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Allennia
05-25-13, 10:54 AM
The Seventh Daughter (http://www.youtube.com/watch?v=jMVxcdcVKBk)

Lady Allennia Isould

2969

“Fall and I will catch you. Weep and I will hold you. Fear and I will save you. Love? You are on your own...”

Alias: Len
Gender: Female
Race: Human
Height: 5’11”
Weight: 149lbs
Eye Colour: Green
Hair Colour: Brown
Religion: The Pantheon
Alignment: Chaotic Good
Occupation: Knight
Intelligence: Average
Literacy: Above Average

History: 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 mythical, 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 its 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 is home to 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 Allennia and her kin. The noble House Isould is the current reigning nobility, its lord is head of the council, and its knights and small battalion of soldiers and archers are the governing force for disputes between the houses. Allennia is the daughter of the nobleman Icklay, the Lord of Isould, and master amongst the Knights of Seven. She is a bright and kind soul, learned and forever exploring the world beyond her 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 comprised of 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 boltholes for archers to slay attackers from secrecy and length. The second is the tower, her brother Abhorrash’s study and the home of the Seven Walled Library. The third is a small-forested village of roughly a hundred commoners and merchants, guarded day and night by the house guard.

Allennia 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 exists for each advisor of each lord, and one for his heir or confidant. The final seat finds itself filled by the grand mage. The present grand mage is Lord Jurran, though he is missing, or dead.

The Seven Walled Library is a hall with seven walls, capped with a dome and tower. The library is moved to the ruling House when it is elected every five years by the council. 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. Allennia’s ancestors hid something here, and it is the valley’s responsibility to ensure the library remains not abused, kept away from the world, and that nobody ever opens the Vault.

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, there is no real war or famine, and the council grows weary of having little to discuss. In House Isould, however, there is much uproar. Magister Jurran, Allennia’s brother’s mentor, has disappeared. Abhorrash has vanished along with him, and both seen last near the library and the Vault within. Allennia has set out into the world in search of her sibling…watching, waiting, and listening for news of his safe return.

Personality: Allennia is as pious and bound by virtue as one might expect from a noble knight. She endeavours to right wrongs, protect the innocent, and safeguard the weak. Her downfall is often precisely her strength, as she often throws her own life on the line to further her upbringing’s morals and ends.

She is determined, almost zealot-like to find her brother. They are twins, and she shares his passion, bravery, and courage. She also shares his recklessness, ignorance, and brash nature. Though she will go to the ends of the earth, quite literally, in order to find him, the pressure of her father’s glare always weighs down on her.

She pledged to wed another noble from the Valley, so is often cold, indignant, and ignorant of love, male attention, and flattery. This makes her appear distant, uncaring, and downright rude at times. Her arrogant nature is not arrogance per say, but a disjointed relationship between convention in the Valley, and the more liberal approach to life in the world beyond.

Skills:

Swordplay: A martial upbringing can lead only to above average skill with her blade. Allennia is well versed in armed combat, and can wield long, broad, and two-handed swords with equal ability.

Mounted Combat: From an early age, Allennia learnt to fight both mounted and on foot. She is more than capable of wielding her broadsword on horseback, and can maintain a good riding speed as an above average horse rider.

Knowledge (Corone): A knight is often educated in the history, culture, and laws of his or her homeland. Allennia is no exception, and enjoys academia as much as battle. She has an adept grasp of Corone’s background.

Diplomacy: The daughter of a Lord is required to behave in certain ways, and Allennia, though bitter, can act with etitquite and tact when required. She understands political rhetoric, and is an above average diplomat.

Abilities: Unlike Abhorrash, Allennia possesses no talent for magic or its many disciplines. Instead, she has developed a strong, robust love of combat. She has conditioned herself on many battlefields. She pursues a relentless exercise and training regime to ensure she is always ready for whatever challenges face her in the world beyond the Valley.

Weight Training: Through heavy lifting of rocks, branches, and running with weighted packs, Allennia can wear and fight in armour usually too heavy for a woman. Any armour she wears is one level lower in terms of weight, but not in defence.

Endurance Training: Over hills, through valleys, and under mountains, Allennia has ridden, hiked, and tirelessly pursued perfection. She is able to take punishment that is more physical than most could take, and has X2 endurance.

Combat Training: Allennia has fought numerous opponents in numerous climates. She can adept her style and stance to suit, able to fight normally, or with X2 defence, and 0.5 strength, or X2 strength, and 0.5 defence. One post switch required.

Inventory:

Nayeli: Nayeli is well-travelled brown stallion with full tackle, who answers only to Allennia. She is pure bred, and well cared for, and is capable and comfortable of travelling distances. She is surefooted, and requires no shoes.

Steel Broadsword: Allennia carries with her, at all times, a well-made steel broadsword. She forged it by her hand and skill. She often carries it on a sheath strapped to her back. It has a simple steel cross guard, and a green wrapped handle.

Steel Half-Plate: Light leather pantaloons, a tight leather fitted jerkin, and arm and wrist guards underpin an upper torso half-plate suited to Allennia’s mounted combat. She wears a dark green skirt underneath.

Tomes of the Seven: A small collection of her brother’s notebooks, recovered from the ruins of his study. They have no worth to anyone but Allennia, who hopes to find the truth about his whereabouts and Magister Jurran's treachery within.

Travel Pack: Asides from her weapons, books, and her horse, Allennia has all the basic travel goods for the road. She has blankets, candles, flint and fuel, a lantern, cooking utensils, a basic phrase book, and a much-outdated map and compass.

Letho
05-26-13, 11:04 AM
A bit underpowered, but then again, that's not unusual for you. You are approved.

EDIT: Character reincarnated, EXP cut in half. So this is technically level zero. Still approved, though.