When actions and motivations don't match, one can infer some manner of coercion.
  4. Psychology: Noticing another person's interest.
Resistance
  1. Resistance: Strong Beer: A blue brew, that tastes vaguely of berries. A weaker drink.
  2. Resistance: No Regrets: A drug-laced beer that lowers inhibitions severely, and is highly addictive.
  3. Resistance: Alcohol can lower one's inhibitions.
  4. Resistance: A drug-addled haze can lead to strange escapades.
Seduction
  1. Seduction: Leaning toward a person to convey personal interest.
  2. Seduction: Not everyone is desperate enough to respond to flirtation.
  3. Seduction: Convincing a drunkard to come home with you.
  4. x2
Socialization
  1. Socialisation: Spend a season and make connections
  2. Socialisation: A common language helps to build connections
  3. Socialization: Exchanging a simple greeting with a prospective employer.
  4. Socialization: Giving your name, and getting one in return is a simple exchange.
  5. Socialization: Standing stubborn when a friend tries to lead you astray.
  6. Socialization: Don't leave without saying goodbye.
  7. Socialization: Don't leave friends without notice of where you're going.
  8. Socialization: Attending a ball with strangers.
  9. Socialization: Selling interest in your employers product.
  10. Socialization: Piquing interest by showing off jewelry.
  11. Socialization: Finding someone to engage with in a crowded function.
  12. x2
Stealth
  1. Stealth: To evade detection, stay out of the cone of another’s vision.
  2. Stealth: Hide your weapons in the folds of clothing.
  3. Stealth: It’s not hard to creep up on one who’s sleeping.
  4. Stealth: How to find the right time to kiss a slumbering individual
  5. Stealth: Sleeping targets make for easier killing, but don't make too much noise.
  6. Stealth: Having a more experienced sneak with you can shore up your own deficiencies, or else correct 'mistakes'.
  7. x10
Storytelling
  1. Starting Knowledge: Storytelling: Taking notes to record information can help you remember complex story and story structures
  2. Starting Knowledge: Storytelling: Taking notes repetitively can burn story details into your memory.
  3. Starting Knowledge: Storytelling: Using narrative shorthand for certain complex ideas can simplify the telling of a story.
  4. Starting Knowledge: Storytelling: Knowing where to find stories is half of knowing them.l
  5. Starting Knowledge: Storytelling: A Library is a treasure trove full of knowledge and stories.
  6. Starting Knowledge: Storytelling: Some written lore or 'facts' are more or less dubious, but often entertaining
  7. Starting Knowledge: Storytelling: Focus on entertaining before informing.
  8. Starting Knowledge: Storytelling: Keep an audience's attention with a good hook to begin the story.
  9. Starting Knowledge: Storytelling: Personalize the tale to those being read/narrated to, in order to bridge a divide.
  10. Starting Knowledge: Storytelling: Experience is as good a teacher of storytelling as listening to and reading about them.
  11. Storytelling: Story (Excuses Excuses): Or three reasons why I was late to work today.
  12. Storytelling: Tales of Horror come easily to those who are frightened.
  13. Storytelling: Tales of Horror serve as propaganda to glorify the Naer.
  14. Storytelling: Telling a story that’s boring may tend to put those who are already weary to sleep.
  15. Storytelling: Story (The Shipwreck Salvage Cigars): And how Georn got his bits frozen off.
  16. Storytelling: Relating experiences in a way that portrays you in a positive light can change another's perspective.
  17. Storytelling: Stories of the past and future can be told to impress the listener, if they happen to be correct.
  18. Storytelling: Confidence men and soothsayers alike make obtuse references that may seem relevant to one's story, but they aren't.
  19. Storytelling: Message in a Bottle: About a bottle of rum that imparts its wisdom of sleep to the imbiber.
  20. Storytelling: Let the audience tell parts of the story with you.
  21. Storytelling: Sailors enjoy bawdy tales.
  22. Storytelling: Story preferences vary from one walk of life to another.
  23. x2
Tactics
  1. Tactics: A hidden weapon can grant advantage, if your opponent isn’t aware of it.
Non-Skill
  • PC: Diana: Am I a witch?!
  • PC: Diana: Has a supernatural ability to drain lifeforce from prone victims.
Last edited by Diana on Thu Jun 23, 2022 8:43 pm, edited 82 times in total. word count: 1281
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Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
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Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

Skill Point Ledger  [Approved CS]





Thread or Skill Name Points Adjustment Running Total Points Accrued
Starter XP +50 50 0
Socialization -10 40 0
Logistics -10 30 0
Storytelling -20 10 0
Deception -10 0 0
Socialization (Pegasus) 3 0 3
Endurance (Pegasus) 3 0 6
Discipline (Pegasus) 3 0 9
What Needs Must Be +10 10 19
Storytelling -10 0 19
A Knifeless Hand is a Lifeless Hand +10 10 29
Combat (Blades) -10 0 29
Garaian Lunacy: The Return +10 10 39
The Witching Hour +10 20 49
Petals of Red Nightshade in the Snow +10 30 59
Combat (Blades) -10 20 59
Endurance -10 10 59
Seduction -10 0 59
Devil's Reject +10 10 69
Seduction -10 0 69
True North +15 15 84
Socialization -3 12 84
Discipline -3 9 84
Endurance -3 6 84
Combat: Unarmed -6 0 84
Carnifex +10 10 94
Combat: Blades -10 0 94
No Regrets +10 10 104
Stealth -10 0 104
Vitiation +10 10 114
Stealth -10 0 114
Fun With Tenses +10 10 124
Discipline -10 0 124
A Bedtime Story +10 10 134
Discipline -10 0 134
The Wages of Sin +10 10 144
Endurance -10 0 144
Subject Cognito +10 10 154
Anagénnis (Viden's Grand Ball) +15 25 169
Endurance -4 21 169
Discipline -4 17 169
Socialization -14 3 169
Announcement +32 35 169
Storytelling -21 14 169
Stealth -6 8 169
Detection -6 2 169
Combat: Unarmed -1 1 169
The Emptiness of Was, Is, and Will Be +10 11 179
Last edited by Diana on Thu Jun 23, 2022 8:41 pm, edited 56 times in total. word count: 258
User avatar
Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

Metaphysics







Emptiness Meter:
Event Link Units Absorbed/Spent Running Total Victim/Usage Season/Arc
The Witching Hour 3 3 Linus Gaut Cylus/721
A Bedtime Story 2 5 A Drunkard Ymiden 721



Mortalborn Information

Mortalborn Information


Approval: viewtopic.php?f=529&t=25759&start=10
Character Background information: She's more or less a blank slate, having woken up about two arcs ago during the Fall of Emea. Since then, she's had to learn to speak, to communicate, and just find a place in the world. I plan on doing some memory threads with her, maybe a couple, where she picks up just enough knowledge to get by in Desnind.
Character concept: I wanted to do a mortalborn of Treid that was older than most characters on the site, and yet is well explained her lack of skills and development. I think the story below does that well enough.

I wanted to explore the history and deeper lore of magic, marks, Immortals, and eventually Emea with her. In general, I want to play her as a pair of fresh eyes, seeing the world for the first time and acclimating herself slowly to the place she finds herself in.
Appearance:
  • Wavy, dark brown hair.
  • Wide almond shaped eyes with dark lashes.
  • Dark brown eyes.
  • Aquiline nose
  • Statuesque facial features.
  • Toned, curvy build.
  • Height is 6ft even.
Mortal Parent: Artenea, a Naerrik agent of Augiery. She among Audrae's Naer strongly resembled Yvithia with olive skin, dark hair, and sea foam eyes.
Mortalborn story:In the one-hundred and fiftieth arc that followed the Great Shattering, Treid found comfort in the idea of reconciliation. His heart began longing for his estranged love, so far away in Viden. His sleep was haunted by dreams of his estranged love, and the danger to her soul should she remain divided from him. Some of these dreams were more pleasant than others, and it was during one such a dream, that Audrae facilitated the infiltration of one of her Naer followers to the very chambers of Treid. During his sleep, she had her agent deceive him into thinking that she was Yvithia come again to him. As they copulated, Treid felt the possibility of procreating with his Immortal lover. Not quite understanding in his half-sleep, yet longing for the possibility of having a child with his beloved, he gave in to the conception of a mortalborn. He created her domains within his own, of Sleep, Occultism, and Emptiness.

The Naer agent departed soon after Treid fell into a deeper slumber, but not before stealing a kiss from the Ice King. Little did Audrae bargain with her own Naer's heart going astray from her mistress.

Yet when she returned from her long confinement in Augiery, Artenea refused to give over the mortalborn child to Audrae. That was her final mistake, as Audrae easily dispatched the protective mother, and stole away the child. She kept the child safe deep within Augiery, while she went after Treid, whom her agents said had begun to make his way to Yvithia, to try and reconcile. Before he could reunite with his beloved, Audrae tore his heart from him, and so the story went, how Audrae imprisoned his heart and the heart of a pig in a pair of cursed chests, and left them in the darkest shadows of Oscillus, while Treid's Ellune mourned.

Audrae returned to the chamber where the Mortalborn of Treid was kept, not quite sure what she would do about it, now that her enemy was dispatched and thoroughly defeated. The child was sleeping soundly, and though Audrae tried, she was unable to harm her in sleep. Intrigued by the child's ability, she decided to make her one of her own, and raised her among the Naer of Augiery. There, she lived for centuries, plotting with the dark mother's children, learning the ways of guile and subterfuge.

She learned to hunt with the Naer, and became quite adept at it. However, her sisters noticed something strange about Diana before long. Although the Naer were long-lived, Diana soon outpaced them all in maintaining her lifeforce through the centuries. Eventually living well beyond what they'd expect of any other. Her sisters began to envy the mortalborn's vitality, wondering what could be the cause. Eventually, this resentment turned to action on the part of a sect of particularly petty and vindictive sisters.

On a hunting trip, where they brought Diana out to chase after mortal prey, they'd set her up to take a fall into a deep cavern. They had a sleeping poison on hand, that would ensure she'd never be able to escape the cavern. When inflicted with a wound from the poisoned dart, they locked her down into the tavern, rolling stones into the entrance so that, should she awaken, she wouldn't easily make an escape.

There, she slept until the Cycle of Rebirth 719, when perhaps prompted by the resurrection of Treid or else the Fall of Emea, she woke. Etherstorms and various other natural disasters had since washed away the rock formations that held her cavern in isolation, and she emerged, bewildered. Her skills and acumen for hunting had withered over the years, atrophied by inactivity and slumber. Thus, she set out, alone toward the west of the Southern Continent. She eventually found refuge in a small village on the outskirts of Desnind, where she resided for a few years, convalescing and regaining what she could of her health.

Mortalborn domains: Sleep, Occultism, Emptiness.
Mortalborn abilities:

Sleep Undisturbed Sleep: When Diana sleeps, she is unable to be disturbed in any way. She's effectively invulnerable in sleep, immune to cold, heat, and all forms of harm, and needs no sustenance should she become hungry. When she awakens, she experiences an entire bit of time where she's invulnerable, or until she's perfectly lucid at which point her protections are null. Lucidity is the key to nullifying her invulnerability. Were a Dreamwalker to make her lucid, she would not be protected. Being made lucid as per dreamwalking would render her protections null without a similar delay of a bit. Were she to dreamwalk herself, her Undisturbed Sleep ability would not function as it normally does with the invulnerability, and she would not be able to stay asleep indefinitely.

Otherwise, when sleeping and not lucid, she can also sleep indefinitely, for an entire season, or for arcs as desired.

Occultism: Etheric Gnosis: Diana has an intrinsic knowledge and awareness of domain magic, magical effects, as well as marks. When a technique is used near her, or on her, or if she even reads an accurate account of the technique being used, she can perceive their domain or immortal of origin, their limitations and durations. This only extends to Champion and Revealed level custom powers to the point that she can determine the domain/Immortal of origin, but not the exact parameters of the power.

She can also identify a magic item's use just by maintaining a few bits of contact with that item. She cannot divine the uses of various alchemical items, unless they utilize some form of blood magic. However, her soul cannot be marked by any Immortal, paired with a spirit familiar, nor be imparted any domain magics. Her soul rejects such alterations.

Emptiness: Exsanguination:
Diana can drain the energy of a being, whether it be spiritual ephemera, ether from a mage, lifeforce from a mortal or animal, ectoplasm from a ghost, or emotional energy from all of the above. This energy can then be held in reserve, to either give a burst of energy for a break, heal wounds at a moment's notice, or heal them as she's draining her target. The extraction of energy can only be done when the target is lying prone or otherwise subdued.

In mechanical terms, this means that she can drain them in a bit for a break of energy, or enough power to heal a minor wound. This unit of energy can be stored, up to a maximum of 9 bits. No more than a quarter of a being's life force/energy can be absorbed in this way, which amounts to roughly 3 bits absorbed for most humanoid-sized creatures. This does not impair the creature's normal functions, beyond however she decides to dispose of them. Should she choose to leave them alive and well, they will recover within a bit, after being dazed, but won't be suitable to be fed upon for an entire cycle.

She can heal 1 minor wound with 1 bit, 1 moderate wound with 3 bits, and 1 serious wound with 9 bits stored.

These bits can be claimed as loot, when she drains a character in thread and must be linked to when she utilized the ability.

Last edited by Diana on Sun Jul 04, 2021 6:03 am, edited 49 times in total. word count: 1485
User avatar
Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

Possessions



Point Bank Items
  • Bag of the Dead - Need to hide a corpse? Chop it up and shove it in this bag. Whatever dead thing goes inside will disappear into the void without a trace (must be organic matter). Otherwise, the bag looks typical in every way. Living things will not fit within the bag, but their limbs might! Things that disappear within the Bag of the Dead cannot be reclaimed. Once it is gone, it is gone forever. The bag may be used a maximum of four times per season. viewtopic.php?f=353&t=27326&p=177177#p177177
Purchased Items
  • Seasons supply of average drugs (721)
  • 1 Tier 10 Clean-up Kit (Crime)
  • A basic+ quality steel shortsword (For being in tier 4 for an arc)
Starting Package Items
  • Armor: Tier 3 Masterwork padded leather armor. Mostly consisting of faded, gray textile padding with some coverage in brown leather around the joints. The vambraces, shinguards, pauldrons, fauld and gorget are all hardened brown leather.
  • Heirloom: A thick black cloak of velvet. It's covered by an elemental illusion of Shadow Coverage. She often uses it to block the window or wraps herself up in it when she needs some quiet time. The Cavani cloak is on the inner lining of the cloak.
    • Elemental Illusions - This is a design element that may be applied to any armor/outfit/weapon to give it one of the following appearances: Frost Coverage, Molten Rock Coverage, Heat Wave Coverage, Water Ripples Coverage, Lightning Ripple Coverage, Flower-Vine-Moss Coverage, Light Glow Coverage, Shadow Coverage. Coverage means that the element is covering the surface of the armor/weapon. These effects are permanent, and may not stack, meaning you may only use one element per of armor.
    • Cavani’s Cloak - This cloak shimmers a soft color in complete darkness that echoes that of the wearer’s aura. While this item does little to protect against weapons, its strange ability of heating an individual up or cooling them down (depending on the season) makes it an interesting keepsake. Diana's aura is black.
    • Cloak of HIding - Any weapons or valuables tucked within this cloak will not be found by anyone attempting to search for it, as long as they are small enough to hid within a cloak and light enough to carry. The only one who may find the items is the character who hid them. The cloak will not hide a person. viewtopic.php?f=353&t=27326&p=177177#p177177
  • An anthology of stories in a book. (Tier 5 Storytelling Kit)
  • 2 average quality springloaded embersteel daggers (stiletto)
  • Four Average Outfits.
    • Sleepwear: A long nightgown of white wool, along with some leggings. Over it all, she wore a large mantle of assorted furs to keep her warm on Videnese nights.
    • Casual Wear: She wore a light gray gown consisting of one piece, it's long sleeves extending past the knuckles of her hand, and the hem of its modest skirt hanging about the ankles of her feet. On feet, a pair of laced lambskin shin boots, which went beneath a pair of lambskin leggings. The boots and leggings were both dyed charcoal gray. Over her gown, a mismatched layer of brown, white, and gray furs, consisting of a bulky mantle to cover her shoulders. Her hands had a pair of lambskin gloves, lined with snow rabbit fur. Around her waist was wrapped a sash of furs, sewn haphazardly together, lending her otherwise formless gown some shape.
    • Casual Wear:
    • Travel Wear:
  • A small silver necklace with an ice-shard pendant given to you by the group who you spent the winter with.
  • Engraving Quill - A character may scribe onto any surface with this quill.
  • Three Good Outfits.
    • Formal Wear: She wore a yellow gown of thick wool. The fabric was lined and trimmed with black wool, which provided padded covering around the bust and collar of the dress, modestly covering her chest and neck. A thinner trimming lined the hem of her sleeves and her skirt which fell to her ankles. She wore lambskin leggings and boots to ward off the cold. Over the gown, a light mantle of black fur wrapped around her neck and shoulders, while a sash of the same fur color wound its way around her waist, giving her otherwise formless gown some shape.
    • Casual Wear: Yet to be described.
    • Travel Wear: A brown, vested leather jerkin with a white wool blouse beneath, and charcoal black, leather-belted woolen trousers tucked into knee-length boots of brown leather. Over it all, a wool and linen hooded coat of forest green. There were a pair of gloves besides, of brown leather that had ties to knot them together when not in use.
  • Four Average Jewelry sets.
    • An Iron Neck Torc: Decorated with two small fire agates at the end of each pair of tines.
    • A Cobalt body chain: Attached to her torc, wrapping around the collar of her mantle, down to a series of bracelets on her left wrist.
    • 3 Iron bracelets, decorated with rose quartz.
    • 1 Bronze Pendant with a fire-agate. 1 Bronze ring with decorative etchings. 1 Bronze Armlet with floriated wire-work.
Housing


A tier 3 Shanty in the Dust Quarter of Rharne.
  • 1 Large Room: Living area, including a bed, a stand to prepare meals, and storage for belongings.
  • 1 Small Room: Small bathroom with a wash-basin and tub.
Last edited by Diana on Sun Apr 24, 2022 2:52 pm, edited 64 times in total. word count: 904
User avatar
Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
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Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

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Wealth Ledger






Current Wealth Tier:
Item Adjustment Total WP
City Dweller's Pack Tier 5 66
Purchase of Good Clothing: 3 outfits -1 65
Purchase of Average Jewelry: 4 sets -5 60
Wage: Cylus 721 +1 61
Wage: Ashan 721 +2 63
Purchase: 1 Tier 10 Clean-up Kit (Crime) -10 53
Purchase: 1 Season of Average Drugs (Ymiden 721), 1 bespoke tattoo -5 48
Wealth Claim: Ymiden 721 +3 51
Last edited by Diana on Sun Mar 27, 2022 7:41 pm, edited 40 times in total. word count: 71
User avatar
Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

Renown Ledger





Item/ Thread Renown Total
Starting Renown (Pegasus) 15
A Knifeless Hand is a LIfeless Hand +5 20
Devil's Reject 5 25
No Regrets 5 30
Anagénnis (Viden's Grand Ball) 5 35
Last edited by Diana on Tue Aug 31, 2021 9:16 am, edited 12 times in total. word count: 36
User avatar
Diana
Approved Character
Posts: 111
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mixed Race
Profession: Alibi
Renown: 35
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 4

Milestones

Miscellaneous

NPCs






Current NPCs:
Tovan Belne

Image
Name: Tovan Belne
Race: Eidisi
Date of Birth: 14th of Saun 662
Languages Spoken: Fluent Common, Fluent Dehasin (Eidisi Multilingual).


Skill Table
Skill XP Level
Investigation 30 Competent
Stealth 30 Competent
Combat: Blades (1-hand) 30 Competent
Intelligence 20 Novice


Appearance/Biometrics: Standing at 6'1", with pale blue skin, milky eyes, and off-white short-cropped hair. His build is average. He usually opts for practical clothing, in layers depending on how cold the climate is. He bears a wide scar, consisting of some deformed skin and flesh along the bridge of his nose, down to his cheek.

Personality: A freelance bounty hunter who has no love of the Intelligence Authority or the Viden Military. Although sometimes his line of work necessitates cooperation, he often operates outside of the confines of their regulations. This makes him uniquely useful to clients, but also a liability of sorts to his more legitimate counterparts. Nevertheless, he's a mostly law-abiding citizen of Viden, in good standing. He's not without his flaws and is said to have a weakness for fanciful and sensationalized accounts of events.

His main points of contact are in the seedier sections of Viden. The Brothels, the Devil's Advocate, and the slave auctions and black market.

Backstory: Tavon grew up like many Eidisi, getting top-notch education from the finest instructors. From an early age, however, he bucked conventional wisdom and long-held truths, often questioning his teachers, challenging their lessons and views. It became apparent through examination by professors placed higher than his primary educators, that his was an advanced intellect, able to deduce and break down logical inconsistencies to a bare resemblance of the initial equation.

This bucking of conventions continued into his time in the Academy, as he resisted any attempts to corral his independent and critical thought with dogmatically held views of his professors. He hated the rigid inefficiency of bureaucracy, which continued into his professional life as he saw that the Intelligence Authority would attempt to recruit him for their own. However, he purposely underperformed on his final exams, just enough so that he wouldn't qualify for consideration by the Intelligence Authority. Thus he was free to go into business for himself.

There, he lived a somewhat humble existence as a freelance investigator. It wasn't a proud existence, but it challenged him enough to keep him marginally entertained. And it kept his hands free of the shackles of the bureaucratic nonsense of the IA, while outside the orbit of Viden.

His relative freedom from the Intelligence Authority has also afforded him chances to travel abroad, and he's established contacts as far away as Athart, which is how he picked up a bit of the slave tongue of Dehasin. He often finds communication with slaves in Viden and Athart to be a fruitful way of gathering intelligence and information for his job.

In-Game History Thus Far: TBD

Relationship to PC: Fixer, protection, liability, potential employer.


Approval: viewtopic.php?f=369&t=26030
Intelligence 10-20: viewtopic.php?f=529&t=26181
Strifa Nelschilde



Name: Strifa Nelschilde
Race: Human
Date of Birth: 15th of Ymiden 701
Languages Spoken: Fluent Common, Basic Common Sign

Skill Table
Skill XP Level
Gardening 30 Competent
Medicine 30 Competent
Caregiving 30 Competent
Detection 5 Novice
Resistance 5 Novice


Appearance/Biometrics: She stands at about 5'9", with dusty blonde hair and a fair complexion. She has amber eyes. Her build is average, not athletic.

Personality: A caring and nurturing individual, Strifa is training to become a nurse, with ambitions of one day running the infirmary. She has a bit of a drinking problem, which Diana is all to happy to indulge, as her antics never cease to entertain her Hex-mates. She's often found after a party to be passed out on the floor of one of her Hex-mate's flat. She's very outgoing, and enjoys being the center of activity in her small circle of friends and students.

Backstory: Strifa was born and bred Videnese. The daughter of a porter, she grew up in that family fairly happy and carefree. Her father provided most of the bread-earning, while her mother worked hard to raise her and her siblings, and keep the home respectable.

On coming of age and completing all primary education, she enrolled in the Academy, in the Institute of Sciences for Medicine. There she hopes to make good her ambitions of being a head-nurse in the Infirmary and possibly work as a house doctor for influential aristocrats.

In-Game History Thus Far: TBD

Relationship to PC: Hex-Mate, Neighbor, Friend.


Approval: viewtopic.php?f=369&t=26030
Memory NPCs:
Vanaia

Image
Name: Vanaia
Race: Naer
Date of Birth: 46th of Ymiden 432
Date of Death: Unknown
Languages Spoken: Fluent Common, Basic Euthic Sign


Skill Table
Skill XP Level
Combat: Unarmed 30 Competent
Hunting 30 Competent
Stealth 30 Competent
Torture 10 Novice


Appearance/Biometrics: 5'10" tall, with an athletic build. Her illusion is fair-skinned, with lavender eyes and long, pale blonde hair. In shadow form, her edges are more wicked, with long claws, spindly limbs, and purple eyes.

Personality: Cruel, vain, clever, and severe, she has a penchant for cruelty that she brings to bear against the enemies of their clan, and the enemies of Augiery. Her soft spot might be her self-assurance and vanity, and swiftness to anger when those attitudes are upset.

Backstory: Vanaia is a soldier for Augiery, through and through. She was born and raised into the covert slaving raid parties, where she learned to dole out brutality and cruelty in equal measure. She was responsible for the claiming of numerous slaves for the state of Augiery during her era.

Much of the rest of her story is clouded in Diana's memory. Memories that become clear as she's exposed to certain stimuli in dreams or in the waking world.

She's actually related to the clan that spawned Diana's own mother, so many centuries ago.

In-Game History Thus Far:

Relationship to PC: Guardian, Clanmate, Great Grand Neice many times removed.


Approval: viewtopic.php?p=169954#p169954
Dyffre
Image
Name: Dyffre
Race: Ellune male
Date of Birth: 81st of ZI'da 510
Date of Death: 24th of Cylus 559
Languages Spoken: Fluent Common, Broken Common Sign


Skill Table
Skill XP Level
Fieldcraft 30 Competent
Navigation 30 Competent
Combat: Ranged 20 Novice
Leatherworking 20 Novice


Appearance/Biometrics:

Height: 7'8"
Weight: Slightly heavy for his height.
Build: Muscular.
Hair: Frosty
Eyes: Light gray
Complexion: Frosty white.
Tattoos/Scars/Features: Bladed scars around his mouth and parts of his neck.
Typical Attire: The furs and hides of his trapped quarry.

Personality: Gruff, silent, and protective. On the other side, grumpy, incommunicative, and paranoid.

Backstory: Dyffre had ranged on the southern continent for much of his life. He was born to a couple of ellune merchants/travelers. When he came of age, he set out into the world to find his fortune, but ended up settling for the life of a quiet woodsman in the south. He lived for many years in this way until he ran afoul of a group of Naer. He met a pair of the women on his travels, finding them in peril and helped them out of it. When the rest of the Naer came looking for their stragglers, they didn't take kindly to Dyffre, and it ended poorly for him.

In-Game History Thus Far: TBD

Relationship to PC: TBD


Approval: viewtopic.php?p=177502#p177502
Despona
Image
Name: Despona
Race: Naerrik
Date of Birth: Cylus 23rd 395
Date of Death: Unknown but definitely dead by now
Languages Spoken: Fluent: Euthic Sign, Grovokian. Basic: Common, Common Sign.


Skill Table
Skill XP Level
Combat: Ranged 30 Competent
Linguistics 30 Competent
Intimidation 20 Novice
Tactics 20 Novice


Appearance/Biometrics:

Height: 6'
Weight: Average for her height.
Build: Average, toned.
Hair: Brown
Eyes: Blood red
Complexion: Light-skinned.
Tattoos: A wisp of shadow running up her left arm.
Typical Attire: She oft wears the battle-gowns of the Naer, with armored portions on top of the layers of sumptuous fabrics.

Personality: Despona is renown for her cruelty toward the charges that are left to her. She's a drill-sergeant of sorts for the Naerrik, often relegated to reeducation for those who are deemed to need it. She enjoys inflicting pain on her charges, with little regard for their 'comfort level'. Pain is a lesson to be learned, in her world.

Backstory: Despona is a trainer of Naerrik warriros, who lived in Augiery in ages past. She ran a small finishing school in some of the less affluent portions of the city, instilling attributes in the Naer under her 'care' that will ensure their survival on the surface world. Having lived a long time, and taken part in many raids, she is uniquely positioned as a tutor for young Naer in Augiery who wish to leave the city and infiltrate the wider world.

In-Game History Thus Far: TBD

Relationship to PC: Occasional disciplinarian and teacher.


Approval: viewtopic.php?p=177501#p177501
word count: 1527
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