The Northern Kingdoms squabble amongst themselves, the dwarves and elves chafe under human oppression, any spark liable to flame up into a full uprising. The sorcerers and sorceresses plot in their towers, while from the south, the massive empire of Nilfgaard looks at its northern neighbors, hungry for conquest. With the great and powerful focused on politics, the roads and countryside of the North have become overrun by monsters, bandits and worse. To deal with the problem, local communities have taken to hiring outsiders to make their lands safe again. Witchers, sorcerers, wandering knights, criminals or bards, any who can do the job find no shortage of work in these troubled time. After a long journey, a new group of these adventurers arrive outside Temeria's capital. Preparing yourselves, you get ready to make your fortune. Character Creation: Name: Gender: Sexual Orientation: Race (Human, Witcher, Elf, Dwarf, sorcerer, etc): Homeland: Skills (Five points): Equipment (Five points): Money: 1000 crowns Spells (Five points - Sorcerer only): Witcher Signs (All five are free for Witchers, non-witchers can spend a skill point to learn a sign, or multiple points to learn multiple signs.) Forbidden (Any kinks you don't want your character involved with): Let me know if I've missed anything obvious, or if you have any questions.
Kind of trying to combine parts I like of both. Name: Danielle Vallotton Race: Human Age: 36 Skills: **Enchantress *Whips *Dexterity *Magic Spoiler: Background Background: A skilled enchanter and magic user, she never really seemed interested in doing anything it other than finding ways to make it faster to do her makeup or make her performances seem more alluring. With her looks and skills as a dancer, she never found a shortage of suitors, even after she had landed herself a husband. The court mage who shared her intellectual pursuits. While she also seems to have the brains for business, she never really did much with her abilities, instead taking up the job as a dancer for bars and more than once, teaching a drunk she isn’t on the menu. Eventually, landing a entertainment job for some of the noble courts, though every now and then, they would come to her for help with getting work done. Her son doesn't really aspire to study magical works and while he does take after his mother in his desire to entertain crowds, it's almost solely to try and impress ladies...which he also doesn't really have her talent in music either. An aspiring bard, his enthusiasm outweighs his talent, though while he's proven to be quite the gifted forest ranger when pushed into it by the local lord for him to do something instead of lounging around the court, he shows no desire to continue that path and prefers to concentrate on his almost doomed to fail pursuits with women. Spoiler: Magic Magic: 2 Points War Dance: Sun(Inspire): A war ritual tapping into some old magic to have it flow out onto the battlefield. Can be used to invigorate and buff allies as long as the dancer is capable of maintaining momentum and her party is capable of seeing and hearing her performance. 1 Point War Dance: Moon(Self): While Danielle hasn't really honed this as much as the Sun School, there are ritualists out there who are capable of using their powers to buff themselves. The benefit of this is that while it only works on themselves is that it's done by movement and feel of the flow and the ritualist doesn't need to see or hear their own performance to buff themselves this way. 1 Point Lightning Bolt: It does exactly what it says. 1 Point-Divination: Determines a person's fortunate though it's not always clear how soon or far away this actually is. Provided a diviner is cunning enough to draw the proper conclusions and make the interpretations correctly, they are rarely ever actually wrong, though it's not uncommon for them to know more than they think, or end up focusing on the wrong thing. Fully gazing into the future tends to be hazy, however. Spoiler: Equipment Equipment: 900 Crowns 2 Points: Heartache(Snake Sword): A modified sword to extend and provide the flexibility of a whip with the qualities of a sharp cutting weapon just as efficiently. Cracks of the sword whip can provide burst of raw arcane energy. 1 Point Basic Portable Enchanter Tools: Specialized artistry tools to be used on the road without any trouble. though more complex work needs to be done in a proper lab and environment. 1 Point Dancer's Dress: Modified to provide a fair amount of protection, more than the unarmored dress should, but still remain as light and soft to the touch without restricting movement while remaining as durable and protective comparable to something along the lines of leather armor. 1 point: A...thing? Something she was given by her former teacher after graduating, apparently he had given up trying to research it and now entrusted it to her believing she could unlock it's secrets. After all the time she spent on researching it, all she could gather is that it's very, very old and somehow stills glows with the essence of...something. Her best guess is that it's actually a part of something. Or maybe not. But why? What does it do? Does it do anything? If it's supposed to do something, it doesn't look like it does anything. At least for now. Spoiler: Family Samuel. Her husband. Court mage. Pretty well respected, though often more focused on his work. Alain, her son. Forest ranger, part time bard. While he retains some of his mother and father’s skills, he never was interested in actually using them for much more than trying to impress women. He has yet to succeed. Spoiler: Keeping the elf partially saved right now anyway Name: Aelrie Enpeiros Race: Elf Background: "Aelrie! Stop messing around with that! It's dangerous!" She heard those words a lot. It didn't stop her from doing it. In her youth, that usually led to her getting up into all sorts of poorly thought out plans and mischief. With age, as she became a magic teacher that lead her to studying things no sane mage would. The innate magical talent, and a stubbornness to just go off and do her own thing lead her down a path that almost made the other college mages wish she had just took up necromancy. Messing with the chronosphere could not possible end well for anyone. Yet, she did. And while her love of alcohol usually meant trying to get a clear answer out of her of how she made those discoveries was near impossible, she managed. Even when she wasn't, she was always just a little off in her own world. Despite, or perhaps, because of it, she ended up learning spells that put to shame the standard fireball or rain of ice. Yet, there was always more to learn. Not content to just stick to "safe" magics, she soon found herself married to a necromancer who had the same thoughts about rebelling against expected practices. Her son and daughter took right after her, willing to get into things nobody else wanted to. This made her family inadventrly become mages famed for their books and discoveries...as well as equally feared. At least until they actually met her and realized it was a wonder she even figured out how to read. Despite it all, her reputation grew and became known for one reason or another, numbers to the magic school started to grow almost because of it and offers for her to privately tutor and mentor the heirs of nobles started to fly in. Hearing the kind of money one of these offered, she decided to accept for the time being and see where things would lead. After all, she could always go back to teaching at the school if she didn't like it. Skills: Magical * Unarmed ** Strength * Knowledge(Magic)* Equipment: 2 Fairy Duster(Cestus): Her gauntlet capable of giving her punches magical kinetic force capable of tearing and rending holes in most standard armor as well as the usual solid natural minerals and materials. 2 Lucky Necklace: A gift she had gotten from her mother when she was young. Maybe it's just because she believes it's a good luck charm or it actually houses some sort of magical properties, but when wearing it things seem to just...happen in her favor. Not anything too special, but usually more often than not, things will just happen to work out in the end.
I'd say the second or third character would likely be the best fit. In this universe a goblin girl would probably be called a monster and killed pretty quickly. Either that or she'd have to disguise herself in public or something.
Name: Mirellia Feldonna Gender: Female Sexual Orientation: Straight Race: Human Homeland: Redania Spoiler: Appearance History: Mirellia was born to a family of high ranking soldiers. She took an interest in the military arts, which her father and grandfather happily allowed her to learn. Though her mother still wanted her to know how a proper lady acted, so her days were spend wielding a sword, and learning etiquette. As the years went by, her grandfather passed, and her father was annointed as a margrave of a land in Gustfields, near Novigrad. There she happened upon a Witcher from the school of the cat, who was planning to spend winter in their new territory. Mirellia, who grew up into a beautiful young woman, knew how skilled witchers were with the sword, decided to ask the man, named Gustav, to teach her. Though the Witcher was reluctant to teach a noble's daughter, the moment he laid eyes on her, he instead gave an impossible price, which was her body. Mirellia was shocked to hear it, but with her desire to learn a Witcher's way of fighting, she accepted. Soon, Mirellia's skill with a blade grew. Along with the discovery of pleasure, as the Witcher showed her the joys of being a woman. Day by day, their lessons continued on, where he even thought her one of the signs Witchers used, while the sexual acts they did grew more and more debauched. By the time winter ended, Mirellia could be considered a master swordswoman, and a top class whore. Soon enough, Gustav left her as he continued on his journey. Though her skills with a sword was refined everyday, the sexual release he had given her went on unanswered. Which caused her to focus on other matters, while her body ached for the delightful touch of a savage. A few months later, Mirellia's father had engaged her to the son of a wealthy merchant, who married into her family to take on the Feldonna name, and the Margrave title with it. Sadly, even married life was unable to sate her, as her husband was too quick to blow his load, while he spent his days conducting business. Though he managed to impregnate her not long after their marriage, Mirellia focused on raising her son, and helping her husband manage their lands. As the years passed, her unsatisfied lust had caused her to grow cold, and frightening despite her beautiful appearance, and blessed body even after giving birth to her son. Spoiler: Wendel Feldonna (Husband) The son of Gunther, a very successful merchant. He is the husband of Mirellia, who had grown distant from his wife due to her cold personality. But in truth, he wasn't interested in marrying her at all, since he'd rather spend his time watching, and betting on horse races. Spoiler: Gunther Feldonna (Father-in-law) Wendel's father, and Mirellia's father-in-law. A very aggressive merchant that bought, and sold just about anything that would make him a profit. Sadly, his dream of becoming a noble was something he couldn't achieve, until he heard a certain Margrave was having trouble finding a partner for his daughter. Gunther immediately decided to move, doing everything he can to insure their marriage. Though, the moment he laid eyes on Mirellia, almost blurted out how he would be the one to marry her, rather than his son. Spoiler: Ashton Feldonna (Son) Mirellia and Wendel's only son. He grew up in luxury, and despite his mother's attempts at teaching him the military arts. He decided to take his father's path as a merchant by learning from his grandfather, though that didn't stop Mirellia from trying to get him to learn how to fight, or really, do any physical activities. As her son grew up to be a rather pudgy young man. Skills (Five points): Fencing 2 Leadership 1 Perception 1 Witcher sign 1 Equipment (Five points): Gwyhyr 2 Light armor (enchanted with runes that increase speed) 2 Stiletto dagger 1 Money: 1000 crowns Witcher Signs: Aard Forbidden (Any kinks you don't want your character involved with): Scat, gore, vore that leads to digestion, diapers, permanent physical transformation
Agrh...hmm too difficult to say. I like first better appearance wise, but the elf had more interesting stuff and abilties to work with I think.
Alright. I kind of combined aspects from both of them using the elf's more interesting things. I don't know if humans can use magic or that's just this sorcerer race though. I might opt for a different spell set before the game starts though.
Putting sorcerers as a race isn't really true to the lore, but I thought it might help to simplify things. Basically, humans and elves (maybe dwarves, too, though I'm not sure) can all learn magic, but it takes years of study, and they're treated differently from the rest of society. They're more or less an elite class in society, with a lot of money, but they can be the victims of witch hunts by angry mobs, too, so it's a catch 22.
Name: Ard Gynvael aep Coram Gender: Male Sexual Orientation: Straight Race: Aen Elle sorcerer Homeland: Tir na Lia History: A rider among the Wild Hunt, Ard was left behind during a slave raid, believed dead by his brethren when he fell down a cliff with his horse. Barely surviving, he was nursed back to health by a local woman. Trapped in the world of Humans, dwarfs and the other race of elves, Ard had to start roaming the land for a way to return home. Chasing every rumour of a Wild Hunt sighting, he attempted to make contact with his people but had no luck thus far. No sorcerer or sorceress he sought out had any idea how to travel between worlds, only that it had something to do with the Elder Blood. Roaming the lands trying to find a way home, Ard has taken to fighting monsters and taking odd jobs for coin to survive. Skills: ** sword fighting, ** sorcery * horseback riding Spells: ** Frostball: a powerful combat spell that creates a cloud of terrifying frost within radius up to 10 meters. Because of its unpredictable properties it is advised to use it only under the open sky, as in interiors it can spread towards the caster and their companions. https://witcher.fandom.com/wiki/Frostball * Obstruction, or barricade: protection spell that creates an invisible barrier blocking corridors, tunnels, entrances, windows etc. The barrier is impenetrable from both sides by any creatures, items or even air. It may be broken only with a spell; if not dispelled or broken, it vanishes after less than a week. https://witcher.fandom.com/wiki/Obstruction * Dormyn's Fog: creates an area with a 10m radius, centred on the caster, of thick fog which limits vision range and affect the awareness of everyone inside. Though Ard's keen elven eyes and ears can pierce the veil. https://witcher.fandom.com/wiki/Dormyn's_Fog * Fatigue: Weakens an enemy, making them slower and less powerful than they normally would be. Equipment: ** long sword ** clothes with minor protective enchantment * horse Money: 895 crowns Forbidden: Gore, Vore resulting in death, scat, mind control (suggestion and coercion is fine), mind break Wasn't 100% how the magic is distributed but would this be okay?
Pretty sure since he's a sorcerer, he gets 5 points to use. The skill may just be a modifier on how powerful the spells are?
That’s what I thought too. Like mine has some strong spells but coming off her relatively average magic stat, they probably aren’t as impressive. But yeah, pretty sure it’s five points for spells unless sorcery 2 adds more
Maybe, I thought it might work like the Witcher signs. But I'm not sure since it would be a bit unfair to everyone who doesn't choose Witcher or Sorcerer.
That's how the Witcher is. You're either a sorcerer who studies for years, or a Witcher whose experimented on, or your a good ol' regular human bean. Besides Pretty sure this makes up for it.