Hey there, peeps! My name is Vergil, and I shall be joining you guys for the Scourge of the Demon Queen!<br/><br/>I'm new to Dungeon World and have relatively limited experience in system games before this, so...be patient with me. ;)<br/><br/>I need to solidify bonds, but as a warning, I WILL be away for a few days starting later tonight as I fly out to China for a new job! :o<br/><br/>But I should be back by the Weekend AT THE VERY LATEST (all things going to plan), so...I should be here in time to start playing properly. Hopefully. Just don't start the Scourge without me! :o<br/><br/>And without further ado, here's Sara, my adorable little Elven Summoner! She's got a Custom Class made in Class Warfare, she has a couple of slightly altered custom abilities (Ok-ed by Nastara), and she comes from a secluded clan of Nomadic Elves. :D I hope you like her!<br/><br/><br/><hr/><br/><br/><strong><em><span class="bbc_u">General Information</span></em></strong><br/><br/><div class="floatright">(http://another-level.up.n.seesaa.net/another-level/image/006-89ffc.jpg?d=a1)<br/>(http://i718.photobucket.com/albums/ww181/ninjabreadman1993/007129b1e5bcfef3b1f1a5a5769a9ebd_zpswkoqdqlz.jpg?t=1473782916)<br/>(https://41.media.tumblr.com/cd650468d04a9f99dbf71bbb28b7bd17/tumblr_ny3xki6nfD1rqat58o1_1280.png)</div><strong>Name: </strong>Sara'luthwen Elanorriel ("Sara" for short)<br/><strong>Race:</strong>Elf (<em>When you undertake a perilous journey through the wilderness, whatever job you take you succeed as if you rolled a 10+.</em>)<br/><strong>Age:</strong>The human equivalent of 19.<br/><strong>Class:</strong>Summoner<br/><br/><strong>Sex/Gender:</strong>Bisexual Female<br/><strong>Interested In (Character):</strong>Men, Women.<br/><strong>Interested in (Player):</strong>Men, Women, Futa's, Monsters, Bestial Creatures, Masculine Creatures, Feminine Creatures, Amorphous Creatures (EG, Slimes).<br/><br/><strong>Brief Description:</strong><br/><br/><em>-- Appearance:</em><br/>Sara stands at a surprisingly petite height for an Elven woman, standing at only 5'5, and is of an athletic, well-maintained lithe-but-curvaceous build - her body being what she has learned the humans call "An Hourglass Figure," many men apparently being very interested in her ample, DD-chest - that regularly attracts a lot of unwanted attention to the surprisingly shy, naive young girl. Her long blond hair falls down to around her waist (<em>impossible</em>to take care of without the use of magic!) and her bright, kindly emerald green eyes peer out from a smooth, gracefully curving face. Her skin is soft and smooth, though she has a marring scar across the middle of her back and spine, stretching from her left shoulder blade down to her right hip. Her lips are smooth, graceful and pleasantly plump and her ears end in sharp points, clearly marking her as a pureblooded, "Aristocratic" elf. Despite having left her family and her clan, she still insists on wearing the traditional Spiritualists Garb of her people; a snow-white bustier with golden trim and traditional tribal patterns swirling on the chest that wraps around her body and under her arms and meets in the centre of her back, held in place by a series of thick white laces in a criss-cross pattern.<br/><br/>Her lower half is covered by a short white skirt with yet more golden trimmings and metal ornaments hanging from the waist, with the option of adding a series of white train-like attachments that trail behind her for ceremonial or formal functions. Her stomach and the area just below her chest-level is uncovered, her soft flesh allowed to be exposed to the air around her with the golden winged tattoo that marks her as a Mage among her clan. Her fingerless white and gold gloves extend up to just below her shoulders and match her mid-thigh-high travelling boots. Unfortunately for her, such dress is considered "revealing" and provocative among many human settlements, earning her yet more unwanted attention when wandering around settlements on her own. Were she not a mage, she has no doubt that she would have been taken advantage of by evil, scrupulous men many, many times. Still...it is all she has left of her family and her traditions, and she refuses to allow the more base nature of Mortalkind to strip her of that connection, or intimidate her into changing her own bodies desires and comfort to conform.<br/><br/><br/><em>-- Personality:</em><br/>Sara is a woman out of her element; she only left her clan to explore and discover the world a few short months ago, and is still learning about the intricacies of normal, everyday life outside of her nomadic people. As such she can come across as fairly shy and nervous, though once her initial nerves have passed she generally attempts to be friendly and outgoing to everybody she meets, and often comes across as innocent and naive...because she is. However, she is not stupid and often surprises people with her unexpected intelligence in certain matters...you don't live very long as a "Hedge Mage" if you don't have some brains, after all. The elements themselves are very punishing towards fools. She did learn very quickly of course, after one or two note worthy incidents, that many people are not what they seem and many more people only want her for what she can do for them. As such, though she is still naive and is perhaps slightly quick to trust others, she is aware of the fact that she must be more careful and always endeavours to be cautious...though she still finds it exceedingly difficult not to see the best in others and will often be the first to offer assistance or sympathy even when it might prove dangerous or unwise to lower her guard to do so. Her devotion to the Old Gods of her Clan can make her seem like a bit of a prude sometimes, but the truth is that she accepts all sexualities and approaches to intimacy; life is a gift from the Gods, after all, and if your body desires something it is because the Gods will it, and if the Gods will it, then it must be holy and just...right?<br/><br/><br/><em>-- Basic History:</em><br/>Sara was born into the<em>Tua'thu'ain,</em>a small clan of Nomadic Elves in the far reaches of the world, away from most – if not all – wider civilisation, only occasionally coming across small villages and settlements here and there who were equally as isolated and separate from the goings on of the various Kingdoms and Empires vying for dominance. Their home was wherever they pitched their huts, following the Game and avoiding trouble, moving from forest to plateau to rolling grassland as befit the season and the climate. Life was hard, of course – some months they would travel for miles and miles around and find only the barest of supplies, and some summers were so dry and humid that it felt like the sun itself became a vengeful Fire Elemental, bearing down on them attempting to crush them beneath its might – and every day brought with it the capacity for great calamity and danger. Living in the wilds, beyond the reach of civilisation tended to do that...Monsters were more frequent and more bold, creatures long since thought extinct prowled the night and it was only through the bravery of their Hunters and the Strength of their Clan that they ever survived the long winter nights in particular. Central among the Strength of The Clan were two things; the first, that every youth was tested when they exited childhood – the equivalent physical maturity of a human 8 year old – and assigned a Master to teach them a craft, be it Ranger, Fletcher, Weaver, etc so they could grow to support the Clan in whatever ways it required.<br/><br/>Second was the tenant that what the Clan needed, the Clan got. That if the Clan required a sacrifice from you, you gave it, willingly. And one sacrifice that was needed was one Youth to step forwards and take the heaviest mantle of them all;<em>L'yaranel,</em>which roughly translates in Common to “The Guide,” or “Guardian.”<em>L'yaranel</em>is the title given to the leader – or the “Guide” - of the Clan, the man or woman whose job it is to divine the signs from nature and the stars, to dictate their path, offer physical and spiritual comfort and healing, to offer insight into the Gods designs, whose job it is to commune with the Spirits and the Ancestors in times of trouble, whose duty it is to ensure that the Clan survives and remains strong and safe. In short, their job is to ensure the Clans physical and Spiritual survival. Thankfully, the<em>Tua'thu'ain</em>worship forgiving Gods who emphasise the natural aspects of the Elven body, emphasising the holiness of the Bodies desires and needs, and the necessity of treating everybody you meet with the respect they show you, and the importance of family and Clan, so the latter is not as difficult as some more “civilised” faiths. However, it can be challenging sometimes to truly discern the Gods will, and that is one area where the<em>L'yaranel</em>comes in.<br/><br/>Every generation, the Youth with the greatest Magical potential is selected and taken for training under<em>L'yaranel,</em>becoming<em>L'ynoryel,</em>or “The Guided,” whose destiny it is to one day replace<em>L'yaranel</em>as the Guardian and Guide of the Clan, and in time, train their own apprentice in order to ensure the survival of the<em>Tua'thu'ain.</em>This youth is instructed in plantlife, the movement of the game, the signs of the Earth, methods of healing and symptoms of both common and uncommon ailments. They are taught Theology and – like any other<em>Tua'thu'ain</em>youngster – how to ride and shoot. They are tutored in magic, guided towards their own strengths and style of Spellcasting and channelling of the Gods Will. Magic, after all, cannot be forced; every individual has their own attunement to the natural world, and that must be nurtured and discovered, not brutalised and bullied. It must come naturally and must stem from within the person themselves, not taught from a textbook with no flexibility or adaptability. And then, when they are the equivalent of 17 Human Years Old, they are sent off into the world for their<em>Tua noy'liara,</em>their “Great Pilgrimage,” where they are tasked with exploring the world, visiting strange and exciting new places, gathering wisdom and knowledge and experience beyond what they would otherwise find within the clan, effectively turned loose to mature and grow and come back with the maturity needed to carry the great burden of<em>L'yaranel.</em>Many<em>Tua noy'liaren</em>last in excess of twenty or thirty years, and Sara is only at the beginning of hers, only two years into her Great Journey, and she still has a lot to learn.<br/><br/>She has never known anything other than her Clan, and even with her trusty Spirit Companion, Fenariel by her side, she is scared and uncertain...but determined to live up to her Clans ideals, her Faiths Tenants and her parents hopes and dreams for their daughter. After a particularly hairy moment in an ancient ruin that turned out to be far, far more than she had bargained for, the group she met along the way invited her to join their “Guild” and, after some contemplation, Sara decided to accept. She needed to see the world, and what better way of doing it than being part of an Adventurers Guild, whose sole job was exploring and discovering? Even better to be part of a group, so she could gain experience working with a team, and who could better guarantee her safety should the worst happen. She's only been with the Guild a few short months, but has already been through a good few small adventures of her own...but something tells her that this one...this one right here, right now...this would be the biggest one thus far. And though she cannot hide the fact that she is nervous...she's also exhilarated. This was what the Pilgrimage was all about; and with her trusty Fen by her side, her Ancestors watching over her and her fate already ordained in the skies above...how could she possibly accept anything besides absolute success? She would not fail. For the sake of her Clan...she<em>could</em>not fail.<br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Stats</div><div class="spoiler_body"><em><strong><span class="bbc_u">Stats, Classes, Abilities and Gear:</span></strong></em><br/><br/><strong><span class="bbc_u">Subclasses:</span></strong><br/><br/>Disciple (Venerator)<br/>Disciple (Embodiment)<br/>Custom (Spirit Guarded)<br/><br/><span class="bbc_u"><strong>Stats</strong></span><br/><br/><strong>Base damage:</strong> 1d4(+2 With Beast)<br/><strong>Load:</strong> 8<br/><strong>Max HP:</strong> 17<br/><br/><strong>Strength:</strong> 8 (-1)<br/><strong>Dexterity:</strong> 13 (+1)<br/><strong>Constitution:</strong> 9 (+0)<br/><strong>Wisdom:</strong> 16 (+2)<br/><strong>Intelligence:</strong> 12 (+0)<br/><strong>Charisma:</strong> 15 (+1)<br/><br/><strong><span class="bbc_u">Starting Moves</span></strong><br/><br/><strong><em>--By Claw and Fang</em></strong><br/><em>When you <strong>send your beast into battle</strong> roll + Charisma.  On a 10+, do damage while avoiding your opponents attack, at your option, you may do an extra d6 damage but take the attack.  On a 7-9, you exchange blows, you and your opponent both do damage.  Damage done to your beast is subtracted from your hitpoints as psychic resonance.</em><br/><br/><strong><em>-- Devotion: </em></strong><br/>You are devoted to something larger than yourself: a calling, a  deity, a mission, or a philosophy. Whatever it is, it fills your life with purpose, your soul with enthusiasm, and your limbs with strength (Choose two Spheres).<br/><br/>----- Sphere of Influence<br/>Choose one sphere of holy spells. <em>Your faith and discipline allows you to cast any spell from that list of your level or lower.</em><br/><br/>○ Animals<br/>○ Healing (or fertility, medicine, or renewal)<br/>○ Plants (or agriculture, or the natural world) (Sphere of Influence)<br/><br/><br/><strong><span class="bbc_u">Codes and Strictures:</span></strong><br/><br/><em>-- A Guides Pilgrimage:</em> She has entered the wider world in order to gain knowledge and greater wisdom, to better lead her Clan through their trialsome Nomadic Lifestyle.<br/>-- <em>A Guides Burden:</em> She is forbidden by her teachings to do anything that may hurt her Clan.<br/>-- <em>A Guides Duty:</em> She has been taught to always balance helping others with the protection of her clan; she must always offer aid if it is possible, but must always put her Clan or Guilds needs above all others. The Clan Comes First.<br/>-- <em>A Guides Wisdom:</em> She has been taught to always respect her ancestors and the sanctity of the dead. As such, though she freely converses with the spirits of the dead and oftentimes seeks their aid and advice, the forced binding of them into undead forms such as zombies and ghouls is abhorrent to her in its disrespect for their wishes and their happiness (You think a passed spirit likes being trapped in a rotting corpse that can do naught but kill? Didn’t think so). Furthermore, if a passed spirit requires her help, she must do her best to aid it so long as it does not conflict with her Burden or her Duty.<br/><br/><em><strong>-- Cast a Holy Spell</strong></em><br/><em>When you cast a spell from your chosen sphere of influence, roll+WIS. On a 10+, you cast the spell, but choose one consequence from the list below. On a 7-9, you cast the spell, but choose two:<br/><br/>The spell has other effects as well.<br/>You may not cast this spell again until after you get a full night’s sleep.<br/>Your spellcasting is obvious and you draw attention to yourself.</em><br/><br/><br/><em><strong>-- Prayers to the Dead</strong></em><br/><em>You are able to converse with spirits of the dead as if they were living. They can sense this, and will be more inclined to appear before you.</em><br/><br/><em><strong>-- Words from Beyond</strong></em><br/><em>When you venerate your ancestors and ask for advice, roll+WIS.On a hit, a spirit gives you advice about your situation, but on a 7-9, it comes with strings attached. They want something from you as well—a favour, a sacrifice, or just an ear that will listen, perhaps. The GM will tell you what. If you act on the advice the spirit gives you, take +1 forward.</em><br/><br/><em><strong>-- Spectral Companion</strong></em><br/>You have a supernatural connection with a loyal spirit animal. You can’t talk to it per se but it always acts as you wish it to. When you take a short rest, you may meditate to change your Companion’s physical form to that of a different <strong>Animal.</strong><br/><br/><strong>Companion Name:</strong> Fenariel (“Fen”)<br/><strong>Cunning:</strong> 2<br/><strong>Ferocity</strong> 2 <br/><strong>Instinct:</strong> 1<br/><strong>Armour:</strong> 0<br/><br/><strong>Strengths (as many as its Ferocity):</strong><br/>Changeable, <br/>Huge.<br/><br/><strong>Weaknesses (as many as its instinct):</strong><br/>Frightening.<br/><br/><strong>Training (1+Cunning):</strong> <br/>- Fight Humanoids<br/>- Fight Monsters<br/>- Scout.<br/><br/>When you work with your animal companion on something it’s trained in:<br/>...and you attack the same target, add its ferocity to your damage.<br/>...and you discern realities, add its cunning to your cunning.<br/>...and you parley, add its cunning to your roll.<br/>...and you take damage, add its armour to your armour.<br/>...and you track, add its cunning to your roll.<br/>...and someone interferes with you, add its instinct to their roll.<br/><br/><br/><span class="bbc_u"><strong>Alignment:</strong></span><br/><em>Good:</em><br/>Give someone aid according to the spheres you have insight into.<br/><br/><span class="bbc_u"><strong>Bonds:</strong></span><br/>__________ also respects the ancestors, so I will respect them.<br/>__________ helped my complete an important task.<br/>__________ is a friend of the spirits, so I will be their friend as well.<br/>My companion seems to like __________. They must be someone I can trust.<br/><br/><br/><strong><span class="bbc_u">Gear:</span></strong><br/>Clothes appropriate to your calling and present situation<br/>Dungeon rations (10 uses, 1 weight)<br/><em>An item that symbolizes her devotion:</em><br/>A silver headband, kept in the locks of her golden hair that symbolises that she is a Guide on her pilgrimage into the world. It has been passed down from Guide to Guide to symbolise their devotion to their fate.<br/>Her exotic shortbow, made for use either from horseback, foot, on the move, from a high perch...an all around versatile composite bow, equally good at hunting game or punching through armour.<br/>Ammo (4 uses)<br/>Bandages (3 uses, slow)<br/>Dungeon rations (5 uses, 1 weight).<br/><em>An item that connects her to her ancestors;</em><br/>A ceremonial golden hilted, silver bladed knife, the handle adorned with rich gilding and more than a few small, pure gems of varying colours. It has been handed down along the women of her family from time immemorial, a remnant of their Old Home, before their Clan was Nomadic. Nobody knows who those ancient Clansmen were, what their home was like, where it was or why they left...only that a very few family heirlooms survived the passage of time and their hard-weathered life, moving from place to place...and this dagger is one of them. Her carrying it is a promise; she <em>will</em> return one day to pass it on to <em>her</em> daughter. The memory of her ancient Ancestors depend on it.</div></div>