Applications - Public
Jan. 24th, 2020 10:57 amApplications
Applications are always open and can be submitted at any time. The mods will review and process applications on the first weekend of each month. The allotted time for revision requests is 72 hours following the request, with an absolute cap on all revision submissions ending on the following Friday evening; any revisions submitted after that time will have to wait for next month's application review. Application rejections will be issued for characters that did not meet the guidelines stated in the game's rules and FAQ (shame on you for not reading them!), and/or for applications that have repeatedly failed to show improvement after multiple revision requests (at least three).
If you're not sure your character concept will be allowed, you're welcome to ask the mods first before creating a full application. This doesn't necessarily guarantee your application will be allowed, as it still must meet the minimum standards.
You can submit your application publicly or privately. Public applications can be read by anyone. Private applications will be fully screened, and should be used if there are aspects of your character you wish to keep secret (such as in the case of villains), or if you're just shy.
[Click here to switch to private applications.]
Applications are always open and can be submitted at any time. The mods will review and process applications on the first weekend of each month. The allotted time for revision requests is 72 hours following the request, with an absolute cap on all revision submissions ending on the following Friday evening; any revisions submitted after that time will have to wait for next month's application review. Application rejections will be issued for characters that did not meet the guidelines stated in the game's rules and FAQ (shame on you for not reading them!), and/or for applications that have repeatedly failed to show improvement after multiple revision requests (at least three).
If you're not sure your character concept will be allowed, you're welcome to ask the mods first before creating a full application. This doesn't necessarily guarantee your application will be allowed, as it still must meet the minimum standards.
You can submit your application publicly or privately. Public applications can be read by anyone. Private applications will be fully screened, and should be used if there are aspects of your character you wish to keep secret (such as in the case of villains), or if you're just shy.
[Click here to switch to private applications.]
PLAYER
Player Handle: [The online name you prefer to go by.]
Player Contact: [How can the mods and other players contact you?]
Rules: [Have you read the rules and FAQ? Do you have any questions? Do you agree to abide by these rules to the best of your ability?]
Goals: [What are you hoping to get out of the game? For example, do you enjoy adventure plots, or prefer living the big city life? Do you want to run campaigns as a mini-mod? Are there any character-specific goals you want to aim for OOCly?]
CHARACTER
Name: [Character's full name and any nicknames or titles they've gained.]
Age: [Character's age; may include how old they look as well]
Race: [Character's preferred race. If it isn't listed on the Races page, please include a relevant link or describe the key characteristics about your race's abilities, society, and traits.]
Class: [Character's class(es). If it isn't listed on the Classes page, please include a relevant link or describe the key characteristics, abilities, and special conditions of such a class.]
Social Status: [Is your character rich? Poor? A runaway princess from an ancient fallen kingdom?]
Inventory: [Does your character possess any special items? You don't need to list common adventuring gear or clothes, but please include things such as magic items and/or weapons, mounts, and significant possessions of monetary value (house, boat, etc.)]
History: [The details of your character's background. It's useful to include family and upbringing, details about where they grew up, how they became their class, and so on. You're allowed to be vague on some details if you're hoping for other players to app characters that significantly affected yours, such as siblings, adversaries, and so forth. There's no word limit, but please make sure it gives the mods and players a good idea as to what events shaped your character into the way they are today.]
Personality: [How your character reacts to others. Include goals, motivations, likes and dislikes, and any key traits. Your total word count, including strengths and weaknesses, should be at least 700 words.]
Strengths: [What personality traits work to your character's advantage? This shouldn't include physical skills and abilities; focus instead on the positive aspects of their personality that help them to succeed.]
Flaws: [How does your character suck? Again, no skills or abilities should be listed here, only negative personality aspects that cause difficulty and challenges. Ideally you should have at least three. Flaws are what make a character interesting, so don't leave them out!]
Additional Information: [Here's the part of the application where you can take the most liberties. Share with us all the other things you want us to know about your character. You can add detailed stat sheets, character art, lists of spells, things you want to accomplish throughout the course of the game, writing/tag samples, and so on. For the most part, your app will not be judged negatively by what you add here unless it conflicts with the information submitted above.]
Winter Schnee | RWBY
Date: 2020-03-09 08:32 am (UTC)Player Handle: Faetan
Player Contact:
Rules: I've read them, no questions for now!
Goals: I've been dying to play out an AU for Winter that explores how she might have turned out had she struck out on her own rather than joining the military, so that's the main goal. I have a couple of modules I wouldn't mind playing out with other players once I have more time, too.
CHARACTER
Name: Winter Schnee
Age: 21
Race: Human
Class: Swashbuckler/Summoner
Social Status: Daughter of an influential lord in the Northern kingdoms (Barad Elror if that's okay!)
Inventory: She starts out with jack squat! All she has are the tattered clothes she ran away in, and a rapier she stole from one of her kidnappers.
History: Winter grew up as the dutiful daughter of Lady Schnee, and an ambitious man who gained his title through marriage. He romanced her mother, and once they were sealed in marriage, immediately ignored his bride to begin pursuing his efforts to further elevate the family status. It became clear to Winter from a young age that her greatest purpose was to marry above her station. As obedient as she was, she did her best to live up to her father's extremely high expectations, pursuing pleasing hobbies such as dancing and musical performance. She had no talent for the latter, and was berated repeatedly until she was denied further lessons. With her mother mostly absent in Winter's life (too depressed and deep in the winery), it was the household staff that became responsible for most of Winter's upbringing. Most of them feared her father's wrath, as he didn't hesitate to fire anyone who failed to teach or rear Winter to meet his expectations. As a result, Winter had plenty of motivation to try as hard as she could to perfect herself lest she lose any more of her trusted friends. The only one who didn't seem to fear her father was the dwarven butler who had served her mother's side of the family for nearly three generations. He encouraged and comforted Winter, and even indulged her desire to learn how to fence when she turned thirteen. She became very good at it under his direct tutelage, practicing for years while pretending she was instead practicing her footwork for upcoming ballroom dances.
As she grew older, she began to question her father's decisions and treatment of his household. Her father did not approve of being challenged in this fashion, punishing her for anything other than strict obedience by keeping her locked in her room and denying her access to her favorite activities such as horseriding. While she was kept under lock and key, she had little to do but read, and her only books were those which served a practical purpose to sharpen her education. Her butler, however, made sure to sneak an occasional adventure story to her, urging her not to give into despair or loneliness. While she was reading, she discovered that her mother's side of the family were all strong summoners, particular those of her lineage that were female. She asked her mother why she never practiced summoning, but her mother refused to answer, turning away and pouring another glass of burgundy. Winter tried to do it herself, but to no avail, and there was no one in her father's employ who knew anything of magic.
Her father discovered one of Winter's adventure books, and also found out that the dwarven butler was teaching her in secret. He was outraged at her disobedience, but rather than lashing out at his daughter directly, he instead decided to teach her a much harsher lesson, one that he believed would have her clinging to him and every order he gave. He conspired with a hired group of sailors to climb into Winter's bedroom window and abduct her, permitting them to kill the butler if he happened to interfere. Whether he did or not, Winter never knew. They knocked her unconscious with a chemical-soaked rag, and she woke up gagged and bound on a ship bound for the other side of the continent. They put into port and kept her captive in an old lighthouse.
The second part of her father's plan involved a favored young prince who desired Winter's hand in marriage, especially with the magic that flowed in her veins. He was supposed to set after Winter to 'rescue' her after a month had passed. However, as the sailors tormented and threatened her to teach her fear and humility, her desperation manifested in a giant eidolon that resembled a monstrous white wolf. It attacked her abductors, allowing Winter to free herself, steal a weapon, and flee into the woods. For three days she wandered, exhilarated at her ability to summon, but found that she was unable to do it at will. Even so, it gave her a taste for success and combat, and when she finally found an inn, she had finally found a dignity all her own. Determined to return to her home (unaware of her father's involvement), she demanded an escort, promising that whoever was able to see her safely back would be handsomely rewarded.
Personality: Winter wasn't given the nickname 'Ice Queen' as a mere (and unclever) play on her name; she can be as frigid and harsh as the very season for which she was named, keeping her emotions carefully schooled behind a cold veneer. She was constantly monitored and upbraided to behave exactly as she was told, and any emotional outbursts were harshly punished. She learned very quickly to keep her emotions to herself; if she talked back, argued, or even cried, her behavior was blamed on her favorite member of the household staff and that person was summarily fired to prevent any further negative influence.
Raised as the daughter of a lord, Winter is exceptionally well bred and had good manners forcefully imprinted upon her when in the presence of anyone of equal or higher standing. She's deferential and polite to other members of nobility, and coldly silent to those who are not if it seems to be what's expected of her. Outside of her father's influence, however, she'd not beholden to such expectations anymore, and will likely find herself unsure how to interact with others. Typically she remains imperious and holds others at arm's length, particularly if they don't share her noble breeding. It takes her a very long time to warm up to anybody (if she ever does), but it is possible. It would take someone with unlimited patience and kindness to thaw her out.
On the other hand, she has always been cursed with a bad temper (probably due to her father's own short fuse). She's easily provoked if someone knows what they're doing, and though she can match wits and fight back with icy banter, she can only do so for so long before someone gets under her skin and she attacks physically. When this happens, all pretense of manners and superiority go right out the window. She growls, screams, and refuses to back down until her pride has been salvaged.
Winter holds high expectations in the behavior and accomplishments of others, as these are standards she's set for herself as well. She demands courtesy (or at least an earnest attempt), respect, cleanliness, order, and absolute perfection. Failure to meet these standards result in cutting remarks of disappointment, or even slaps upside the head.
Honestly, her expectations can be a little hard to guess, especially if she should actually care about the well-being of someone else. If she does like someone, she's even more harsh and critical than she would be with someone with whom she holds very little regard. By sharing an honest critique, she expects it will result in the other person's improvement, and considers her actions to have a positive effect. Her idea of helping someone isn't to step in on their behalf, but to push them to the point where they can fend for themselves independent of her own presence. While Winter can be overly harsh, there can be no mistake that she does truly care for her family and friends (should she make any). She's willing to give her support no matter what they might choose for themselves, but she wants that choice to be truly theirs. In time, she'll learn that she can make choices for herself too, and gain more self-respect and independence as she grows more experienced.
Winter herself is headstrong and independent. She makes decisions and executes them without regret. Once she's made up her mind, then there's little that can be done to stop her from moving forward. She takes pride in her own hard work and growth, and as time passes, will gain greater confidence in who she is and what she can do. Getting a taste for adventure will be good for her, as she'll finally have an opportunity to discover who she is outside of her father's suffocating influence. Perhaps she'll even have a chance to reinstate the glory of her family name.
Despite growing up in a wealthy and privileged life, Winter doesn't seem to be materialistic in nature. Yes, she likes things clean and orderly and prides herself on maintaining her personal appearance, but she doesn't depend on money, nor does she place much value in trinkets, beautiful clothes, or other expensive frivolities. It's highly likely that she adapted to the adventuring lifestyle and has no complaints about eating trail rations and sleeping outdoors. Certainly she enjoys a well-brewed cup of tea and the company of upstanding individuals, but she isn't shallow or vain, and she definitely isn't pampered so much as she is sheltered and inexperienced.
Nonetheless, her good breeding is obvious in the way she conducts herself. She appears to be a prim and proper lady, and she's well-versed in the little games played by higher society. Winter carries herself with the same regal attitude of a queen, with an unspoken demand for respect and propriety from those who would approach her. Failure to meet these silent expectations will likely result in belittlement or even disgust.
Strengths: Though Winter's mannerisms might seem like a flaw, her influence over people cannot truly be denied. More often than not, her expectations of being obeyed often result in her demands being met, and quickly at that. It isn't as if she asks people for more than they can or should give -- she doesn't require other people's possessions, or force others to risk themselves for her sake. No one would dare try to walk all over Winter or take advantage of her lawful good nature.
She can be diplomatic when she has a mind to be, especially around others of a high ranking station. She knows exactly what kind of conversations to hold, and how to play the games nobility favors. Winter also shows deference to those who are truly deserving, such as heroes of wide renown who have protected the common folk. She does have a lot of respect for those who possess paladin-like qualities, and might even look up to them if their skills are far more advanced than hers.
As cold as she might seem, the carefully observant would soon realize how deeply she cares for others, even if that care might not manifest in conventional ways. She knows she isn't the warmest companion, and that there's little she can do to support someone undergoing a lot of emotional stress. But she wouldn't hesitate to risk her life for the sake of another, whether she knows them or not, and she would fiercely defend any one of her companions.
Flaws: Winter's temper will always get the best of her, particularly if someone is insulting a person she esteems. This can get her into a lot of trouble and ruin any attempts at being diplomatic. She doesn't suffer fools lightly, and she sees nothing wrong with slapping someone upside the head if they're not exercising common sense (and her expectations of what's regarded as 'common' are much higher than the average).
Her selflessness also stems from a bad place where she can't recognize any value she has as a person: as far as she's ever known, her only value comes from fulfilling a purpose. If she fails, she takes it very hard. Every expectation she places on someone else is an expectation she puts on herself as well, so no one can rightfully call her a hypocrite. The last thing she wants to do is let someone down, especially if she cares about them. But if she's not careful, and doesn't take care of her own emotions, she could develop a martyr complex if she judges someone else's life to matter more than her own.
At this point, Winter knows very little of the world outside of her family's sprawling manor. She hasn't experienced town festivals, bar fights, or toiled doing manual labor. She doesn't know how to properly take care of herself, and though she's resourceful enough that she could survive, it sure wouldn't be pretty. She can't cook, doesn't know how to forage or build a fire, mend clothing, or haggle for a good deal. She's never had to go shopping either. In short, she's pretty awkward at being a normal person, and though she's determined to try her best and pull her own weight, she's going to have a tough time of it.
Additional Information: I'd love to add more, but I'm also aware of the time crunch (hopefully this isn't too late, I wasn't sure if there was a hard cutoff time). Winter will be unable to summon her eidolon at will until she hits the RP equivalent of second level, and has had time to practice and research magic.
There are also portions of her history that I'm willing to be flexible with to accommodate anyone who wants pre-game CR or has ideas regarding her background that might come into play for future adventures (maybe she has a stepfather rather than a real father, maybe she has siblings, maybe the dwarven butler will be a PC, maybe the prince that's supposed to rescue her is actually a pretty okay guy who knows her father is being a piece of shit, etc.).
APPROVED
Date: 2020-03-09 02:24 pm (UTC)(no subject)
Date: 2020-03-10 01:27 am (UTC)Player Handle: Also JudgeCF!
Player Contact: PM'ing this account is fine, as well as
Rules: Yes, not at the moment, and yes
Goals: OOC'ly, I enjoy adventure plots and general CR building. I might enjoy comm-wide stuff, though I don't know how that'd go in a more dressing-room game.
IC'ly, I'd eventually like to play out a dramatic scene where Mannix, after gaining some heroic fame, is brought before his Church and deemed unworthy for further clerichood. And the redemption arc he'll undertake to prove himself worthy again, natch. In general, I'd also like any character development that involves him growing in confidence, faith, maturity, and general heroism. But all CR is welcome; he's a sociable, if awkward nerd.
CHARACTER
Name: Mannix
Age: 1. He looks like a mature mouse.
Race: An Awakened, i.e. sapient mouse.
Class: Cleric (Knowledge)
Social Status: Poor. He hails from a scriptorium where the monks took vows of poverty.
Inventory: A holy symbol and suit of barded chain mail, each to his tiny size. They're gifts from his master, though he can't explain how the latter got them.
History: Upon maturity, Mannix, then a dumb house mouse, took up residence in a cloister of The Church in a small town. There were no females or other like animals for company, so he often, despite his timidity, sought the company of the monks as they engaged in their religious duties.
Clement, the abbot of the cloister, took notice. Though he was the superior there, he didn't have the heart to remove the vermin as he ought, moved by the mercy and pity so lauded in the faith. Clement, when he was allowed outside of the cloister, fostered friendship with a druid whose Circle's immediate goals overlapped with the Church's. They spoke often of their differing lives and circumstances, and the subject of the cloister's church mouse came up. When the Circle's work was complete and they began to move on, the friendly druid, Silvan Birch, wished to grant a parting gift. He asked if he might see the mouse in question. In secret, Silvan had been magically inscribing a precious agate for the occasion. Using his druidic powers, Silvan easily drew out the mouse, and asked Clement what he'd like done to the creature.
Clement confessed a fondness for the beast; they weren't allowed pets, of course, but he liked the facsimile of one that would poke its head out every now and again to observe their prayers and rites. It seemed to him something approaching reverence, or near as an animal could demonstrate. Alas, he admitted that, much as he liked the creature, it'd be proper to remove him. Mice are pests, and the droppings, disease, and other mischief he might spread made the environment unsuitable. Silvan replied that he knew a way to tame it, so that it'd be a boon to the Church, and not a nuisance. Indulgent and curious, Clement asked how. Silvan smiled and completed the ritual he'd performed on the stone. Handling the mouse in his other hand, he touched and awakened it, granting it the gift of sapience.
Such a spell charmed Mannix to Silvan, though the latter explained he had to leave the following day, and so put the newly awoken mouse in Clement's care. Clement accepted, in a mix of shock and humility. He chose "Mannix" for a name, meaning "little monk", and raised him in the arms of the Church.
Clement and his fellow monks, though firm as ever in the duties of their walk of religious life, taught Mannix all they could of the creed. Clement in particular took his strange responsibility quite seriously, estimating that Silvan, in reckless generosity, had done no less than deposit an orphan. Mannix, like all mice, matured quickly, and was intelligent even by the standards of awoken animals. Despite the handicaps of his size, he eagerly assisted the brothers in their chores. He especially loved the scribe work, where he was allowed to read all he liked of the words, tomes, and scrolls the cloister painstakingly reproduced. All Mannix' recreation went to the voracious consumption of every written thing.
Metaphorically speaking. In his prior unenlightenment, Mannix had eaten some parchment and used more for his nest. While Clement explained that, in his unreasoning state, he was blameless for any trouble he made for them, the moral mouse was still wracked with penitent feeling. He then remembered reading about clerics; supremely gifted members of the faith whose intuition and devotion allowed them to wield great, holy power. One of their most trivial cantrips would allow the restoration of a scroll Mannix ruined. So, privately, in the still of night, Mannix got the scroll, traced a holy symbol with ink, and practiced the somatic and verbal gestures, praying with all his heart for the success of his repentance. To his surprise, it worked. When he showed Clement his good deed, the latter was astonished.
The next day, Clement asked if Mannix might perform such a feat again. He tore his sleeve, and asked Mannix to mend it just as before. When he did, Clement knew, and explained, that the Mending he cast marked Mannix for a cleric. It was an occasion for joy and sorrow. Joy, for it meant Mannix was favored by the Good they worshipped, called for a separate purpose. Sorrow, for it meant Mannix must leave them. Clerics are meant for other than the monastic duties of the cloister; to go out in the world and contend with the powers and principalities therein.
From then on, Clement tailored his teaching to spellcraft and martial pursuits; or as much as a mouse could learn from what scrolls and instruction the cloister had. Once he'd prepared all he could, the two gave tearful farewells, and Mannex was released to pursue a life of adventure.
Personality: Mannix, like any mouse, is timid. Despite the great destiny clerics must face, he's not looking forward to it. Only obedience and devotion to the Church and the Good keep him going in the face of adversity. Were it not for supernature, nature would have stopped him dead in his tracks. He's a small creature in a world of predators, both material and spiritual. Were it up to him, he'd live all his years in the peace and study of the cloister's confines. Alas, he knows that the Good's desires are infinitely superior to his own, and if the Good desires danger, so be it.
He serves under the Knowledge Domain, or in the Church's vernacular, the patronage of St. Scholastica. He has a deep love of study, theology, and the written word. As a mouse, he lacks the martial might expected of his calling, unable to wield mace or shield in the faith's name. Ergo, he's better suited to pure spellcraft and putting his intellect to work. After all, he was distinguished from his bestial brethren purely by the gift of sapience; what would be more appropriate than utilizing said gift to the glory of The Good? Though his timidity plays into it. He much prefers thinking and solving problems from afar than getting into the visceral thick of it.
Outside of those he knows--a handful of monks--, Mannix is shy and unconfident among others. Talking mice, when they aren't wizard's familiars, are strange enough, let alone ones who proclaim the sovereignty of The Good. His shrill and piping voice doesn't help, nor does his strange way of speaking. While he understands the very heights of sophistication when it comes to subject matter, he expresses himself with a simplicity and bluntness not much more complex than a kobold's. The quiet and charitable brothers accepted his eccentricities. The rest of the world isn't so understanding.
Nonetheless, he is curious. His mousey nature has him constantly sniffing things out, and he's cautiously excited to explore his new surroundings, loud and boisterous though he receives them. In his heart of hearts he hopes to perform and serve all The Good expects of him, and live up to his portentous calling.
Strengths: Mannix is LG to a T. He is kind and, barring a lack of social graces, polite, with a childlike single-mindedness in promoting the faith through word and deed. His virtue of studiousness is second-to-none. There isn't a field in the world he hasn't studied, nor a library whose depths he wouldn't eagerly plumb. If there's any hope of a cerebral solution to a problem, Mannix will find it. He strives to embody every virtue The Church would have; mercy, justice, temperance, etc. He's quick to succor the suffering and bring light to darkness. He's a ball of activity, eyes and ears alert to whatever opportunities for good exist. Mannix also possesses the earnestness so common to animals, and can easily find the (very large) words appropriate to encourage and uplift. He has his heart on his sleeve, and very little potential for deception.
Flaws: Having lived in a cloister all his life, Mannix's social skills leave much to be desired. He's not used to dealing with people outside the faith; no little obstacle when he's supposed to bring all peoples into it. The scrolls and works he's studied don't contain much slang or colloquialism, so despite his large vocabulary, he's lost in the rough-and-tumble outside world.
Mannix is a nerd, prone to preaching and logical argument should conflict arise. He's genuinely surprised when the rational approach fails. How could they not see the reason, the logic, the perfectly woven morality of his point of view? His intellectualization of every problem leaves him grasping in matters beyond the head.
Gluttony is a temptation. Mice eat often, and Mannix is no exception. When his jaw isn't expositing a deluge of facts or scriptures, it'd ideally be gnawing on a treat. He'd have a snack at all hours if he had his way. Fasting is, for him, a hard sacrifice.
Cowardice, however, is his greatest weakness. He's not stupid, at least not in the realm of facts. He knows that clerics are called upon to fight: to spill blood, burn away evil with sacred flame, and smite the wicked. He wants none of it. Part of this is his adoration of Clement, a role model whose kindness and gentleness are his reason for being. The other part, however, is his base nature. Only in territory disputes with other mice do his species get violent. Otherwise, he prefers flying to fighting.
Mannix can be mercenary, sometimes viewing others as a means to an end. He likes to be resourceful and use everything and everyone at hand, and, when it comes to conflict resolution, can be colder than an intellectual approach really warrants.
Additional Information: Mannix' church, creatively called "The Church" is a big part of his character. Setting-wise, it's the most dominant good-aligned faith, or the most "human" religion. Large and aggressively expanding, and inclusive enough to gain influence and absorb rival faiths. In general it's a boon to the world, though some of the higher-ups aren't above playing political games t curry favor and acquire resources.
So feel free to play off it! Either as a fellow member, or a sourpuss who doesn't like the sheer size of it, an apostate, etc. Sky's the limit.
(no subject)
Date: 2020-03-10 04:51 am (UTC)Player Handle: JudgeCF
Player Contact: PM'ing this account is good, or use
Rules: Yes, no, yes
Goals: For him? Basic villainy hijinx would be good. Personal nemesis villainy would be great. Or, for a twist, with the proper TLC, he could do a redemption arc and go good. Dunno how since he's pretty vile, but ya never know.
CHARACTER
Name: Aryte
Age: 35
Race: Lizardfolk
Class: Druid of the Moon Circle
Social Status: Fairly wealthy, as he's the leader of his own mercenary outfit. He enjoys all the spoils of battle.
Inventory: Nothing comes to mind atm, though I'm making him a "scaling" villain, i.e. someone whose power level can match whatever makes for the best scene. If magic items come into that, I'll include them then if that's cool.
History: Aryte's original tribe settled in forests near the estates of powerful nobles. Said nobles were interested in expanding their territory, and so gave his tribe two choices: die in a miserable battle against superior numbers, or form something mutually beneficial. His tribe decided the latter; they couldn't afford any more predators, and the nobles had more access to food besides. So an arrangement was made: in exchange for their fighting prowess and familiarity with the land, they'd in turn be provided with a share of the wealth and resources to keep their struggling tribe afloat.
Aryte was hatched scrawnier than most of his kin; weaker too. His physicality was, at best, mediocre, and he was clumsy to boot. This made him a poor soldier in the aforementioned arrangement, though he served just the same. However, nature gave him other traits to compensate. He had a way with animals. Granted, he's a poor shot at hunting them, but his understanding of their nature went beyond the wisdom of the tribe's huntsman. He was cunning, too. Far more intelligent and charismatic than his kinsmen. For a race so primitive, his savagery was barbed with a bigger brain. Were he not conscripted in the nobles' conflicts, he might have rose to become a great shaman.
Still, the nobles recognized these qualities, and used him as an officer and go-between to better manage the Lizardfolk forces. He was taught more sophisticated military strategy than the tribe employed, and so enjoyed minor successes and the acclaim of leadership.
This all came to a violent end with the noble's final task. The final and most elusive tenant of the forest they wished to claim were the fey themselves; a dangerous, wily foe. Even the lizardfolk, adapted to the wilds as they were, were not equipped to tangle with such a mystic enemy. Nonetheless, they were ordered to wage a pitched, all-out battle to claim the forest once and for all. They never stood a chance. Aryte's company was defeated, and once the casualties mounted, he fled, and his company was presumed dead.
Later, he'd discovered that the nobles had no serious intention of defeating the fey, much less letting the tribe share in the spoils. It was simply an expedient means of disposing of an ally no longer needed. Cold-blooded as he and lizardfolk are, he could see the logic behind it. It was too bad; now that he knew his tribe was so disposable, he couldn't go back to that life. He enjoyed that life. It let him exercise violent urges that brought him pleasure largely unknown to his unemotional kind.
Numbers decimated, he wandered the wilderness for a while. It was then that his druidic powers began to manifest. The beasts of the forest had a sympathy with him, somehow. Especially the predators. Their desire to hunt, to kill, to wreak violence as their nature demanded, resonated deeply within his primal heart. The beasts seemed enchanted with a strange, spiritual significance that empowered him to understand. To share. And eventually, to command. No longer was he the runt of the clutch; now he could become any beast he fancied, and have their strength for his own.
He gathered the scattered remains of his vanquished tribe. Combining his military experience, penchant for leadership, and his mystic powers over nature, he would make a tribe all his own: the Sellscales; a ruthless mercenary outfit who used the wilds themselves for their ends. He wanted to find his place in the world again. The nobles, treacherous though they were, taught him just where it was: destroying and conquering others. This time, he'll be the one giving orders.
Personality: Like most Lizardfolk, Aryte is cold and inhuman. They think only of survival and have next to no room for sentimentality. He's not much of an exception. Even the tribe he heads is, for him, a means to an end of satisfying his violent urges.
That would be bad enough, but all of it is further tempered by the regimented, orderly mindset he acquired when he was allied with the military of nobility. Thus, he combines reptilian cold-bloodedness with military impartiality. It would be wrong, however, to suppose he was a statue. He has feelings. Not for his kind of his allies or his patrons, mind, but he can experience joy. It just happens to be the joy of being strong and breaking things. For all his cool head and even temperament, it all melts away in the heat of the moment. His skill is in setting up a battlefield, but his passion is being in the front and brutalizing the enemy up close and personal. He knows no greater happiness than breaking bones. That, and only that, is his heart's desire. Everything else: his tribe, the money, who he works for, is secondary. So long as they grant him the opportunity to destroy again and again, he's content.
Intimidation is his preferred method for getting those beneath him to work with him. Who's going to argue with someone who can turn into a bear and rip your throat out? Still, he knows how to behave around his patrons; far better than his kind usually does, anyway. Another perk of growing up around high society.
His love of destruction has grown even into areas of the psyche. It wasn't uncommon for his superiors to berate and break down others into compliance. It hadn't much effect on the inhuman lizardfolk, but he saw what wonders the verbal cruelty of drill sergeants could inflict. His growing sophistication has led him to explore new spheres of pleasure in destruction: outside and in.
Strengths: Artye's a scary brute, and he knows it. He has no qualms about throwing his mystically-enhanced weight around if it gets him what he wants. Still, he knows how to work with others. He can leash his evil nature long enough to make contracts and operate in whatever civilized society is naive enough to have him.
Aryte's excellent at reading others on a deep, intuitive level, knowing their likes and dislikes, as well as their desires. This gives him an inside line on their strengths and weaknesses, which he can mollify or manipulate with, as needed.
(Questionably) best of all, he can even use his apparent stupidity to his advantage. Lizardfolk aren't known for being very bright or articulate; they've funny ways of talking. Aryte in particular likes to refer to things with strange metaphors. A rich hostage, for example, might be called a "golden egg" for his or her deferred value. This can catch people off guard, leading them to underestimate just how resourceful and violent he truly is.
Flaws: Aryte's not religious, but if he had a god, it would be his lust for violence. The most positive way to spin that is that he likes to "lead from the front". Truthfully, he's a hothead just itching to mix it up in melee, tactics be damned. Oh, he knows the basics. Where to put units and where their talents best apply. Ironically, he doesn't apply this to himself. A druid's greatest strength, after all, is their versatility. Changing the weather, summoning or becoming a myriad zoo of critters for endless application, etc. The utility of nature is endless. And yet, his favorite is the most simplistic: becoming something big and strong, and then hitting things. Aryte would likely enjoy far less risk and far more success if he could just take a big picture view.
He'd rather leave that to whoever hires him. Just give him something to break.
His single-mindedness isn't unknown to the lizardfolk under his command. It's not as though he takes pains to hide it. Even for them, Aryte comes off as a titch unhinged, willing to use them as cannon fodder. Still, they band together for mutual survival. Had they any emotion, they'd have deserted him for a monster long ago. As it is, his above-average charisma and passion is just enough to keep them in line.
Additional Information: I'm happy to change any part of his backstory if you'd think it'd make for some cool CR or drama. Maybe your dude or their group was the one that nearly wiped out his original tribe. Maybe they were or knew the nobles who forcefully allied with them to begin with. Maybe you've suffered from one of his mercenary's evil jobs. Maybe you're insane and looking for a horrible someone to teach the ways of druidism. Maybe you *were* his original teacher and you regret it dearly. Whatever's fun!
APPROVED (exception made since an app was posted before the deadline)
Date: 2020-03-16 09:15 pm (UTC)