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Topics - Klezmer Gryphon

#61
Plotting Center / Help a guy out... Or maybe not?
December 21, 2014, 09:22:57 AM
So, my character Evander was a slave in Essyrn until recently, when he escaped from his former master while being escorted to the guy who bought him. Currently, the poor guy's hiding in the streets, looking for a way to get back north. Ideas I'd be more than happy to go with include actually helping him back north, giving him food and shelter, putting him back in slavery (just ask first though...), or even having him as a paid servant. Whatever you've got, I wanna hear it!
#62
Essyrn / Isaiah Tasker; The Desert Phantom
December 20, 2014, 07:10:32 PM
__________________QUICK STATS
Name Isaiah Tasker
Alias The Desert Phantom
Age 39
Gender Male
Species Human
Ethnicity 1/2 Adelan, 1/2 Sionadyaki
Height 5'9"
Occupation Raider of Slaver Caravans
Residence A small herding village in the desert

__________________IN-DEPTH STUFF

Physical Description
The Desert Phantom, as he is called by the survivors of his one-man war effort, is only known by the clothes he constantly wears. Many of the people who witness his attacks report a tall man wearing a long, tan robe down to his shins, which parts at the waist to reveal grey trousers and a pair of worn leather boots. Over the robe, he supposedly wears a leather vest, with a thick belt over it holding several pouches, also donning a hood and plain wooden mask to conceal his face. All accounts record him having a Connlaothian rifle slung over his shoulder.

The man the Phantom sees in the mirror every morning, however, is not the wooden mask and hood of local legend. Isaiah, as he once was known to his friends, is a dark and sullen face. The high cheek bones, sunken brown eyes and narrow, chiseled jaw of his mother's Sionadyaki ancestors are readily evident in his face, while his father's Adelan heritage leaves him with paler skin and dark brown hair, which is usually left to grow to his shoulders.

Personality
Isaiah is dark, distant and mysterious man. Though his motivations for attacking slavers and freeing their captives are unknown, one can hear the anger and vengefulness that stains his soul when he speaks of slavery and its proponents. He feels a deep pity for slaves, and openly curses the institution that ruins so many lives. He tends to be a loner, and as such never becomes too attached to people, although he does posses a sense of responsibility the freedom of the people he encounters.

However, none of this makes him a saint. Cold and calculating, Isaiah is more than willing to kill and steal if the ends justify it, and feels no remorse for those whose blood seep into the sand at his hands, as they, in his mind, chose poorly their path in life. If there is only one shred of goodness in the Isaiah's soul, it's how he cares for the people he frees; often times, he will personally train and equip the persons he's liberated for their trip back home, giving them food, water and some coin to get them going, even if he never considers them his 'friends'.

Magic/Abilities
Marksmanship: Armed with a wheel lock rifle stolen from a shipment of weapons coming from Connlaoth, Isaiah has become a fine marksman, able to pick off a target at a distance of fifty yards without assistance. In addition, he also has enchanted the rifle to allow him to control the path of his shots with a series of clicks and whistles, allowing him to be very selective with whom he kills.

Earth Manipulation: While his accuracy with a rifle is a force to be reckoned with, Isaiah isn't called the Desert Phantom without cause. Over many years of fighting slavers, he has honed his powers over earth and stone to a frightful degree, enabling him to manipulate the very sand of the desert in which he wages his personal vendetta. Examples of his mastery include:

  • Creating of sandstorms
  • Making sand barriers
  • "Liquifying" the sand*
  • Causing dust tsunamis
However, his power is not without limits; like and unlike most mages, he is affected by the fields of Mordecai, but his power is restricted to basic barriers and sandstorms instead of being completely negated. Also, while his mastery of earth and stone is nigh absolute, he cannot manipulate refined metals or the glass of the Seraj Isa.

*Essentially, he can turn an area into an impassable bog of quicksand and sinkholes

Relationships
The only relations Isaiah will mention are his mother and father, both deceased and buried. He has very few people he considers to be friends, and often only mentions them as people he's known for a long while. What he doesn't mention is that he has an older brother named Guillaume who serves as a priest in Connlaoth, their country of origin.

History


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#63
I got thinking this morning on a new character, and thought about what he might do, which is when the idea of a captain of a ship (not a pirate ship) came up... The only problem I have is that I have no idea which countries (if any) have an established navy, because while pirate ships are all well and good, I wanted a guy who sailed the seas working for the law instead of against it. Any help is appreciated. Also, by extension, what kind of ships would there be?
#64
Guilds / Restwood Inn
December 05, 2014, 10:48:15 AM
The Restwood Inn

The Restwood Inn is a small inn located in the village of La'Marri. Run by the lovely Liarri Delmoire, the inn has gained a reputation for being high class and homely, while keeping it's prices low to accommodate the weary travellers passing through town. For this reason, the inn has been the stop of choice for many journeyers who were tempted to take their business elsewhere.

The inn itself is rather simple in design: a solid stone foundation keeps the whole building planted, with the planked wood walls and thatch roof held up by thick timbres. Inside, one will find a central hearth, surrounded by four benches for guests. To the right, there is the front counter where one can order food, drink, and rent a room for the night. To the left, there are a couple of doors leading to the ground floor rooms (usually reserved for members of the Runner's Society), and a staircase up to the second floor, where one will find four rooms available for rent.

Now Hiring!
Recently, Liarri has had some trouble running the operation of the inn by herself, and is currently looking for some help in all areas. Cooking, finance, cleaning, and hosting, she's hiring for everything, although she's not interested in magic acts; if you can't do your job without magic, then apply elsewhere. Currently available positions are:

  • Cook
  • Ale/Mead brewer (not absolutely necessary, but Liarri's always wanted her own in-house brewery)
  • Assistant Hosts/Hostesses (needs three (3))
  • Accountant
  • Bard
Notes
As people are hired into the staff, I'll cross off each position as it's filled, and once all positions are filled, I'll replace the Now Hiring section with a tabled Staff section.
#65
Plotting Center / Ah... 'Twas a plotting so fair...
November 13, 2014, 06:15:05 PM
I've got a bit of an interesting character, Ollovico Léyucer, a travelling poet who prefers to speak in rhyme and rhythm (and an older version of Common, to boot...), and he's in need of a thread or two. I'm open for just about anything at this point with him, although I will say that he isn't a fan of the cold (sorry all you tundra dwellers, you go without spontaneous poetry XD). If you're interested and have some ideas, just respond here (or PM me, I'm fine with either)! :)
#66
The small complex of ruins sat high in the crux of two snow capped mountains, weathered by centuries of neglect, isolated from the eyes of society. To the passerby, the old stone monoliths weren't much to look at; most of the stones were either toppled, or laid half buried in snow, and the ones that still stood tall were defaced and scribbled on over the years by many a foolish traveler. To most, this old ring of stone was just a thing left by some ancient culture not relevant to this day and age, to be lost and forgotten buried in snow for millennia and millennia. Jy'aad Elveti, however, was not like most people.

Perched on one of the fallen stones, the black furred fox scanned what he could of the ruins again and again; the few monoliths that remained standing... Seemed to form a ring. But what are they built around? And why was it built here? His tail flickered back and forth at the thought. It had been since he arrived that morning, when he first laid eyes on the place. As much as he wanted to think about the meaning of the ring of stones, another thought creeped into his mind... One that brought his teeth to bear and his violet eyes to a scowl.... Someone's behind me...
#67
Adela / Vivianne Sanuia; noblewoman
October 23, 2014, 06:51:05 PM
_________QUICK STATS
Name Vivianne Sanuia
Age 27
Gender Female
Species Coinabh
Height 5'8"
Occupation Noblewoman
Residence Ketra, Adela

______IN-DEPTH STUFF

Physical Description
Vivianne is an attractive lady by Coinabh standards (humans might very well disagree), with a curvy well toned figure under a coat of dark brown fur, which fades to a lighter sand colour in her cheeks, neck and chest, and a gentle, sloping lapine face. Her deep green eyes hold a slight almond shape, which seem to lend a somewhat immature look when paired with her ears, which droop down to her shoulders.

However, attractive as she might be, Vivianne takes her job seriously, and dresses rather modestly to avoid unwanted attention to her physique. To this end, she wears a plain, long sleeved white blouse, over which she dons a brown leather vest and a thick belt with a couple small pouches. Vivianne also prefers a tan skirt that reaches down to just below her knees, which hides a set of form fitting dark grey trousers underneath in the event of a stray breeze, although most won't see those because she hides the ends in her boots, just as her sleeves are tucked into her gloves.

Personality
When one first meets Vivianne Sanuia in public, the first thing they probably notice about her is a calm and polite manner. Being raised in a family culture that emphasised politeness and professionalism in social life, Vivianne has grown to be very deliberate with her choice of words wherever she happens to be, and never seeks to intentionally insult someone, even in anger, while maintaining a certain detachment from those around her. This courteous calm and neutrality has earned her a reputation for being fair, but has also led some people to call her deaf to their arguments, but in reality, she remains unswayed to one side or the other on most matters and tends to act as a mediator who sees both sides of an issue when a dispute erupts between her fellow nobles.

In private, however, Vivianne is a different person all together. While she still holds an air of politeness, it seems more relaxed and natural than in public. However, her professionalism and courtesy are completely supplanted by warm, friendly laughs and smiles that are prone to letting some gossip slip now and again, while her neutrality often gives way to strong opinions about current events and happenings. In private is also when Vivianne delves into her inner passion for reading and history; she has in her possession more than a few ancient tomes of literature and science from all across the territories of the present Three Kingdoms, and often spends hours in her small study pouring over their old pages to decipher what the ancients knew.


Magic/Abilities
Vivianne doesn't possess much in the way of magical ability, but makes up for it with an extensive knowledge of ancient history, primarily from her readings into old manuscripts, and is readily able to apply her knowledge in resolving arguments and making compromises. In her mind, history is the best teacher.


Relationships
Takod Sanuia- Former master and foster father; Vivianne was born a slave to Mr. Sanuia. The Adelan, however, didn't see Vivianne as a slave, but more as the daughter he never had. Indeed, he eventually adopted her as a full member of the family, and was the primary figure responsible for her courteousness and level headed thinking. Every couple of week or so, Takod and Vivianne get together and chat over a game of cards.

History


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#68
The gold-leafed trees over courtyard swayed in the breeze just as the sun began to rise over the horizon. From the bench he was sitting on, however, Einrí just saw a faint glow over the top of the wall, a slim strip of light that seemed to tease him with every passing moment. The squire's mind, however, changed focus almost as soon as he heard a horse neighing in the distance... Och...First day ay trainin'...

At only four feet and seven inches tall, knighthood seemed to be an odd choice of occupation for the shivering, nervous rabbit, especially when he stood next to half of the weapons and the standard size armor provided, but as Einrí sat there twiddling his thumbs, he knew knighthood wouldn't happen of he couldn't get past the first day of formal training. Noo.... Whaur is master Sinclair?
#69
Serendipity / Einrí Ruskin, Squire
September 10, 2014, 07:16:39 PM
__________________QUICK STATS
Name Einrí Ruskin
Age 16
Gender Male
Species Coinabh
Ethnicity Unknown
Height 4'7" (He's really short for a Coinabh his age; most are at least 5'5" by 16)
Occupation Squire
Residence Serendipity

__________________IN-DEPTH STUFF

Physical Description
As a Coinabh, Einrí has a lot of features in common with the wild rabbit. His face, while slightly humanoid, is largely leporine, particularly his large ears that constantly hug the side of his face. His small, yet toned frame is draped with a pelt of light brown fur that fades to a cream color on his cheeks, throat and chest. The rabbit squire's large eyes are a deep silver, which, according to himself "don't really fit in". Einrí's hands and feet resemble the paws of a hare or rabbit, but as a Coinabh, they have morphed over the course of evolution to suit bipedal life.

Day in, day out, Einrí's wardrobe doesn't change much: a worn brown leather shirt that reaches down to the middle of his thighs, and a green plaid great kilt around his waist down to just below his knees, with the excess fabric thrown over his shoulder and the whole dress buckled with a wide leather belt, on which he keeps his purse, knife, and occasionally a short sword. On his head, he usually wears a green balmoral with a red bobble to complement his kilt. For more formal occasions, the Coinabh reluctantly replaces his kilt with dark cotton trousers and a dark green vest, although he still keeps the balmoral to retain some sense of familiarity.


Personality
Einrí is a warrior buried in a quaking nervous shell, as some people might describe him. He's almost always moving, whether he's pacing quickly up and down the room, tapping his foot, or twiddling his thumbs, and the rabbit often finds it hard to concentrate on his daily tasks and chores. Einrí is often described as timid, and lives up to that description; he is easily startled by sudden, loud noises, or when approached from behind, and doesn't really cope well with huge changes. People who aren't close to him often have a hard time understanding his speech, as he often speaks in a rapid stutter.

Despite his chronic anxiety and fear, deep down, Einrí is a warm and caring individual who is very protective of his friends. He holds honor and fairness in high regard, and tries to live by the principles of chivalry as best he can in his high-strung nervousness. The squire can be very vocal about his opinions, especially when something doesn't seem fair or just, but he declines to talk about himself or his past, often stating that "it's painful enough without telling the world."


Magic/Abilities
Despite the fact that his hands tremble incessantly, Einrí is quite talented at things requiring precision from the hands, including writing (his handwriting isn't the best, but it's legible), and whittling wood with his large knife. Whittling also seems to be one of the few things that calm his nerves. Just don't walk up behind him if you wish to walk away with more than one hand.

Relationships


Other
Einrí's speech is rendered almost incomprehensible by the fact that he speaks in an accent (what we would call a Scottish accent if he lived in this world) along with his stutter.

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#70
La'marri / Knock, knock! (semi-open)
September 05, 2014, 04:15:11 PM
((OoC: This thread is semi-open. Although the conversation is primarily between mine and @Lloyd Orodelo  's characters, the inn is a public building, so feel feel free to have your character wander in and relax (or maybe cause a little disturbance). ))

Sparks flew and the fire crackled as Liarri stoked the flames in the fireplace. Evenings in winter weren't always the most pleasant for either the guests or the innkeeper, but the old doe always tried her best to keep her customers as comfortable as possible with only a few rooms and a small, quaint fireplace. The fact that she was still in business after three decades was a testament to her ability to provide.

Content with the current state of the fire, Liarri leaned the wrought iron poker against the hearth beside the old cooking spit. I need to hire someone to do this for me.... she thought, straightening her back as she rose to inspect the rest of the room. The inn's main hall wasn't the most fabulous room in the world; a large chamber with cobblestone floors, thick wood supports and planked walls. As there weren't any guests yet that evening, the long tables and benches stood empty as the old doe walked slowly beside them.

Fire's done... I'll start cooking when the guests start arriving...... she thought... A sudden knock, knock, knock from the old wooden door behind her, however, broke the cervine's train of thought and made the fur on the back her neck stand like needles. Looks like I already have company....
#71
Guilds / The Red Oak Comedy & Music Co.
August 27, 2014, 05:24:49 PM
The Red Oak Comedy & Music Co.

The Red Oak Comedy & Music Co. is a troupe of traveling entertainers from the Three Kingdoms who specialize in improvised comedy acts and musical perfomance. In their journey across Adela, Serendipity and Connlaoth in their horse drawn wagon, this group of professional performers always keeps an eye out for new and talented recruits... Are you one of them?

Members

At present, there are two main groups of entertainers in The Red Oak Comedy and Music Co.: The Actors, who handle the stage acting, which primarily consists of improvised comedy (most of which is satire of a nobleman's court), although the occasional tragedy sneaks into their repertoire every few traveling seasons. The other group consists of the Musicians, who are in charge of the musical aspects of the company's shows as well as providing sound effects when called for, and can be just as amusing as the actors. In addition, there are also several stagehands on board to assist in setting the stage up for performance.

The group itself sees themselves as equals, and as such, everyone regardless of role, gender, race, or background gets paid equally from the money earned during the performance week. However, there is a democratically elected representative from within the company that handles all aspects of dealing with local authorities and the occasional tax collector. This representative, loses their right to vote on issues and company decisions unless there is a tie.

Current members of the company include:

Director/Public Representative

______Group______
______Name______
______Player______
Actor/Musician
PM to apply for this role.

Actors





______Role______
______Name______
______Player______
The "Nobles"
The "Lovers"
The "Guards"
The "Jesters"
The "Petitioning Citizens"

Musicians




__Instrument__
______Name______
_____Player_____
Voice
Woodwind
Strings
Violin
Klezmer Gryphon
Lute
Alegretto
Percussion

Joining the Red Oak Comedy and Music Co.

Joining this company of performers is a straightforward process most of the time. First off, the prospective actor or musician should talk to any member of the company (preferably from whichever section they are interested in), and must have reasonable talent in their chosen performing art. If accepted into the company (by democratic election), the new actor or instrumentalist starts out as a stagehand, helping assemble and disassemble the stage and passing the hat around the audience (they have to get paid somehow!).   


Note: When asking that character be added as an actor, please specify what role they'll want to play. With musicians, please at least specify what category they'll be under.

Note 2: *seasonal or part-time performer
#72
Plotting Center / Just an idea for a guild
August 12, 2014, 06:20:13 PM
So, I've got a new guild idea, but before I go any further with it, I'd like to see who'd be interested, and whether or not enough people would actually want to be a part of it to make the guild fun :)

The idea I had in mind was a mobile troupe of entertainers doing shows and music throughout Connlaoth, Serendipity and Adela. Most of their shows would consist of comedic improvisation and masked characters (Read: Commedia dell'arte), as well as musical acts by the troupe's instrumentalists. While there is no real troupe "director", as they have no scripts or need for directions, they do have a troupe leader (usually a fellow actor) who organizes the order of the acts in each show and represents the company when dealing with the authorities.

If you have any ideas or comments, post here or PM me. (I'd prefer the former so everyone is on the same page :) )
#73
Alright, lately, I have a few characters that are in need of some threads. Just respond here, or PM me (or both :) ) if you're interested. (Note: I will not discuss writing threads with powerful deities or demons, so please keep it off the table)

Liarri de l'Morri- A deer healer living La'Marri, she's a very caring individual, and often ventures out into the woods for alchemy ingredients. Open for just about anything (just, please, keep it clean)

Helvechar Warszawski- A fiddle playing gryphon wandering around Le'Raana. Open for all sorts of mischief, but please, keep it kosher :)

Archimedes A talking owl with a mind for political thought and economics. Up for hire as an accountant for guilds.

Jean-Luc Yves Robert Joseph du Arca- A vampire noble living in Arca, known for throwing balls and dances at his estate. Open for a wide range of political plots.
#74
__________________QUICK STATS
Name: Josiah Fraser
Age: 43
Gender: Male
Race: Human
Ethnicity: Connlaothian
Occupation: Rogue/Revolutionary
Residence: Small town inns and the road

__________________IN-DEPTH STUFF

Physical Description




Josiah is often seen wearing a brown
shroud over the lower part of his face, and a black, wide brimmed hat
that often makes it hard to see his eyes. From what most people see,
the man has a square jaw, low and wide cheeks, and golden brown eyes.
His hair is one that Josiah never bothers with hiding; it is reddish brown,
and comes down to his neck. Under his armor and baggy clothes, one
would see a fit, muscular and scarred body.

Art by me!

Personality
Josiah lies somewhere between a mercenary and a chivalrous knight on the spectrum of  morals. He is polite, respectful, and harbors a deep loyalty to his country.  However, loyal as he is to Connlaoth, he is not loyal to anyone one master, feeling his duty isn't to the Grand Duke or the government, but to his fellow citizens, as they, in his mind, not the government, make a country what it is. However, he is often cold and brutally honest in his choice of words.

As a former soldier for the Connlaothian military, Josiah holds honor and fairness in combat in high esteem, but personally scorns the notion that wealth and power equates to being fair and just. After being discharged from the army on the trumped up  crime of being a mage (in reality, his superior officer thought the man was a threat to his position), Josiah grew disillusioned with the Grand Duke's war effort, and after several years in one of the worst mage camps in the northern part of the country, began to feel sympathy towards those he once was suspicious of.

Magic/Abilities
Among the honorable rogue's arsenal of weapons, one weapon stands out as his favorite: the crossbow. Simple, powerful and effective, the crossbow is Josiah's chosen weapon for taking out his opponents, be they mere foot soldiers or armored calvary. He also is skilled with his cutlass, which he usually pairs with his lone pistol in close quarters or when his crossbow is impractical. And for those occasions when surprise is needed in the form of a bang, he keeps a few gunpowder grenades in a pouch on his belt.

Relationships




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#75
General Discussion / Feelings of late.
June 27, 2014, 09:08:18 PM
Well.... I'm not sure how to put this into words, so here goes nothing...

Lately, I've been feeling just disconnected from the community here. It's nothing you wonderful guys and gals have done; I just feel, at times, lonely even when it seems everyone is online. Even after a year of role playing here, I still have a sense of awkwardness about putting an idea out in the chat box, even when there isn't much else being said, like it's just gonna just sit there for an hour or two before someone starts up another conversation.

But, the main reason I decided to share this with all of you, instead of just confiding in one or two people, is that if I want to feel included, and actually feel like a part of this wonderful community and feel comfortable sharing my ideas and plots, I have to first be comfortable with sharing my feelings. So, that's what I'm doing.

Keep writing, you wonderful hooligans!

~~~~Klezmer Gryphon
#76
((OoC: This thread is open only to members of the Essyrni Thieves' Guild. If you wish to join, our guild page can be found here))

Sometimes, life just makes a man mad. Other times, it made one want to swear and curse. And right now, life was doing both Ri'naav. If he had to deal with another cheerful, dancing, flute playing troubadour or jester in his tavern, the jackal was going to tear his ears off!

However, the guild-master kept his anger at bay; it'd be bad for business if he let his emotions get the better of him in front of his customers. So, while the babbling jester kept spinning his jokes to the front of the room and the troubadour playing for the back of the house, Ri'naav could feel his claws digging into the bar, a small revelation of the thief's annoyance at the situation. Why don't I just hire a tavern keeper to handle this shit?! he thought, and made a mental note of it. While he was at it, another thought creeped into his mind amid the jackal's thoughts of causing two unfortunate accidents.... Shouldn't someone be getting back from a job by now?
#77
The Essyrni Thieves' Guild

The Essyrni Thieves' Guild is arguably the largest criminal presence in Essyrn. While it's members may have different motivations and beliefs, they are all bound by their common trade of thievery. And, they are always looking for new talent.

Locations

The Guild makes it's home in an old tavern called The Laughing Jackal. While The Laughing Jackal feels, looks, and operates like a regular inner city tavern, it's merely a front to avoid the suspicion of the guards. If one goes to the basement and looks behind the staircase, there is a hidden door to headquarters of the Essyrni Thieves' Guild: The Rathole, a large underground complex with bunks for guild members, a vault for the treasury, and an office where most of the negotiations between the guild and it's clients take place.

Members, Ranks, and The Rules of Thievery

While any member of the guild can bring someone in to join the Guild, the prospective thief has to go to one of the Master Thieves in order to actually be inducted. Part of the induction requires that the member-to-be follow the Rules of Thievery, a set of rules The Guild-Master implemented to better the organization:

I. Thou shalt not steal from the poor and homeless.
II. Thou shalt not take what thou cannot carry.
III. Thou shalt not leave thy fellow thief to the guards.
IV. Thou shalt not compromise the Guild.

Upon accepting the Rules of Thievery, the prospective thief is formally inducted, and their first small jobs follow soon afterward, usually given the rank of "Snitch". After the rank of Snitch is Thief, the most common rank in the guild. Master Thieves are hand picked by the Guild-Master, and often have years, if not a few decades of experience in the craft, and there are only three at any one time. The rank of Guild-Master is handed down from the previous Guild-Master to his/her chosen heir, although, in the event of there being no chosen heir upon the Guild-Master's retirement/death, the entire guild votes on a new Guild-Master.














Title
Name
Player
Guild-Master
Klezmer Gryphon
Master Thief
Anadwen
Master Thief
Sir Zane
Master Thief
Daedra
Thief
SANG
Snitch
Nephero
Snitch
Ickedu
Snitch
Ferr Windston
Thieves
Open indefinitely
Snitches
Open indefinitely

*Positions labeled Open indefinitely mean that there can be an unlimited amount of characters at that particular rank.



Fences
Fences are, at the simplest, the merchants and shop keepers that buy your stolen goods and make sure no one knows where the items came from. While the network of fences throughout Essyrn is a separate entity in itself, not really considered a part of the Guild, most, if not all have connections to the Essyni Thieves' Guild, and thus are listed here as trusted depositories of less-than-legally-obtained items.




Shop Name
Shop Owner
Player
Dusted Steel
Ibn La'Ahad
NPC
Molten Weapons
Brisinger987
Open
Open
Open

*Although there are only two slots up at the moment, there can actually be many more fences, and the list will be expanded as more people add their merchants and vendors.
#78
Essyrn / Ri'naav Evariin; Thief
June 15, 2014, 09:25:08 AM
__________________QUICK STATS
Name Ri'naav Evariin
Age 43
Gender Male
Species Morrahlique
Height 5'11"
Occupation Thief
Residence The Laughing Jackal in Essyrn

__________________IN-DEPTH STUFF

Physical Description
Ri'naav is quite literally a jackal; as a member of the Morrahlique species, he has the appearance of an anthropomorphic jackal. From head to tail, he is covered in dark grey fur, with his shins and forearms fading to a dark gold color.  His eyes, which are probably the scariest thing about him, are a dark crimson. Years of free running and careful training have given him an athletic, muscular build, but not enough to hinder his movements through the streets of Essyrn.

As far as clothing goes, Ri'naav typically wears loose fitting trousers with leather shinguards strapped on, yet forgoes any form of boots; his feet, like a feral jackal, have tough, almost leathery pads on the bottoms. He also wears a sleeveless grey leather shirt, and a thick belt with several pouches and a long steel dagger, just for close encounters. He occasionally wears a dark brown hood, but usually doesn't, as it is, in his opinion, useless.

Personality
Ri'naav is a bit of an enigma, even to his closest associates. His cold, almost unfeeling demeanor is the face everyone around town sees, and while he does occasionally show a less serious side via the occasional sly quipping, the Morrahlique thief makes few of his feelings known. Generally, he is quick to get on to someone for a mistake, and equally as quick, he will see to it that the offending party gets a lesson from it, but he is never angry... When he is, it's best to just avoid him all together.

Despite his icy exterior, Ri'naav does have a gentler side, and the most obvious example of this is when he is around slaves. On several occasions, he has taken pity on a bond-servant, and, for reasons no one can fathom, the thief bought their freedom from his own pocket on the spot.  This sort of spontaneous philanthropy has caused a few of his peers to question his motivations. He is also known to personally train young thieves, usually telling them to come find "Mr. E" if they find anything they think might be useful. 

Magic and Abilities
Ri'naav is not on the guard's most wanted list without a reason; he's done just about everything in the thieving business, and he's good at it. From picking locks to picking pockets, forging documents to bribes and intimidation, this jackal's toolkit has been filed down to a razor's edge by many years of organised crime. In addition, he also is fairly skilled with the art of free running, often using it to get into places he shouldn't be, and then getting away from the guards  afterwards, but he rarely incorporates it into his fighting or other skills, as free running is, to him, a skill that stands well on its own, but causes others to topple.

Relationships


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#79
Adela / Nergüi Barsamian
May 24, 2014, 02:22:02 PM
__________________QUICK STATS
Name Nergüi Barsamian
Age 35
Gender Male
Species Human
Ethnicity Wuian (Nomadic group from remote Adela)
Height 5'8"
Occupation Warrior/Horseman
Residence Adachi Manor

__________________IN-DEPTH STUFF

Physical Description
Nergüi definitely has the look of a foreigner about him. His darker skin is close to that of an Adelan, but his high cheekbones, narrow jaw and slightly hooked nose suggest he's from another area. His narrow, angular eyes are a dark brown, and his fine, straight hair is pitch black.

When he's not in his full suit of leather armor, Nergüi is usually seen wearing a blue silk deel, a long , loose gown with a high collar, girdled by a wide sash. As he is usually riding on horseback during his leisure, he dons a set of baggy trousers made of cotton that has been dyed brown, which is tied at the waist with a piece of cord. On his feet, Nergüi wears a pair of thick leather boots that have seen their fair share of abuse.

Personality
Nergüi is best described as open-minded and honorable. He is eager to learn a new philosophy or to be enlightened to new fighting techniques, but does not believe that one thing is necessarily better than the other, and often incorporates these new ideas and makes them work with his own. However, if an idea or proposal grinds against his sense of morals, he is quick to make his voice heard.

Honor to Nergüi is a subjective term; just like morals, one's sense of honor may have something in common with everyone else's honor, but at heart, it is the individual who dictates what is honorable and shameful. While he may have the ideas of chivalry and honoring one's parents and ancestors in common with his in-laws, he does not agree with everything that they deem honorable and good.

Magic and Abilities
Nergüi was born with something of a blessing and a curse. He can see ghosts and spirits as easily as he can see that the sky is blue, but he was also born with the ability to manipulate the shadows around him. While this can be quite useful, this has made him the target of several malicious spirits that really don't want him around, all of which have met their end in the darkness.

Nergüi is also an adept swordsman and wrestler, usually preferring to use his sword as a lever to force his opponents to the ground before switching to the native wrestling of his people to finish the fight. In addition to wrestling, Nergüi is a master horseman, and, while he never has to use his horse in combat, can easily fight from horseback if needed.

Relationships
Sakura Adachi-Barsamian- His wife

Takuya Adachi- Head of the household

Haru Adachi- Takuya's sister

Risa Adachi- Takuya's wife

Seiki, Isako and Shinobu- Children of the head of the house, Takuya

Arimus- Butler

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#80
Art / End of School Art Exchange! YAY!
May 09, 2014, 05:25:55 PM
School's Out! Draw Something!

Since the school year is coming to a close, I figured what a better way to celebrate than with a little art and creativity from the masses!

Ok, so this is set up almost exactly like the art exchange Spicy had going back in February for Valentine's Day. Basically, you draw any of my characters, you'll get a drawing of one of your characters in return (if you say 'Surprise Me', you'd better be careful what you wish for).

Please, use any style available! If you like digital, that's great; if you like pastels or paints, go for it!  I don't mind at all! Give me all the styles! *__* Just don't bombard me with fifteen pictures in one post XD  I like character art (who doesn't? Lol) but I also like seeing varying interpretations!

(note: The art exchange will be, for now anyways, running from May 9th to the end of June , but I may extend it into the middle of the summer ^^)

Any questions or comments? Post them here or PM me. I'll be more than happy to provide additional information.