Allennia
05-09-10, 12:22 PM
Not an update per say, simply a rectifying shift towards a standards profile format. Nothing has been added, but the 'pip' system used formally has been removed in favour of the standard skill grade. Not to abuse the profile, but to allow for easier and less complicated updates in the future. Anything that has been approved in spoils prior will be ran past the Realm of Greeting at next level up as usual. If the power level needs to be adjusted, I'd rather do it now then update, as opposed to alter/update. Thank you for your time.
‘Turn Your Face To The Sun, And The Shadows Fall Behind You.’
House Isould Heraldry Tale
Name: Abhorrash Alvin Isould
Alias: Abhor
Age: 28
Gender: Male
Race: Human
Alignment: Chaotic Good
Height: 6’
Weight: 135llbs
Place Of Birth: Corone
Eye Colour: Cyan
Hair Colour: Brown
Occupation: Mercenary Scholar
Class: Red Mage/Knight
Religion: The Pantheon
History/Premise: West of Concordia, between the vestiges of the ancient forest and the rugged coast South of Radasanth rests the valley of seven houses. Such a place is oft forgotten and those few that remain beyond the valley’s confines that know of it, pay it no heed, casting it in the light of an ancient relic. It holds great history and it’s people guard it devoutly, but those with power are not fearful of a weaker force, and those with knowledge know all there is to know from the Seven Walled Library. The valley houses seven fortress houses, included in many are small villages, some on the sides of cliffs to form little hideaways, others in walled circles at the heart of the valley’s central plain. In one such house, that of Isould, we find Abhorrash and his kin. The noble House Isould is the current reigning nobility, it’s lord is head of the council, and it’s knights and small battalion of soldiers and archers are the governing force for disputes between the houses. Abhorrash is the son of the nobleman Icklay, the Lord of Isould and master amongst the Knights of Seven. He is a bright and kind soul, learned and forever exploring the world beyond his own through the medium of books, guesswork, and accosting whatever strange travellers happen upon the valley.
Isould is on the valley’s Eastern side, and is spread around in three conclaves on a rocky outcrop covered in pine trees and marigold bushes. The central conclave is the house itself, surrounded by high walls and avian bolt holes for archers to slay attackers from secrecy and length. The second is the tower, Abhorrash’s study and the home of the Seven Walled Library, the third is adjoining, and is a small forested village of roughly a hundred commoners and merchants, guarded day and night by the house guard.
Abhorrash was born into nobility and as such, grew up learning the skills of knighthood and diplomacy, tools required to become the lord of the house one day, and to rule on a seat in the council of Seven. The council has twenty two seats, one for each of the seven lords. One each for the advisor of each lord, and one for his heir or confidant. The twenty second seat is taken by the Magister, a presiding mage or wizard who at this time is the Lord Jurran. Abhorrash’s magical teachings stem from Jurran’s beneficiary, and their mutual adoration for the mystical. In a sense, it is Jurran’s teaching that has brought Abhorrash to his current state of mind, to him needing to leave and explore the world for real.
The Seven Walled Library is as the name suggests a great hall with seven walls, capped with a great dome and tower. The library itself is moved to the site of the ruling House when it is elected once every five years at the council chamber, which sits separate from the seven houses at the heart of the valley on a great plateau of magically summoned rock and ice. The library holds books from all over Althanas, historical tomes on each kingdom, each king, each Thayne and fallacy, bound for eternity, or until the seven houses fall apart. Few can remember how the valley was discovered, or why the Seven Houses number seven, but all that is known, is that seven and the council make eight, and eight is the number of magic itself. Something is kept here, and it is the place of Isould and it’s children to ensure the library is kept safe, kept away from the world, and that they retain their seat of power and ensure the current state of peace, politically, militarily and religiously between the houses stays just so.
Thus the valley is a dire and boring place for the adventurous. Although skirmishes break out between houses over disputes, wayward daughters and forlorn sons, it is not graced with war or famine, and the council grows weary of having little to discuss. (The history of the houses and the npc relationships will be brought to life in threads, as opposed to detailing what amounts to a book here, the bio is long enough already, so this should serve as a scene setter or overview of the valley and the political motivations and constructs of it’s inhabitants.)
Personality:
Fall, and I will catch you. Weep, and I will hold you. Fear, and I will save you. Love? You are on your own.
A long time ago I used to feel part of something. A long time ago, I felt inspired, alive, part of a transient thing. In the diminishing sense of time I have come to lose all such lust for passionate arias and discourse in the dark, I am a broken mind, a broken man. Where once we shared council and talked of our desires and our freedom, we now discuss nothing more than idle pedantry, chatelaine courtship and ironic occurrences at dance, regalia and midnight ball. We are soulless, bourgeois puppets to our own fantasies.
Of course, this present view recollected is a biased one, perhaps the world I see is not what you see, nor what has truly come to be. The cold stone chairs of the central chamber of House Isould may very well be the seat of power of this valley, it may well still be the glory days of old. If such times still exist, and I am a liar in my own infinite sorrow, then mayhap I should find myself a new seat, somewhere beyond the pines of Concordia, beyond the salt marooned seas of Corone’s fair borders. I should elope with the night, but I do not, for fear of losing what shattered remnants remain here in these walls, behind this title I cling to, behind my honour.
My name is Abhorrash, I am the son of Lord Isould the Third, seventh son to the founding father of the Seven Councils, I am his ancestor, and my father’s heir to the seat of power, the title of nobility, and the reigns and trappings of our domain. All these things are true, but all these things are inconsistently reticent of a dying age. Whilst the lords and ladies of the Seventh Heaven dwindle, I for one will not be parley to this petrifaction. I vow to break free from my responsibilities, or to find some small nook to dig into that will allow me the chance to leave without throwing it all away. Odd, isn’t it? To be so tired and world worn and longing to find life anew, yet to be so scared of burning your bridges, lest the world forget to throw you a new life line in whatever endeavours you dive into.
The vestments of Isould and it’s nobility and the path of Knighthood will burn brightly in my blood for all the ages, that much will forever remain. I am a Knight, a mage, a scholar, a son of the Seven. I am Abhorrash, I am the hound and the council’s hand, I am it’s scholar, it’s mage, it’s practical demonstrator of mystical arrangements. These ideals make me a romantic, passionate and stubborn man. I will defend the innocent to the last, but slay the wrong doer without consideration. I am loving, yet distant, and in that distance I find solace. I am reserved, except when in the council chamber, when the great orators of my forefather’s line burst through my skin like a beating heart and pounding lung. I am a lost sheep, searching the cold moors for my flock. I am the shepherd, herding in the sheep from the winter’s nip and I am the field itself, walked on and over for all time’s fancy.
I am angered, and I will be it’s puppet no more.
Squire:
Noble Pursuits: All skills average: Horse-riding, polo, literacy, preparation of attire, etiquette, mundane history of Corone and of the Seven Houses.
The Red Mage
Combining Black and White magic, offensive and defensive in an array of spells, the Red Mage can adapt to various situations that a mage of either school could not. Sacrificing obtaining true dominating power in either discipline, the Red Mage instead can develop fusion, combining smaller spells into new and sometimes dangerous concoctions, often to the caster as well as the intended target. Spells marked B, are Black Magic, W are White, with the relevant restrictions and common sense for dispelling or for items negating them etc.
Flash Fire Gambit (B): The conjuration of thaumaterguic heat requires a brief second of concentration, as well as hand movements. It is a brief spell, a sudden heat then a small spherical eruption of flame, but it has its uses for combat. Such an orb can be used as a distraction, to break locks, to knock opponents back or to burn and rupture, but at its present level it cannot kill instantaneously. At the current level only one orb can be conjured per post, to the maximum of 4 times per thread.
Solidify (W): Drawing on archaic magic the air around the caster can be condensed to form a pale white sphere of energy around his or herself. Such a sphere can deflect one magical attack per thread. It will completely prevent the effects of that attack, as long as it comes from a character whose level is equal to Abhorrash’s current level or lower. Physical attacks or attacks made with enchanted items cannot be negated at all.
The Knight
Equip Medium Armour: A simple ability that develops movement, weight placement and comfort whilst wearing armour considered medium or below. At the current level this would result in light armour, at above average, half plate, 4 heavy, 5 very heavy and higher to allow for ancient designs and to ultimately not suffer movement and combat restrictions as much as others might. Physical training, combat practice and general exercise are required to improve this ability further, without the correct training, any attempts at wearing heavier armour results in an 80% reduction in movement, and all over skills are lowered by one level except those of the Orator.
Equip Battle Stave: Abhorrash has had sufficient enough training to wield the battle stave ‘Yielding Rose’ in combination with his combat skills as detailed under ‘Stoic Step.’ The Yielding Rose is a heavy blunt rod with a twin ring mace and ruby tip, balanced so that his fighting style lends itself to its use. At present, his swings and balance are competent enough against similarly skilled opponents, but he can misjudge and over exert his attacks in stressful situations or against more aggressive combatants. With each increase in ability level, Abhorrash can use the battle stave with ever increasing confidence, and at skilled (one above ‘above average’) he can equip quarterstaffs, excellent, scythes or similar weapons, and once he becomes masterful, in time he can equip rods, staves, staffs and bolas, and wield them with little discomfort.
Stoic Step: Battle skills developed from knighthood swordsmanship and a requirement from his spell casting to have a hand free for symbolic casting or to prop up and read from his spell book. Abhorrash’s left side is armoured, and the heavy weight of this armour allows spinning attacks and side steps extra weight. It is a stubborn and aggressive fighting style with simple graceful movements and back hand and overhead spinning and jumping attacks using the heavy weight of the armour on his hand and leg to power through the blunt type attacks from his weapon. He is considered an average fighter, combining his skill with his magic, and the style will increase as follows depending on the above skills and Stoic Step itself. At above average can begin to parry bladed weapons of equal skill. Excellent he gains the ability to not be so easily wrong footed and can swing weapon, strike and withdraw into defensive stance without becoming so easily fatigued. As he progresses, the style will become more expressive and weaving patterns, spinning forwards and striking, weaving back and up and around like a band captain will develop into an archaic style.
The Orator
Diplomacy: Even though Abhorrash is a many sheltered son of the House of Isould, his skill in diplomacy is far beyond all others he possesses as he has been brought up in the very heart of the valley’s political sphere. He can command and convey ideas like a man many years his senior, and is oft the one to take his father’s lead and convey his House’s ideas and opinion in council matters, as well as the one to sedate riled councilman or angry commoners to put down arms or see it from another point of view. Persuasion and compassion form part of diplomacy, and thus Abhorrash is often called for to mediate, and can do so with increasing efficiency as his skill increases.
Equipment/Items
The Vestments of Isould: Attire fitting Abhorrash and Abhorrash only. It consists of red cotton robes and undergarments, light leather pantaloons, a tight leather fitted jerkin and arm and wrist guards, decorated hood and plumed brown leather boots, and then an additional section for combat or council. The left leg has a heavy iron plate section, and his left arm has a heavy iron plated gauntlet and arm guard, both of which have heavy leather straps to bind them to his body with enough security to keep them in place and support them against bracing impacts or to keep them in place during his Stoic Steps or magical castings. Such items cannot be sold, but could possibly be enchanted in the future. The robes are red, and they are emblazoned with the symbols and icons of the House of Isould.
The Yielding Rose: A heavy battle stave with two concentric rings as a mace, and a ruby tip. Such a weapon can be used as a blunt sword, or as a heavily swing maul. The gems in the ring and tip are mundane, but cannot be traded and the metal is steel. Such an item is required for some spells, and is a symbol of Abhorrash’s lineage, and thus can never be sold.
Symbol Logical Items: Leather-bound spell book, smothered in arcane text, some of which is yet to be deciphered but all of which moves on the pages as if they had a life of their own. Small oaken wand, spell pouch, study tower containing vast library of books, small abode, with a single servant, and a scholar, and travel attire/goods and general trappings. Household upkeep 10% of gold earnt, provides constant yet modest food and wine.
‘Turn Your Face To The Sun, And The Shadows Fall Behind You.’
House Isould Heraldry Tale
Name: Abhorrash Alvin Isould
Alias: Abhor
Age: 28
Gender: Male
Race: Human
Alignment: Chaotic Good
Height: 6’
Weight: 135llbs
Place Of Birth: Corone
Eye Colour: Cyan
Hair Colour: Brown
Occupation: Mercenary Scholar
Class: Red Mage/Knight
Religion: The Pantheon
History/Premise: West of Concordia, between the vestiges of the ancient forest and the rugged coast South of Radasanth rests the valley of seven houses. Such a place is oft forgotten and those few that remain beyond the valley’s confines that know of it, pay it no heed, casting it in the light of an ancient relic. It holds great history and it’s people guard it devoutly, but those with power are not fearful of a weaker force, and those with knowledge know all there is to know from the Seven Walled Library. The valley houses seven fortress houses, included in many are small villages, some on the sides of cliffs to form little hideaways, others in walled circles at the heart of the valley’s central plain. In one such house, that of Isould, we find Abhorrash and his kin. The noble House Isould is the current reigning nobility, it’s lord is head of the council, and it’s knights and small battalion of soldiers and archers are the governing force for disputes between the houses. Abhorrash is the son of the nobleman Icklay, the Lord of Isould and master amongst the Knights of Seven. He is a bright and kind soul, learned and forever exploring the world beyond his own through the medium of books, guesswork, and accosting whatever strange travellers happen upon the valley.
Isould is on the valley’s Eastern side, and is spread around in three conclaves on a rocky outcrop covered in pine trees and marigold bushes. The central conclave is the house itself, surrounded by high walls and avian bolt holes for archers to slay attackers from secrecy and length. The second is the tower, Abhorrash’s study and the home of the Seven Walled Library, the third is adjoining, and is a small forested village of roughly a hundred commoners and merchants, guarded day and night by the house guard.
Abhorrash was born into nobility and as such, grew up learning the skills of knighthood and diplomacy, tools required to become the lord of the house one day, and to rule on a seat in the council of Seven. The council has twenty two seats, one for each of the seven lords. One each for the advisor of each lord, and one for his heir or confidant. The twenty second seat is taken by the Magister, a presiding mage or wizard who at this time is the Lord Jurran. Abhorrash’s magical teachings stem from Jurran’s beneficiary, and their mutual adoration for the mystical. In a sense, it is Jurran’s teaching that has brought Abhorrash to his current state of mind, to him needing to leave and explore the world for real.
The Seven Walled Library is as the name suggests a great hall with seven walls, capped with a great dome and tower. The library itself is moved to the site of the ruling House when it is elected once every five years at the council chamber, which sits separate from the seven houses at the heart of the valley on a great plateau of magically summoned rock and ice. The library holds books from all over Althanas, historical tomes on each kingdom, each king, each Thayne and fallacy, bound for eternity, or until the seven houses fall apart. Few can remember how the valley was discovered, or why the Seven Houses number seven, but all that is known, is that seven and the council make eight, and eight is the number of magic itself. Something is kept here, and it is the place of Isould and it’s children to ensure the library is kept safe, kept away from the world, and that they retain their seat of power and ensure the current state of peace, politically, militarily and religiously between the houses stays just so.
Thus the valley is a dire and boring place for the adventurous. Although skirmishes break out between houses over disputes, wayward daughters and forlorn sons, it is not graced with war or famine, and the council grows weary of having little to discuss. (The history of the houses and the npc relationships will be brought to life in threads, as opposed to detailing what amounts to a book here, the bio is long enough already, so this should serve as a scene setter or overview of the valley and the political motivations and constructs of it’s inhabitants.)
Personality:
Fall, and I will catch you. Weep, and I will hold you. Fear, and I will save you. Love? You are on your own.
A long time ago I used to feel part of something. A long time ago, I felt inspired, alive, part of a transient thing. In the diminishing sense of time I have come to lose all such lust for passionate arias and discourse in the dark, I am a broken mind, a broken man. Where once we shared council and talked of our desires and our freedom, we now discuss nothing more than idle pedantry, chatelaine courtship and ironic occurrences at dance, regalia and midnight ball. We are soulless, bourgeois puppets to our own fantasies.
Of course, this present view recollected is a biased one, perhaps the world I see is not what you see, nor what has truly come to be. The cold stone chairs of the central chamber of House Isould may very well be the seat of power of this valley, it may well still be the glory days of old. If such times still exist, and I am a liar in my own infinite sorrow, then mayhap I should find myself a new seat, somewhere beyond the pines of Concordia, beyond the salt marooned seas of Corone’s fair borders. I should elope with the night, but I do not, for fear of losing what shattered remnants remain here in these walls, behind this title I cling to, behind my honour.
My name is Abhorrash, I am the son of Lord Isould the Third, seventh son to the founding father of the Seven Councils, I am his ancestor, and my father’s heir to the seat of power, the title of nobility, and the reigns and trappings of our domain. All these things are true, but all these things are inconsistently reticent of a dying age. Whilst the lords and ladies of the Seventh Heaven dwindle, I for one will not be parley to this petrifaction. I vow to break free from my responsibilities, or to find some small nook to dig into that will allow me the chance to leave without throwing it all away. Odd, isn’t it? To be so tired and world worn and longing to find life anew, yet to be so scared of burning your bridges, lest the world forget to throw you a new life line in whatever endeavours you dive into.
The vestments of Isould and it’s nobility and the path of Knighthood will burn brightly in my blood for all the ages, that much will forever remain. I am a Knight, a mage, a scholar, a son of the Seven. I am Abhorrash, I am the hound and the council’s hand, I am it’s scholar, it’s mage, it’s practical demonstrator of mystical arrangements. These ideals make me a romantic, passionate and stubborn man. I will defend the innocent to the last, but slay the wrong doer without consideration. I am loving, yet distant, and in that distance I find solace. I am reserved, except when in the council chamber, when the great orators of my forefather’s line burst through my skin like a beating heart and pounding lung. I am a lost sheep, searching the cold moors for my flock. I am the shepherd, herding in the sheep from the winter’s nip and I am the field itself, walked on and over for all time’s fancy.
I am angered, and I will be it’s puppet no more.
Squire:
Noble Pursuits: All skills average: Horse-riding, polo, literacy, preparation of attire, etiquette, mundane history of Corone and of the Seven Houses.
The Red Mage
Combining Black and White magic, offensive and defensive in an array of spells, the Red Mage can adapt to various situations that a mage of either school could not. Sacrificing obtaining true dominating power in either discipline, the Red Mage instead can develop fusion, combining smaller spells into new and sometimes dangerous concoctions, often to the caster as well as the intended target. Spells marked B, are Black Magic, W are White, with the relevant restrictions and common sense for dispelling or for items negating them etc.
Flash Fire Gambit (B): The conjuration of thaumaterguic heat requires a brief second of concentration, as well as hand movements. It is a brief spell, a sudden heat then a small spherical eruption of flame, but it has its uses for combat. Such an orb can be used as a distraction, to break locks, to knock opponents back or to burn and rupture, but at its present level it cannot kill instantaneously. At the current level only one orb can be conjured per post, to the maximum of 4 times per thread.
Solidify (W): Drawing on archaic magic the air around the caster can be condensed to form a pale white sphere of energy around his or herself. Such a sphere can deflect one magical attack per thread. It will completely prevent the effects of that attack, as long as it comes from a character whose level is equal to Abhorrash’s current level or lower. Physical attacks or attacks made with enchanted items cannot be negated at all.
The Knight
Equip Medium Armour: A simple ability that develops movement, weight placement and comfort whilst wearing armour considered medium or below. At the current level this would result in light armour, at above average, half plate, 4 heavy, 5 very heavy and higher to allow for ancient designs and to ultimately not suffer movement and combat restrictions as much as others might. Physical training, combat practice and general exercise are required to improve this ability further, without the correct training, any attempts at wearing heavier armour results in an 80% reduction in movement, and all over skills are lowered by one level except those of the Orator.
Equip Battle Stave: Abhorrash has had sufficient enough training to wield the battle stave ‘Yielding Rose’ in combination with his combat skills as detailed under ‘Stoic Step.’ The Yielding Rose is a heavy blunt rod with a twin ring mace and ruby tip, balanced so that his fighting style lends itself to its use. At present, his swings and balance are competent enough against similarly skilled opponents, but he can misjudge and over exert his attacks in stressful situations or against more aggressive combatants. With each increase in ability level, Abhorrash can use the battle stave with ever increasing confidence, and at skilled (one above ‘above average’) he can equip quarterstaffs, excellent, scythes or similar weapons, and once he becomes masterful, in time he can equip rods, staves, staffs and bolas, and wield them with little discomfort.
Stoic Step: Battle skills developed from knighthood swordsmanship and a requirement from his spell casting to have a hand free for symbolic casting or to prop up and read from his spell book. Abhorrash’s left side is armoured, and the heavy weight of this armour allows spinning attacks and side steps extra weight. It is a stubborn and aggressive fighting style with simple graceful movements and back hand and overhead spinning and jumping attacks using the heavy weight of the armour on his hand and leg to power through the blunt type attacks from his weapon. He is considered an average fighter, combining his skill with his magic, and the style will increase as follows depending on the above skills and Stoic Step itself. At above average can begin to parry bladed weapons of equal skill. Excellent he gains the ability to not be so easily wrong footed and can swing weapon, strike and withdraw into defensive stance without becoming so easily fatigued. As he progresses, the style will become more expressive and weaving patterns, spinning forwards and striking, weaving back and up and around like a band captain will develop into an archaic style.
The Orator
Diplomacy: Even though Abhorrash is a many sheltered son of the House of Isould, his skill in diplomacy is far beyond all others he possesses as he has been brought up in the very heart of the valley’s political sphere. He can command and convey ideas like a man many years his senior, and is oft the one to take his father’s lead and convey his House’s ideas and opinion in council matters, as well as the one to sedate riled councilman or angry commoners to put down arms or see it from another point of view. Persuasion and compassion form part of diplomacy, and thus Abhorrash is often called for to mediate, and can do so with increasing efficiency as his skill increases.
Equipment/Items
The Vestments of Isould: Attire fitting Abhorrash and Abhorrash only. It consists of red cotton robes and undergarments, light leather pantaloons, a tight leather fitted jerkin and arm and wrist guards, decorated hood and plumed brown leather boots, and then an additional section for combat or council. The left leg has a heavy iron plate section, and his left arm has a heavy iron plated gauntlet and arm guard, both of which have heavy leather straps to bind them to his body with enough security to keep them in place and support them against bracing impacts or to keep them in place during his Stoic Steps or magical castings. Such items cannot be sold, but could possibly be enchanted in the future. The robes are red, and they are emblazoned with the symbols and icons of the House of Isould.
The Yielding Rose: A heavy battle stave with two concentric rings as a mace, and a ruby tip. Such a weapon can be used as a blunt sword, or as a heavily swing maul. The gems in the ring and tip are mundane, but cannot be traded and the metal is steel. Such an item is required for some spells, and is a symbol of Abhorrash’s lineage, and thus can never be sold.
Symbol Logical Items: Leather-bound spell book, smothered in arcane text, some of which is yet to be deciphered but all of which moves on the pages as if they had a life of their own. Small oaken wand, spell pouch, study tower containing vast library of books, small abode, with a single servant, and a scholar, and travel attire/goods and general trappings. Household upkeep 10% of gold earnt, provides constant yet modest food and wine.