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RogueKazimeras
Vice Captain

PostPosted: Tue Jan 01, 2008 5:57 pm


This is the basic introduction thread to this grand roleplay.

Table of Contents
1. Table of Contents <- You are here
2. Rules
3. Setting
4. History
5. The Guilds: How they work, what they do.
6. Character Profile Format
7. Accepted Profiles
PostPosted: Tue Jan 01, 2008 6:08 pm


RULES


We all know rules are necessary. Without rules, chaos would ensue. And while in this roleplay chaos will be a mainstay, it should be known that the players must follow a set of rules.

1. Keep it forum-friendly. Yes, this roleplay will have blood. Yes, it will contain suggestive matter. Just be smart about it. Suggest what goes on behind closed doors if what's really happening is unsuitable to be spelled out. I expect that you will do this yourself without being told to, but then again, I don't want to assume that, so it's being spelled out for you. Just be smart about it.

2. Keep it literate. And when I say keep it literate, I don't mean "omg victorian style grammatical correctness." No, I mean keep it literate. Meaning no chat speak, no asterisks, etc. Quality over quantity (though gratuitous amounts of both is certainly awesome), people.

3. Keep it realistic and in character. While this roleplay does have elements of fantasy, the world still abides by our rules, more or less. You can indulge a bit, of course, otherwise it wouldn't be nearly as fun, but one man doesn't stand a chance against fifty without extreme circumstances in his favor.

4. Think. Seriously. I want to see some creativity and thought put into your posts. I'll try to do the same.

5. Be mature. This roleplay won't be for the weak of heart. And it won't be for people who always want to win. Your character will often look death in the face, and there will be times where you might just have to have them die, and make a new character. There's no shame in it, honestly. You roleplay to have fun, not to 'win.'

6. You are not god, you are not a demi-god, you aren't even a sixteenth of a god. Not in this roleplay. You are not a dragon, you are not a demon, you are not an angel, you are not a vampire, werewolf, mutant, or some other genetic freak unless I give the go-ahead prior to character creation or acceptance. If I feel you can handle the role in a mature and professional fashion, then I'll give you that privilege. If not, tough. Play something else.

7. Have fun with this. Expect to lose once in awhile. It happens. Live with it and move on. Handle fights between characters in PMs, and handle the fight in your own personal ways. If in the event you can't decide who will win prior to the fight, decide either by a dice roll, rock-paper-scissors, or something like that. I don't care how you do it, just get it done. And don't hold a grudge if someone else kills your character. Make a new one and hope that it doesn't happen again. It's all fun and games anyway.

8. Feel free to make as many characters as you can manage. But make sure you play all of them as needed.

9. PM profiles to me. I will either accept or request for you to change a few things. I doubt I'll have to do the latter though.

RogueKazimeras
Vice Captain


RogueKazimeras
Vice Captain

PostPosted: Tue Jan 01, 2008 7:09 pm


SETTING


Welcome to Kingsreach. It's not as regal as you'd think, with a name like that. Set upon the northern coast of the continent of Draegoth, and part of the Kingdom of Northridge, Kingsreach is one of five port towns within Northridge, and probably the most important of all of them, but also the most dangerous to get into. Kingsreach is north enough that ice floes prove to be the most hazardous things in the ocean. It's usually cold all year 'round in Kingsreach, with a mild summer that might thaw some of the ice for about two months, but any longer than that is unheard of.

Kingsreach itself is home to a few noble houses, most of which claim riches from the vast seas, their predecessors making fortunes off of shipwreck finds out in the ice floes of the northern sea. Kingsreach is booming with a mercantile populous, with various fishermen, spinsters, potters, smiths, and other such professions being the most affluent. There are a few mines outside of Kingsreach's walls, digging deep into Draegoth's soil, and fewer farms, most of which grow hardy medicinal plants and a few strong plants used in cooking. All grain is imported from nearby cities from the south of Northridge, as are most other products from the soil.

The city of Kingsreach is iconic. It is a square keep, and rather large, with the walls on every side save for the east side of the keep, which bears only partial walls flanking the docks. Kingsreach's walls are built from large gray stones, with most of the interior important structures (the regent's home (i.e. the inner keep), the temple, etc) built of the same material. Most other homes within the keep are built of wood.

The keep itself is divided into several districts: the Noble District, two Common Districts (North and South), the Market District, the Docks, the Inner Keep, and of course the Slums. Both Common Districts and the Noble District have temples in each, allowing for worship to go on. The god of choice for Northridge is the Allfather, the god of all creation, wisdom, and prosperity. Each district also has a guards' barracks, which also includes a small prison. The larger prison is located within the Inner Keep.

The currency used in Northridge's towns and cities is called a Northridge Crown, which has no smaller parts. Northridge Crowns are silver coins, about the size of a nickel, stamped with the symbol of Northridge (a large hammer) on one side, and a picture of the current King on the other. The earliest Northridge Crowns bear the face of King Everhardt Northridge I, who lived five centuries ago before the Great Expansion.

A map of Kingsreach: Kingsreach, an overview

But there are dark tidings in Kingsreach. Whispers of dark, unholy magics creeping in, and of course trouble is always brewing, as far as the Guilds are concerned...

Make the best of your stay. It might not be a long one.


A Few Laws and Penalties of Kingsreach:

Boiled down to layman's terms:
Don't Steal: Failure to comply will result in jail time.
Don't Kill: This includes dueling. Guards have the right to use force to break up a duel. Failure to comply will result in execution.
No Trespassing: Any citizen who is found trespassing (especially at odd hours) on someone else's property is subject to imprisonment and questioning.
Curfew: In order to attempt to put a halt to the activity of the Thieves' Guilds, the Regent has seen it fit to instill a curfew after midnight. Citizens caught outside their homes between midnight and dawn without a legitimate emergency face imprisonment and interrogation.

PLEASE NOTE: The only magic that exists in this game is possessed by the priests. Priests of the Allfather have a slight ability to heal, curse poisons and disease and so forth. This service comes at a price. No other magic exists (as of yet).
PostPosted: Tue Jan 01, 2008 7:53 pm


HISTORY


The timeline is as follows:

Year 1207 AF (of the Allfather): The Kingdom of Northridge is created under King Gerald Northridge.

Year 1220 AF: The Kingdom of Northridge creates a standard currency under the second King, King Everhardt Northridge I.

Year 1250 AF: The Kingdom of Northridge begins the First Great Expansion under King Everhardt Northridge II, conquering outlying clans of tribesman and adding to the population.

Year 1275 AF: King Everhardt Northridge II dies under questionable circumstances, King Everhardt Northridge III rises to power.

Year 1290 AF: King Everhardt Northridge III dies of a fever. Northridge in decline, some small tribes and clans break away from the Kingdom of Northridge.

Year 1292 AF: King Harold Northridge ascends to the throne after two years of veritable anarchy. Stability ensues, order is reinstated over the next ten years.

Year 1302 AF: King Harold Northridge II begins the Second Great Expansion, which ends in military failure due to record winters and famine.

Year 1305 AF: King Harold Northridge II faces riots and overthrow attempts due to unreasonable taxes, military failures and political ineptness.

Year 1307 AF: King Harold Northridge II publicly commits suicide after his wife hangs herself and he finds his children slain. King Bartholomew Northridge ascends to the throne.

Year 1308 AF: King Bartholomew Northridge dies suddenly due to heart failure. Political strife and chaos over choosing a successor.

Year 1309 AF: King Fredrick Northridge, a long-forgotten nephew of Everhardt Northridge II, rises to the throne, the youngest King yet. Peace is restored, and through treaties, King Fredrick Northridge begins a line of expansions and military victories that claim most of what is now the Kingdom of Northridge. This is the beginning of the Third Great Expansion.

===========================================

Year 1605 AF: The first settlers arrive at what is now Kingsreach.

Year 1610 AF: More settlers arrive at the coast, Kingsreach begins as a small village.

Year 1620 AF: King Reinhard Northridge III arrives personally at Kingsreach to oversee its construction.

Year 1635 AF: Kingsreach halfway through construction, King Reinhard Northridge dies within the half-finished walls of Kingsreach and is buried beneath the site of what is now the Inner Keep.

Year 1640 AF: The construction of Kingsreach is nearly halted due to the outbreak of war in the south, but King Reinhard Northridge IV demands that the construction continue.

Year 1670 AF: Kingsreach finally finished, populated and prosperous. The first Thieves' guild is created under Marduk "Blackblade."

Year 1675 AF: Inner strife causes the first Thieves' guild to split into two, the first guild being Blackblade loyalists, the other being rebels under the self-styled guild ruler Andrew "Spinesever."

Year 1682 AF: A new Thieves' guild is created under guild leader William "Throatslitter." Crime reaches its peak.

Year 1695 AF: Kingsreach receives a personal visit from Reinhard Northridge IV, who in his waning years requests to be buried in the catacombs beneath the Inner Keep of Kingsreach. He died three months into Year 1695 AF, and is buried beside his father beneath the Inner Keep. King Alexander Northridge takes his place on the throne. The "Throatslitter" guild is effectively eliminated by the local authorities. Spinesever and Blackblade guilds call a truce that lasts for three years.

Year 1698 AF: The truce is broken between Blackblades and Spinesever. Crime peaks again.

Year 1700 AF: A new guild is formed under Benjamin "Redhand." Redhands declare war upon the Blackblades and align themselves with the Spinesevers.

Year 1701 AF: A splinter group of rogues, under no apparent particular leadership, form what is now called the Organization, which is not considered by most thieves to be a guild, though one cannot be in both the Organization and another guild. No guilds declare war on the Organization, nor does the Organization declare war on any guild, for reasons unknown.

Year 1706: PRESENT DAY: Crime is still rampant. The Redhands, Spinesevers and Blackblades are constantly at odds with each other, claiming different districts as their own property. King Alexander Northridge is nearing the end of his life and his reign. Regent Paul Dietrich is the current ruler of Kingsreach, and is making an effort to crack down on crime. However, many things are making it very, very difficult for him to do so...

RogueKazimeras
Vice Captain


RogueKazimeras
Vice Captain

PostPosted: Tue Jan 01, 2008 8:11 pm


The Guilds: How They Work, What They Do


The landscape of the Guilds is ever-changing. Many have hideouts, codes of conduct, a secret password or greeting, or some such thing. They will be discussed below.

Blackblades

The oldest and most prosperous of all the Thieves' Guild, this guild is also home to some of the more laid-back bandits you'd meet. Most are not concerned with bloodshed so much as remaining unseen and making money from stolen goods. While they will resort to violence in a pinch, they are not unknown to render potential threats unconscious, instead of killing them. Blackblade thieves specialize in stealth and theft. Blackblade thieves can be identified by a small obsidian talisman they bear, which they generally conceal until they need it. The Blackblades have a cozy home in the North Common District and have operations in the Market. They occasionally contest the Spinesevers for the Docks.

Blackblade Ranks:

Leader
Lieutenant
(Other positions are of equal rank and include Enforcer, Acquisitions, Spy and other specialized positions. Be creative.)

Spinesevers

Spinesevers are a rowdy lot. While smaller than the Blackblade guild, Spinesevers are known for brutal acts of violence, public muggings, and rape. Spinesevers have no real code of conduct, no real knack for stealth, and often carry larger weapons than Blackblade thieves. Spinesevers often care less for profit and remaining anonymous than random acts of violence and bloodshed. Spinesevers are identified by a piece of spinal column that they carry on a string that they keep concealed until it is needed. The Spinesevers currently rule the Docks and are constantly contesting the Redhands for control of the Southern Common District.

Spinesever Ranks:

Leader
Right-Hand Man
(Other specialized positions also exist, with most being equal importance and rank. These include Butchers, Enforcers, Persuaders and Breakers. Others exist, like in Blackblades.)

Redhands

Redhands are rogues that found themselves unhappy with both the Blackblades and the Spinesevers. They're moderate people when it comes to stealing and thievery, murder and other such endeavors, but are highly obsessed with their deviate Goddess, which they do not name. The worship of this Goddess entails rituals involving the blood of virgins, human and animal sacrifice, and hallucinogenic fumes and herbs. Redhands are marked by a tattoo on their left hand, which is a red, outstretched palm. This is easily concealed by gloves and only exposed when needed, as the northern climates allow gloves to be worn all year. The Redhands currently rule in the Slums, and are attempting to take over the Southern Common District.

Redhand Ranks:

High Priest(ess) of the Goddess
Divine Channelers
Ritual Leaders
Laypeople

The Organization

The Organization is a small group of rogues. These rogues were selected by the council of five men and women that run The Organization. This is perhaps the most well-known and yet hardest to find 'guild' of them all. The Organization is less of a guild and more of a mercenary service. The Organization provides services to those looking to acquire certain objects, information, or to render someone (or multiple someones) lifeless. For these tasks The Organization selects only the most elite and cunning of rogues. Contacting The Organization is difficult if not impossible, but The Organization still manages to find jobs amongst the nobility and common man alike, creating a name for itself for being swift and merciless in their tasks. As such, getting into this group of rogues is impossible, and it is not uncommon for rogues within The Organization to not know one another. Nobody knows where The Organization is based, and most presume that their headquarters moves from location to location over time. There is no identifying mark that marks one as a member of The Organization, for it is so small that The Organization's council knows every member by name and face.

Joining a Guild

Joining any of the first three is a task in and of itself. The Blackblades and Spinesevers are generally easy enough to get into: you're given a trial task (differing from guild to guild and day to day), and if you succeed, you get another task, then another. Three trials is the norm for Blackblades and Spinesevers. Redhands are far more difficult. One must first swear allegiance to their Goddess, and then undergo an initiation ritual, in which there is ritual scarring, bloodletting, and of course the matter of the Redhand tattoo being placed upon the back of the palm. Oh, and you don't get into the Organization. There's no application process. They find you, simple as that.

Leaving a Guild

Some guilds could care less if you left. Leaving the Blackblades is something few ever do. However it is not forbidden to leave the guild of Blackblades, unless of course you openly state that you're leaving for another guild (then they might have problems wink ). Spinesever deserters are considered such, and if a known deserter is found by another Spinesever, they are usually killed in a brutal (and often public) fashion. Redhand deserters are treated in a similar fashion, but are generally sacrificed. However it is not unknown for some to simply slip away, from any guild, and join another.

Creating a Guild

Some rogues may see it fit to strike out on their own and make a guild. In order to be truly recognized as a guild, rather than a common street gang, one must have a certain number of thieves under their command, a symbol, a guild name, and of course a hideout (or hideouts) and territory. Keep in mind that each district is massive, and multiple guilds can inhabit the same district. (If you do wish to create a guild using your character, please PM me and we can discuss it)

The World of Rogues

Stolen goods often don't stay in the hands of the rogue for more than a day or two. In each district (save for perhaps the Noble District), there are multiple Fences, at which rogues of a certain guild can sell their goods for Obsidian Pennies, which is the guild currency (This is an old Blackblade tradition that other guilds have adopted simply for simplicity's sake). Some Fences will also distribute Crowns for stolen goods, though this is uncommon. Obsidian Pennies are useless at any typical vendor, but there are some stores that cater specifically to rogues, selling tools and other useful items that could have a questionable legality about them. Obsidian Pennies are used as currency at any rogue-specific vendor, having approximately five to seven times the value of a Northridge Crown, depending on the vendor and what the legal situation looks like.
PostPosted: Wed Jan 02, 2008 3:04 pm


CHARACTER PROFILE FORMAT


PM this to me.


Profile for Rogues:
[u]Character Name:[/u]
[u]Age:[/u] (Keep this in mind when creating your character's history)
[u]Gender:[/u] (Some names are ambiguous after all)
[u]Appearance:[/u] (No pictures, please. Text descriptions work fine. This can be a general overview, I expect to see more in your first few posts)
[u]Personality:[/u] (Be brief. I expect to see this drawn out more in your posts than here.)
[u]Guild Affiliation:[/u] (Just because you're a rogue doesn't mean you're in a guild, though. You can also state here if you're a prospective member of a certain guild, and also state your rank in the guild.)
[u]History:[/u] (Be brief here. I'd like to see some interesting backgrounds and some mystery here.)
[u]Equipment/Style:[/u] (If you're a rogue, how do you do what you do, and what do you use when you're doing it? This isn't all murder and assassinations.)


Profile for Non-rogues:
[u]Character Name:[/u]
[u]Age:[/u] (Keep this in mind when creating your character's history)
[u]Gender:[/u] (Some names are ambiguous after all)
[u]Appearance:[/u] (No pictures, please. Text descriptions work fine. This can be a general overview, I expect to see more in your first few posts)
[u]Personality:[/u] (Same as Rogue profile, keep it brief, elaborate more in posts.)
[u]Occupation:[/u] (Bartender? Fence? Merchant? Fisherman? Prostitute? Clergy? Noble? Anything else?)
[u]History:[/u] (Same as the rogue profile, be imaginative and leave some mystery.)
[u]Weaponry:[/u] (If any. Weapons are somewhat expensive depending on the size, style and complexity of the weapon. However publicly carrying a weapon is not forbidden in Kingsreach.)
[u]Relations:[/u] (Not family, but any kind of run-ins with the guilds, the Organization or anything else you feel like putting in here.)

RogueKazimeras
Vice Captain


RogueKazimeras
Vice Captain

PostPosted: Wed Jan 02, 2008 8:10 pm


ACCEPTED CHARACTER PROFILES


ValenarrDeMirro
Character Name: Lankester "Ironfist"
Age: 24
Gender: Male
Appearance: Lankester is a broad-chested man who tends to stand out in any crowd. He's tall, missing a few teeth, and looks pretty roughed up. He's bald, bears a tattoo of what appears to be a black, thorned vine down the side of his face, and has a gleam in his emerald eyes that looks feral. Lankester generally wears poor quality clothing, as it's the best he can afford.
Personality: Lankester loves a good fight. He's not one for gratuitous violence (unless of course he's specifically in the mood for it), but he's got a nasty temper and the muscle to back it up. Not a man you'd like against you, for certain, but certainly a man you'd like on your side.
Guild Affiliation: He's been a Spinesever for as long as he can remember (eight years). He just recently was given another position (he occupies several) in the Spinesever guild. Lankester was always a Persuader in the Spinesever guild (the position entails roughing potential threats into complacency or fear, as well as convincing those under Spinesever protection to pay up), and now doubles as a Butcher, which entails killing threats to the Spinesever guild.
History: Lankester grew up a prostitute's son, the b*****d child of a whore and a fisherman who never came back from the sea. He never knew his father's name and didn't care, and when his mother died from a disease when he was sixteen, the Spinesevers rescued Lankester from a (probably short) lifetime of unskilled labor, unloading and loading ships in the docks. He's been proving himself the entire time, and fights tooth and nail for every position and Obsidian Penny he earns.
Equipment/Style: Lankester isn't one for sneaking. He isn't one for being quiet, and he certainly isn't one for assassinations. Lankester is the type you send in to make a guy talk, make a guy back down, or make a guy dead. He does it typically with his bare hands (yes, even when killing), and is quite good at what he does. Lankester has fought men with knives and even swords and still come out on top, barehanded (though certainly not unharmed), and has a brutal, painful style of fighting. As it just so happens, that's also his style of persuasion.


Scarlet Lys
Character Name: Disraeli
Age: 22
Gender: Female
Appearance: As a native to the far South and the arid, desert climate of which it encompasses, Disraeli's physical appearance greatly reflects her heritage. Beneath her black fur cloak which is routinely draped about the lower-half of her face, across her shoulders and around her head, long, black hair falls past her back and just at her waist. Such a feature may be thought to be a hindrance to her work as a member of the Redhands, yet Disraeli's cloak usually covers the top of her head to near the full length of her hair and, without her cloak, it is tied into a braid to keep from interfering with her physical activities. Her hazel eyes are almond-shaped and hawk-like, appearing quite small against her long face and full lips. Her top lip, however, bears a slight, white scar, the remainder jutting up towards her left cheek and across her cheekbone towards her ear, making sharp contrast with her freckled, almond skin. She is waif-like in her frame but her build gives her an advantage in quickness and stealth, essentials, she has realized, for survival across her lifetime.
Personality: Disraeli is...in one word, a fanatic. A direct cause of her dysfunctional history as a prostitute born to create income for her slave-trading father, Disraeli has suffered extreme abuse as a child and, as a result, completely "snapped" in her rationale and logic. Once a shy, quiet girl who always approached her daily life with fear and trepidation, Disraeli has transformed into a woman who does not hesitate to kill or destroy anything in her opposition; she is gluttonous for power and recognition, receiving her self-worth from devout worship to the Goddess of the Redhands; a goddess whom she herself has identified with and views as the only being worth her reverence within her existence. She is greedy, manipulative, and never hesitant to serve her higher-ups and accomplish her goals, justifying any sort of violence or horrific act for the sake of her Goddess, whom she claims she holds a deep spiritual connection with, bordering on that of a "lover."
Guild Affiliation: Disraeli is among one of the Divine Channelers of the Redhand guild, having risen to such a rank after only being a resident of Kingsreach for 3-4 years because of her "close connection" with the Goddess; a connection she can easily persuade others of higher rankings of possessing due to her past as a prostitute.

History: Disraeli's southern homeland was relatively poor in all aspects, composed of mainly nomads and centered about an oasis in which thieves, slave-traders and other colorful characters made their illegal profits. Disraeli's father, a man of high repute in the corrupt community for the vast amount of enslaved prostitutes working beneath him, sought to grow his thriving business, and decided to use his family as a prime breeding source for profit. Disraeli's birth was brought about by the rape and murder of one of her father's young prostitutes, and since the age of 5 she has been trafficked across the city and other foreign areas in the South, an object of routine abuse by older clients and a vast money-maker for her delighted father, the cycle lasting for over a decade--until Disraeli began to fight back against her violent clients, fearing for her life. Because of this, her father joined the routine abuse, wanting to beat his prized possession back into "proper functioning"--until his body was found lying gutted and headless in the very center of the city oasis, and Disraeli disappeared entirely from the city. She relocated in the far North, nearly dying of severe cold as she was unused to the climate and was scantily clad throughout her journey as an outlaw of her native homeland. Her body collapsing within Northridge, it was then that Disraeli claimed she saw a "vision"; a woman reaching out her hand to the severely weakened girl, then, herself, beheading and violently murdering every one of her past clients, ultimately empowered and drenched in blood. Because of this, Disraeli claims her strength returned to her, and she immediately found herself within the slums, the most familiar area to her in the strange land of Northridge, beginning to work as a prostitute in order to gain money her lifestyle had always demanded. Yet she underwent the process in a different sort of fashion; killing her clients when she was finished with them, or, at the least, wounding them considerably before they could escape her. One of her...clients, a man happening nearby who she had tried to tempt, began to address her with hostility; trying to attack her with his blade, Disraeli fought with him with her own weaponry and ended up killing him with several stabs to his head. Her viciousness and nimble way of movement attracted the man's comrade, a woman, who seemed much more sympathetic than her fallen friend; she offered to Disraeli a better lifestyle, a lifestyle of actual, divine worth, and Disraeli explained to her the vision she had experienced as well as her system of client-killings. The woman, impressed with her "empowerment" and "connection" to the Goddess, introduced her to the Redhands...and as Disraeli learned more of the religious guild, the more she developed an artificial sense of purpose and identified herself with the Goddess of the guild. The rest, as they say, was history; she rapidly ascended ranks with her sudden burst of fanatic hysteria, identifying herself as a tool for the Goddess and saved by her Divine Word, and anyone to meddle with the Goddess' will, especially those prostitutes fool enough to lay down at the hands of men, would die a vicious death. She seeks power as a leech seeks blood, with voraciousness and extreme allegiance to her higher-ups, an enthusiast in cult rituals and worship.
Equipment/Style: Disraeli carries two scimitars on her being, as she has grown considerable skill in wielding them together, one in each hand, as common weaponry of her homeland. She also uses a hand crossbow strapped to her side beneath her cloak in situations demanding of projectiles, equipped with a large yet reasonable amount of bolts. As Disraeli's fighting style is purely speed and efficiency, such weapons are light and convenient and do nothing to slow or weigh her down, rather than demand extreme power with the burden of slowness.


ValenarrDeMirro
Character Name: Alarik
Age: 27
Gender: Male
Appearance: Alarik is tall, dark-haired, and wears his hair down to the middle of his back, generally in a ponytail. His eyes are dark, and are often confused for black, when they are actually a dark brown. His face is clean-shaven, save for slight sideburns. He typically wears long cloaks that drag on the floor, with simple clothing underneath, whatever is warm.
Personality: Alarik is a softspoken fellow. He is generally regarded as kind, thoughtful, and intelligent. Alarik is sooner to smile than frown, but generally maintains a stoic exterior. To most he does not speak, and when he does, it is often very little that he says. Most suspect he is shy.
Guild Affiliation: Has been in The Organization for two years.
History: Alarik does not speak often of his past. He mentions his father, who he identifies as a farmer further south, very rarely, and speaks of his mother fondly, who apparently moved to Kingsreach without his father. This occurred when Alarik was fifteen years of age.
Equipment/Style: Alarik prefers to wait and see. When an opportunity presents itself, Alarik strikes swiftly and efficiently. Alarik has been known to stalk a target for upwards of two days without having anything substantial to eat or drink, and no target has yet to see him until it was too late. Alarik generally carries his weapon of choice, which is a blade, mounted on a wooden shaft, which has a separate shaft off to the side (which is the leather-bound grip). The grip is fashioned in a way that allows him to spin the blade around to guard his forearm if need be, which would bare the wooden end, which could be used to knock a target unconscious. The grip also allows for complicated spin tricks, which Alarik is quite fond of whenever things get down to actual toe-to-toe combat. Alarik does not employ any form of ranged combat.


Yo_Landa
Character Name: Angela "Angel"

Age: 26

Gender: Female

Appearance: Angel is, and always has been, a bit of an oddity. Her hair is white blonde and left to hang on her shoulders. Despite her fair skin and hair, her eyes are a dark green and stand out against her otherwise pale complexion. Often, she wears a large hood to hide her remarkable features, as well as the fact that she is female. Many, in fact, at under the impression that she is a man. She often dresses in simple, loose black pants and tighter shirt. A small cape is enough to conceal her weaponry and supplies as well as a belt. Luckily, she was not gifted with the curves of other women, remaining flat-chested and lanky. Her body type adds to the illusion that she is male, though her voice often gives it away.

Personality: As mentioned above, her voice often gives away her femininity, so she chooses to speak as rarely as possible. Though she is quiet and can often stay in the same place for extended periods of time, she has a heightened ability for perception and misses little of what happens around her. Angel, as she is more often called, is calm and collected through almost everything she does and seems to be fazed by little. She hates mistakes whether they're her own or those made by others. Even so, she rarely reprimands and prefers to work alone anyway.

Guild Affiliation: None at the time. She is a mercenary with, currently, no allegiences. Does jobs for customers who will pay, but her fame is growing more quickly than she would've hoped.

History: Raised by a single father with a liking for the drink and an abusive hand, she learned quickly what a cruel place the world can be. It wasn't until the age of 15 that she realized the true depth of her father's gambling debts. He was murdered and she was left to take the burden of what he owed to less than friendly men. After disguising herself as a young boy, she laboured and slowly began to repay the massive debts that her father owed. It was then that she met her teacher, who taught her to fight and, as soon as she was confident, she left the city, her past and her father's debts behind. She never knew what happened to the teacher.

She's been living in the city for quite a few years now and, though she prefers to work quietly, has had her name circulated. She's never considered joining any of the three major guilds, however.

Equipment/Style: Daggers are Angel's weaponry of choice as they are easy to conceal, but always well sharpened. As well, she carried on her a myriad of poisons and powders to get her out of tight situations. Still, she prefers to travel lightly, rarely taking more than she needs.



VAL'S NPC LIST

Non-combat plot characters


ValenarrDeMirro
Character Name: Three (real name unknown)
Age: Unknown
Gender: Male.
Appearance: Unknown. Always appears shrouded in shadow.
Personality: Dark. Mysterious. Grand of speech and yet very straightforward... most of the time.
Occupation: As his name suggests, he is the third member of the Council in the Organization.
History: Unknown
Weaponry: Unknown. He's never had to fight in the times that he's been seen.
Relations: Possibly one of the founding members of the Organization, Three is known as the dispatch and briefing officer of the Council.


ValenarrDeMirro
u]Character Name: Two (real name unknown)
Age: Unknown
Gender: Female.
Appearance: Unknown. Always appears shrouded in shadow.
Personality: Dark. Mysterious. Grand of speech and yet very straightforward... most of the time.
Occupation: As her name suggests, she is the second member of the Council in the Organization.
History: Unknown.
Weaponry: Unknown. She's never had to fight in the times that she's been seen.
Relations: Possibly one of the founding members of the Organization, Two is known as the primary recruitment officer of the Council.
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