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![]() Iridia's crunch is largely done at this point, and I realized that I hadn't talked about myself as a player in the last post. I've been active on the boards here for about 6 months, and while there are busy stretches where I don't get a post in for a day or two (because we've all got lives, and mine involves both a teaching schedule with spikes at times and two young children at home,) I mostly have the chance to check a couple times a day and post in my games. Historically I've been playing RPGs since the mid 80s, though I've not been particularly active at them for the past couple decades until this year. I enjoy the RP element of the game and do try to get into my characters' heads and have them react to situations in a consistent way. If you have any questions about either myself or Iridia, do feel free to ask. Thanks for running the game and the chance to apply! Looks like you've got quite the list to go through. ![]()
![]() I'm going to toss another occult submission in for consideration. Iridia is an aerokineticist who lives in the woods around Phaendar. She would pick up utility wild talents to act as a scout and communications center for the group, and will contribute mostly ranged options in combat. Should she get to the point where she gets to pick a second element it would likely be aether or earth, depending on what the needs of the group might be, again with the goal of increasing her capacity as support ranged melee and scout. Background:
Iridia was born to Ermilis and Letia Callus, trackers and hunters who lived outside the settlement of Phaendar 28 years ago. Her early childhood was generally happy, if not always comfortable, as the family lived on their skill in the woods. When times were good there was laughter and cheer, and when times were bad the family cabin stood empty of others for days at a time as her parents were both out seeking the next weeks meat and hides for trade to make sure everyone would make it through the winter. Iridia knew that she was loved and had a safe place she could always come home to, and if there was want in her life she accepted that it was simply a part of living that everyone must go through. That all changed the summer of her 15th year.
Iridia was coming back to the cabin from checking the nearby traps, traps which had been empty, putting her in a worse mood than she would normally be, when she saw the smoke rising in the horizon. Her pulse quickened and she increased her pace until she reached the clearing where her cabin should be. Instead, she saw a group of bandits laughing at the charred remains of her former home; standing over the bodies of her parents which lay there like parody piles of people, no more alive than a wooden puppet or a rabbit killed in a snare. Iridia let out a scream, and as the bandits’ heads turned they were the first ever to witness Iridia manifesting her powers. How much damage Ermilis and Letia had done before Iridia got there she never knew, but when she finally fell there was only a single bandit left. He fled the scene in terror, taking no time to see that this young elemental force was finished, but rather choosing to be sure he retained his own life for as long as he could. When a Chernasardo ranger stopped by to investigate the smoke the next day, she found Iridia still unconscious and brought her back to town. As her family was well known, the townsfolk of Phaendar pitched in to take care of her and nursed her back to health. When she regained consciousness and told her story, omitting certain details she wasn’t yet prepared to believe herself, she saw the nods and looks of sympathy on the faces around her. That sympathy was enough to allow her to regain her health before she started to take care of herself. With her skills in the woods she had learned from her parents, coupled with her newfound control over the air itself, Iridia managed to make a living, and eventually earn enough to hire help in building a new cabin on the spot where the bandits had burned the old one down. She gained a reputation in town as a survivor. Stubborn and tough; not to be bothered with trivial matters. She fostered this reputation where she could. Keeping her powers under wraps for the most part, because who would choose to associate with someone who could shoot blasts of air at a foe just by waving their hand, Iridia isn’t a hermit, but is comfortable by herself. She comes in to town to trade once every week or so and enjoys the company of the regulars at the tavern, but can count her close friends on one hand. Now that the Market Festival has started Iridia is in town to enjoy herself and sell the pelts and extra dried meat she’s accumulated over the summer. She has no idea that her life is about to change dramatically for the second time. Trait-wise she's going with Unbreakable survivor from the campaign, and there's more crunch to sort out which I'll put in the character sheet over the next couple days. ![]()
![]() In the spirit of the submissions so far, here's Rialda, Lawful Evil Half-Elf Drill Sergeant who will switch to a Beastmorph/Vivisectionist Alchemist at level 3. She's mostly Evil because she fully believes that the ends justify the means rather than having malicious intent, and will tend to strive for overall goals that further the greater good. Having said that, she does have a taste for power and believes that she is more likely to know what's good for others than they might themselves. She should serve as a frontliner for now and will eventually work towards being a battlefield control specialist with the flexibility that an Alchemist provides backing that up. Her weapon of choice (indeed her link to a family she never knew,) is an Heirloom Fauchard which she'll be looking to have someone cast Masterwork Transformation on, and probably enchant down the line (it ties in with her family as potential background hooks for her.) If Melethiel is in the party Rialda would absolutely take her up on any offers to enhance this weapon, with consequences to inevitably follow. If you have any questions or concerns do let me know! Otherwise thanks for consideration! |