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Post by Aesalon Thu May 21, 2009 6:14 pm

The first few of these will be some of my favorite characters from old 'roll the dice' RPGs - I don't know yet what I plan to use, so I am going to start light and just edit/add as I have time.


#1
-Character Name: Elandor D'Ariadae (Sunslayer)
-Profession: General Command - Damboran Elite Calvary, formerly court poet to Aliesse, Queen of Dambor
-Age: 31
-Ht: 5' 10"
-Wt: 175 Lbs.
-Hair Color: Black
-Eye Color: Grey

-Demeanor: Once Elandor (the poet) spent his hours writing songs about the joy of life and the brightness of the sun - this man truly felt joy in his life, he would greet any and all with cheer. Now Elandor is called Sunslayer by the men who follow him. He has shown them again and again that he will go to any length in his service of the Dambor heir. (whosoever that may be.) He appears melancholy at the best of times and dark and brooding at others - his acceptance of the end of all things that he has ever loved is absolute, duty seems to be his only remaining passion.

-Clothing: Elandor D'Ariadae lives in the battle armor of the Elite Calvary, and expects to die in it as well (as have all those who wore it before he ascended to General Command.) The black half plate armor is battered and badly in need of repair, the chainmail linking the plates shows holes where weapons have pierced and ended the lives of former generals. The only remaining concession to his former life is the silver ring bearing the seal of the Literary School at Khalesbridge where he had learned to play the lyre and create rhymes. The ring on his other hand bears the seal of the royal family of Dambor signifying that until the heir is found that he, Elandor the poet bears the burden of leading this small nation.

About Elandor: Elandor was originally an NPC created for a D&D campaign that I was creating (from scratch) about 15 years ago - Unfortunately the semester ended and my players never got to meet him, when I decided to scrap the world, I couldn't part with Elandor, so I kept him alive. His premise is that of the 'reluctant warrior' - I have always been infatuated by the idea of someone who loved something so much that he spent his life becoming the apex of that profession (court poet) and then he finds out that during a single event (invaders came and slaughtered the Queen and most of her court) that he had missed his true calling...and that calling was something that he hated. (war.)
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Aes cards. Empty The Isle of Taalin

Post by Aesalon Fri May 22, 2009 1:52 pm

The Isle of Taalin
The Island proper is a landmass running about 700 miles from the Pale Spires on the north coast to the Boglands that are the prime characteristic of the south. Off the coast to the north the Spires extend the reach of the island as the lightly inhabited archipelago reaches further north another 300 miles, dotting a curved line of islands to the north and west, the last of these resting in the shadow of the Black Shroud that surrounds Taalin in every direction.
On the east coast of Taalin lie the lands of independent dukes and petty monarchies, each city a small nation, this fertile area is truly the life of the island. Some 500 miles across the island, crossing over the southern reaches of the Pale Spires, is the nation of Dambor and the extremely productive ranch land that supports her.

Special Conditions of Taalin:

-Magic: Magic in Taalin exists, but is at best an unreliable factor – there are locations around the island where any magical energy is nullified, then there are pockets of amplification as well. The art of magic study is all but lost to the population of this island, most fear a repeat of the mistakes that led to the wars nearly a millennia ago that were called the Mage Wars, or are simply referred to as ‘Apocalypse’. People born with the ability are often exiled or even executed as soon as any sign of natural magical ability is detected.

-The Black Shroud: Between 150 and 300 miles from the shores of Taalin in every direction there is a great black storm, called by most the shroud (On a clear winter day in the north the shroud is visible as a dark line at the edge of the horizon.) No sailor living today has even attempted to cross the shroud, and tales of the horrible creatures that live inside are told to frighten children in every household from the palaces of the Sea Kings to the poorest cattle farm in Dambor. The Shroud appears from close inspection (for those brave enough or unlucky enough to come within a few miles of its base) to be a mile-high wall of dense swirling black fog. Its origins are unclear – as there are no stories about the beginning of the Shroud, many believe that it always has been there.

- Thinning of the Veil: Various dimensions are collapsing and folding into Taalin (Why and how is a story unto itself.)– Until the Mage Wars the Isle of Taalin was inhabited by humanity in all its variations, but no other creatures of fantasy were known inside the Shroud. Something during this great war has caused an escalating series of tears in the veil between dimensions, and small groups of mysterious creatures have crossed through rips in the veil at various times. These may be the sources of many of the strange tales that are being told in pubs across the island. (For this reason, almost anything is possible in Taalin – in small doses.)

**The Necre: The most recent dimensional collision was a place inhabited by beings of pure negative energy (or Necre) These being feed off of Kinete (life energy) and they require it to continue to exist. (It is unclear if these beings seek out dimensional pockets to feed on, or if this crossing was complete chance.) When a Necre finds a victim and feeds there are two possibilities. If the prey is an animal or human without any powers of magic (Or if the attack takes place in a null magic pocket.) then the life is drained and all that remains is a dried husk. If the prey is a human who has magical potential then in Necre is drawn into the being, creating a variation of the undead.
-People with small, diluted amounts of power will become ravening mindless hunters, ghouls who still hunger for Kinete, but cannot feed upon it – After a time of weeks or months the Necre will ‘starve’ and the body of the victim will simply collapse.
-For victims with slightly greater potential for magic, being attacked by a Necre will result in the Necre being forced into a permanent state of demi-humanity. (They will take on the appearance of the victim, though they will remain as beings of energy.) These wraiths will continue to feed upon kinete, and may live in this form indefinitely.
-For victims who would have had potential to reach arch-mage status or if the attack takes place in a pocket of magic amplification the victim will forge a symbiotic relationship with the Necre, though the need to feed on Kinete is still present, they can control the hunger for months at a time. (Fasting for this period though, is likely to result in a need to gorge eventually.)

Misc. :
The world of Taalin is set with a technology level equivalent to 14th Century Europe
Any campaigns set here will take place before most events described in the character description for Elandor D’Ariadae – He will have just been named court poet of Dambor.


Last edited by Aesalon on Tue Mar 30, 2010 9:40 am; edited 4 times in total (Reason for editing : Spacing)
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Aes cards. Empty Peoples of Taalin

Post by Aesalon Fri May 22, 2009 6:00 pm

-Damboran: Dambor is a confederacy of 9 duchies ruled by a queen who is elected for life. (Each certified blood member of the duchies' ruling families is allowed a vote, this law has caused the families to encourage a great number of children.) The nation outside of the capital and the strongholds of the duchies is sparsely populated by a hardy breed of ranchers, who raise the cattle and horses that fuel the economy of Dambor.
The Elite Calvary of Dambor has is the most respected fighting force in Taalin, and Damboran children dream of one day being chosen to train with them.

-The Sea Kings: In all there are 17 of the 'Sea Kingdoms'. These city-states grew from small fishing villages along the eastern coast of Taalin. The Three largest of them: Tyon, Paelle and Ulamat are large enough to be considered true cities, the others would be more properly classified as fortified towns - yet the rulers still call themselves kings. These crowns are bought and paid for by the bounty of the sea, the boat master with the largest fleet is often the one who is called Sea King in each town.

-The Interior Peoples: The wedge of land between the lands of the Sea Kings and the Spire Mountains is dotted with freeholds, fortified villages, often run by village councils and having little to do with anyone outside of their lands. (Though they trade goods with both the Sea Kings and the Damboran ranchers.)

-The Bogmen: The Southern Coast of Taalin lies only a few feet above the surface of the sea, resulting in miles upon miles of sunken swamp - the Bogmen (Called "Mudders" by the the people of the Sea Kingdoms) have lived here since before the Mage Wars, and with the sallow skintone and the soggy brown eyes that are common amongst the people, they truly seem to fit. The subsist by hunting frogs and lizards and farming small tracts of less flooded land..
While they are completely human, this people group shows uncanny speed and agility.

-Creatures: Available to play. (If there are ideas just message me.) But I would prefer to keep these 'in the shadows' for now.


Last edited by Aesalon on Tue Mar 30, 2010 9:43 am; edited 1 time in total
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Post by Aesalon Sat May 30, 2009 10:08 pm

Peter Allen Sayles

Ht: 5' 10"
Wt: 166
Age: 28
Hair: Sandy Brown
Eyes: Green
Occupation: Accountant (Temporary Services)
Education: Batchelors Degree: Business, from Empire University
Abilities: Latent Arcane Knowledge

History: Pete was born in a midwestern cult compound called the Enclave, Marcus Gordon, his father was a high priest who was also called The Magi, and his mother was Anya Gordon, a local woman who had converted before marrying Marcus. Over the first two years of his life Peter was the object of much talk around the compound, as the priests all saw much potential within him and so they began the include the boy in the dark rituals each night.
It was at this time that Anya began to fear that the cult was more than just a center of religious learning, and she decided that she would take her son and flee the compound to begin a new life.
A week later, Marcus was travelling to meet a mysterious and rich benefactor when Anya fled the compound in the dark of the night, young Peter in tow. Anya and Peter began to go by the name Sayles, and so began the life on the run.
Peter always knew his mother as a frightened woman, the deadbolts, the sleepless nights. He grew up watching her peer out the windows at the shadows of the streets in whatever town they were residing in that year - being watchful and suspicious was second nature to him.
His third year at the university, his mother died - leaving Peter and his acute case of social anxiety disorder alone to cope with the world. After graduation, Pete's stellar class record got him interviews with a number of fortune 500 companies - unfortunately, in those interviews he fell flat on his face, leaving temporary work as his only real option.

Genre: Modern
RP's: The Pub


Last edited by Aesalon on Wed Jul 01, 2009 2:02 pm; edited 1 time in total
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Post by Aesalon Fri Jun 05, 2009 2:56 pm

Name: Yanarin Alannon

Race: Human

Age: 20

Gender: Male

Appearance: 5 Foot 7 Inches tall, 160 pounds. Wears the sand colored robes of the Brotherhood of Alannon. Burn scars on the hands and arms are mostly covered by the robes. Hair is brown, Eyes are brown.

Equipment: Carries a footman's war hammer and a single hatchet that is balanced as a throwing axe.

Background:
The Brotherhood of Alannon: A semi-religious group, the Brotherhood is represented by a scattered group of small monastic communities throughout the known lands. Known for taking in the orphans and unwanted and raising them in the way of a useful trade, they are usually very seclusive and have only minimal contact with the outside. Every child taken in is tatooed with the circle within a circle upon thier left wrist. Upon choosing a vocation at age 14, they are then also given the brand representing that vocation. (A Hammer for blacksmithy, a Scythe for farming, a quill for scribes, etc.) This tatoos floats above the concentril circles. Upon reaching the age of 20, they are given the choice to stay with the Brotherhood or to join the world outside. (About half of them chose to strike out from the monastery.) Those that go are given a small amount of money, and some basic tools required to ply the trade. Those that stay are rewarded with a third brand - that of the intwined snakes representing wisdom. (These tatoos when completed run from the tails of the serpents just above the left knuckles to the heads of them about 6 inches up the forearm.)

Yanaran was orphaned by a plague at the age of 4, and was given into the care of the brotherhood, in his youth he was a solid student in every vocation, but because he felt drawn to the quiet Elder Umil he chose the way of the blacksmiths. Umil saw much promise in the boy, and shared with him both the Anvil and the Wisdom that it holds. "Fate is like this Hammer" he would say, "You are nothing but untestested metal, waiting for Fate to create you. The hammer struck when your parents died and you were brought to us, and again when you made the choice of schools. Do not fear, boy, the hammer is always hovering above us, and no one knows whence it shall strike it next blow."
Yanarin never acheived great height, and leverage is a great boon to shaping metal, to compensate he used a smaller hammer to facilitate quick strokes, and when his time for the final choice came, he was able to forge plows and fighting blades better than any of the other students.
When the day came, he chose to bear the sand-colored robes om the brotherhood.
Two days later he received his wisdom and with it the knowledge that the brotherhood had kept hidden from outsiders and students alike. Elder Umil brought him to the forge that day. "What you are about to see IS the brotherhood, keep it to your heart, closer than any friend." He then turned to the forge and began to sing, it was a low, haunting song that brought Yanarin's young mind to thoughts of deep caves, and the secret stones held therin. He noticed then that there was an ignot of slag sitting atop the anvil, and before his eyes, the ore began to separate, pooling in liquid as he had often seen the softer metals do within the fires of the forge - yet this gave off no heat..."magic" was the word that Yanarin had whispered - and indeed it had been.
That night had been almost a year ago - the Monastery upon Greylock Knoll was destroyed, everyone who had been there - the Elders, the Students, the journeymen - all had been slain. Yanarin had escaped the fate, though he often wishes that he had died there with his brothers.
Now Yanarin, last of the Greylock Alannon is seeking the truth about the death of those that he cared about - a quest that has found him aboard the seagoing sloop "Hawkwynd."

Genre: Fantasy Adventure
RP's: The Brooch of Tel'Keriath


Last edited by Aesalon on Wed Jul 01, 2009 2:01 pm; edited 1 time in total
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Post by Aesalon Wed Jul 01, 2009 1:56 pm

Andrew MacInnes

Name: Andew 'Drew' MacInnes
Age: 22
Gender: Male
Powers/Abilities: Probability Manipulation
Occupation: Professional Gambler, mob pawn.

Genre: Andrew is fit for Super Power/ Super Hero RPs
RP's: We Are One
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Post by Aesalon Wed Jul 01, 2009 2:01 pm

Name: Cullen Thomas Edison

Age: 28

Gender: Male

Race: Human

Originates From: Born in Hilo, HI, raised in Harlan, IA.
Since turning 17, Cullen has not resided in any one place for more than a year.

Reader Abilities: None

Appearance:
-Ht: 5"11' / Wt: 195
-Hair: Black, Military flat-top cut
-Eyes: Brown
-Build: Well muscled, broad shoulders
-Clothes: In his current occupation as private bodyguard, Cullen is required to wear a suit, though his clothing preferences runs toward the practical and comfortable. Wrangler jeans and discount store shirts are the bulk of his private wardrobe.

Personality: Cullen is prone to bouts of melancholy, and only seems to be truly content when he is in a life-or-death situation. He very rarely shows any emotion, and has an unearthly control of his temper. Cullen's dark moods have been more common since the loss of his younger sister 3 years ago.

History/Bio: Cullen Edison was born in Hilo Hawaii, His father was an electrical engineer and his mother managed a SCUBA Outfitter. When he was 7 Cullen's mother was murdered - about a year after the murder, the remains of Cullen's Family (His father, 3 year-old sister and older brother) moved back to be closer to his father's family in Iowa.
Through High School, Cullen excelled as a Running Back in Football and was a multiple medalist in track & field, and in spite of a number of scholarship offers to the University of Nebraska, Iowa and Iowa State, Cullen chose to enlist in the army upon early graduation from high school.
After the army, where he served as a Special Forces sniper/ munitions expert, Cullen served as a police officer/SWAT specialist for 3 different departments. (Boston/San Diego and Dallas - none of them lasting more than 8 months.) He then spent a little over a year as a semi-pro MMA fighter - expanding his hand-to-hand training beyond what he had learned from the army. It was during this time that his sister was kidnapped and never found - Cullen quit fighting and went back to Harlan for 3 months to help console his nearly suicidal father.
The following 2 years of Cullen's life were spent working for a private security company as a bodyguard where he met Alvin Foster, the richest man in Oceana. Foster owns acres in Australia that are numbered in the 7 digit range, split between roughly 600 ranches.
Six months later Cullen has found himself on Foster's private payroll. (Cullen's employer had informed him that the offer was one that they could not refuse.) A year ago, Foster's 17 year old daughter, had been assaulted in an attempted kidnapping - somehow the autistic girl had kept herself out of their hands in the house long enough for the police to arrive, the nanny and another employee of the Foster household were unfortunately killed in the attack. The girl, Rachael was now Cullen's responsibility.

Other: Cullen has a natural inclination to understand firearms and weaponry, his sidearm of choice is a Kimber M1911 .45 - he carries 2 in jacket holsters - the grips of his right hand pistol have his mother's name: Maria Jayne Edison and the grips of his left hand pistol is engraved with his sister's name: Jacqueline Leah Edison.

Genre: Modern
RP's: In Scripts of Red
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Post by Aesalon Wed Jul 01, 2009 2:04 pm

Name: Rachael Nia Foster

Age: 18

Gender: Female
Race: Reader

Originates From: Australia (Sydney)

Reader Abilities:
-Reading Present Scripts (This entails almost her entire preception of reality, she 'reads' scripts in a language of colors and picks them up from everything she sees.)
-Power projection (While unable or unwilling to defend herself physically, Rachael has the ability to lend 'help' to her caregiver in various forms - this power is unpredictable both in it's consistancy and in the form that it takes.)

Appearance: Pic is coming.

Personality: Rachael is a non-communicative autistic, she rarely smiles except at her father. She seems to be very attentive at times, though has been known to withdraw completely from social interaction, even with those who care for her.

History/Bio: Rachael was bounced around to all of the best doctors in the world from age 4 until 16 - Alvin Foster felt that medicine MUST have a way to treat his daughter's condition, but when she was away from home, it seemed that things always became worse. Two years ago, Foster brought his daughter back home for good, still praying that some cure for her condition could be found, but hoping to give her as great of a life as he was capable until that happened.
The kidnapping attempt occurred just under a year ago, one month before her 18th birthday - A dozen men had broken into the house, in an attempt to kidnap the girl, her nanny had managed to call the police but was killed before they arrived. Rachael had been found kneeling by her body.
Alvin Foster's response was to hire a small military to guard the house along with a number of personal bodyguards for Rachael, none of which lasted more than a month, until Cullen was hired. His colors were blue, streaked with grey and white, a sad and beautiful thing compared to the splotchy browns and blacks that covered the other 'friends' that father had brought for her - the autistic girl found that amazing, and bonded with the American.

Other: Rachael's ability makes her an incredible judge of character and intent.

Genre: Modern (Specifically written for 'In Scripts of Red')
RP's: In Scripts of Red
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Aes cards. Empty Valus

Post by Aesalon Mon May 24, 2010 1:38 pm

Name: Valus Carberrin Xerius III (The Argent Fox)

Gender: Male

Age: Age Unknown, appears to be in his mid 50's - early 60's

Race: Human

Appearance: Ht: 6'2" * Wt: 188 * Hair: Silver/White, worn long, but tied back with a leather cord * Eyes: Pale Grey * Build: Wiry - long limbed * Features: Weathered face with prominent nose and brow, jawline is slightly pointed and is almost perpetually covered by a shadow of a long drooping mustache. (Also silver/white in color.) Valus wears a full length grey hooded cloak over undyed sandsilk breeches and tunic.

Personality: Valus has an extremely high opinion of his abilities (in some things, rightly so.) and by extension he will come off to strangers as being aloof at best and egomaniacal at worst. He is completely cynical about almost anything that is not cash or fame related, though, he is also a trained and talented actor, so should the appearance of kindness seems to be in his best interest, he will be more than willing to play any part. His only real soft spots are for his children, (of which there are 32 that he is aware of, and many more that he suspects.) and his quest, which he is beginning to despair of ever acheiving.

Abilities: The Argent Fox is Valus' stage name, he is an exceptionally talented actor who is also skilled as a singer and can play a number of instruments. He has a frighteningly perfect memory, this applies to hearing new songs or stories, it usually only takes one telling and the Argent Fox can repeat the story nearly exactly, including inflections and accents. Over 45 years of roaming the country and sleeping in bushes he has also learned to defend himself rather well, he is a master knife thrower (Which he uses as part of his act at times.) and is nearly at master level with his light Bo-Staff/Walking stick. Valus has at one time or another had light training with Medium Swords and Axes.

History:
-Youth: Though the story alters with each telling, Valus was born about 60 years ago to a travelling show somewhere on the northern plains. The boy was raised to be a showman, and he proved to be a natural. When he was 19, the troupe visited a small fishing town called Rhi'At and there his life took a tragic turn. The villagers accused them of kidnapping two missing children of the town. All of Valus' people were killed that day by the raging mob. Valus was left for dead, but crawled away as the camp and wagons burned.
-Mid-Life: For the next 20 years Valus wandered around the continent, always moving on, never growing attached, he never wanted for work, and making money came easily to someone with his talents. One day he rode into the remains of a small fishing village, and it took him only a few moments to realize that it was Rhi'At. Standing in the middle of the square was an old woman, wearing a tattered robe and leaning on a staff. She was a Soul-Eater, behind her eyes could be seen the pleading faces of those whom she had taken to feed her power. She teased him in the voice of his mother, of Eann the girl that he had loved, then she spoke in the voice of the village children, the two that his people had been accused of taking. He attacked the woman again, in rage - but with a flick of her hand he was launched away. She then began to speak: "Valus" Her voice sounded as though hundreds were speaking, "You may spare them this eternal agony, you must only capture for me 10 spirits of Magri - demonkin." She handed him a small blue stone on a chain and said. "Be swift, child of man."
-Elder Years: Over the years Valus has seen little beyond stories of stories that the Magri still exist, or even ever did. Now he no longer feels anything resembling hope of success, but still carries around the blue stone. A year ago, while entertaining at an earls castle on the desert frontier Valus heard a story from a Golden Knight of a sighting in Iarad, and some sparkle of hope renewed as he rode for the great city without taking the earls payment for the show.

Equipment:
-Bo Staff - doubles as a walking staff
-Brace of 5 throwing knives, worn bandolier style across his chest.
-Bleakstone: worn on a silver chain around his neck, the witch told Valus that this stone was needed to seal away the souls that she would trade for those of his family, Valus often questions if there are any magical properties at all, but cannot force himself to throw it away.
-Horse - Tribus, a brown stallion with white markings. Tribus has been with the Argent Fox for over a dozen years, and was a gift from a southern duke for a particularly entertaining show. The horse shows an unwavering loyalty to Valus.
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