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Hello, and Welcome to the codex, a depository for information on the World of RUNE, from it's heroes to minor things like animal profiles.

This is constantly being added to, so check back often!

This is where character sheets for RUNE go, obviously. At a later date, I will also store Assorted fluff here. making this an encyclopedia of sorts.

Dramatis Personae (In no particular order)

Alice Bradly, the Mutant.
Dirae, The Godspawn.
Karnage Urabrask Vorinclex, the Tree.
Tavel Mardrum (we think), The Merchant.
Trudy Barkstone, the Pilot.
Aur Iliax, the Renegade.
Seraph (gotta call her something), the Pygmy.
Azalea Volkamenia, the "Echoing Enchantress"
Erik Singer, the Ranger
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GEOGRAPHY:


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NPCs


Gor Kazach
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Kilo6

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Username:
Kilo6
Name:
Alice Bradly
Race:
Human Mutant (history explains this)
Age:
18
Gender:
Female
Homeland:
Nova
Appearance:
Has messy grayish blonde hair and icy blue eyes along with a scar that runs from the left shoulder to bottom right of her back. She also has this tattoo on her left shoulder.
Size:
Stands at around 5'8
Elemental Affinity:
Air
Bio:
Alice has had an interesting, if anything sad life up to this point. Her father was a Nova man who brought his Aqua wife back to his beloved homeland. At first, the community shunned the couple, putting very little trust from such a foreign outsider. But as they went about their lives, they slowly warmed up to the Aqua woman. Her father was a Mage, her mother, a full time cook but part time inventor. Her mother always seemed to be fascinated in machines and always seem to hunger for more knowledge about them. On the second day of a new year, they had their first and only child, Alice. When Alice was born, she was a very weak child, barley surviving infancy and being a shaky, sickly tottler. Despite her physical weakness, she was obviously her mothers child as she seem to stare in awe as she watched her mother tinker with machines and build new ones. The snowy village they lived in was not surprised at all that the mixed blood girl that was born was struggling to survive. Often times, behind closed doors, people would talk of her almost as an abomination, something to take pitty on for its now polluted blood line. When Alice turned ten, her condition worsened. She was now always sick with something and constantly on the verge of death. Her father, at that moment, pushed aside any thoughts of alienating himself from his daughter and devoted all his magical knowledge and know how to finding some sort of cure for his sick daughter. When Alice was fifteen, she was dieing, so her father decided to use an untested form of soul binding to save her life.

The soul binding worked as he was successfully able to bind Alice's soul with an animal's soul, specifically a bobcat, allowing her spirit to be much stronger than before and thus making the body very healthy and resilient. The downside was because of the direct bonding of the two souls into one instead of simply creating a link like other soul bonds, Alice inherited some of the physical features of the bobcat. Her senses suddenly became much more sensitive as her teeth grew sharper and ears and tail sprouted from her body. For a week she endured these painful alterations to her body and her brain adapting to all the new sensory information she was receiving. Her parents were to happy to care about their daughter's new appearance and simply cried with joy that their only daughter was going to be alright. The village, however, not so much.

They saw this as a magical abomination. It was already bad that she was a girl of mixed bloods, but now she had features of that of a demon? They soon gave her parents an ultimatum, banish the daughter themselves or face severe consequences. Her parents refused, and soon died in a mysterious fire that burned down their home. Alice, having survived, fled. Leaving the village and stowing away on a ship to Terra, never wanting to set foot on Nova again. That was two years ago. She found that she could both handle magic very well and work on machines as well. When she arrived in Terra, she became an apprentice to a craftsman/machinist and began to work under him. She discovered that her new physical body was incredibly strong, lifting heavy machinery like they were nothing. She soon became quite the word around town as a strange looking girl who could lift something twice her size working as an apprentice for an old craftsman. After working for two years of working for him, she got restless. Talking to many adventures and travelers that would come buy to have their equipment repaired.

Thus, after much saving, she set off to travel with her own custom built equipment. Her new, true hometown behind, she has been simply wandering and doing small jobs for the bast year. Now wandering into "Fool's redoubt", curious of the location.

Personality:
Despite her isolation, Alice developed a friendly personality through her work with the wise old craftsman. She's naturally curious and skeptical of the world around her and is always willing to learn more. While generally very tolerant and friendly, she does have a hardwired weariness of people from Nova. Typically she would rather leave the room than have a confrontation with someone from Nova. Other than that, she's a relatively brave, friendly, and curious.

Skills:
Incredible strength: being able to lift heavy equipment and weapons, hence her custom rifle cannon as her main weapon.
Good With Machines: She has a natural knack for machines, often being able to learn quickly about new items.
Curious: While not incredibly knowledgeable, she has the ability to comprehend and learn new, even more complex ideals and theories.

Equipment:
-A 20mm Semi Automatic cannon-
-"Strikers": Of her own invention, these leg mounted machines allow her to move across rough terrain at speeds up to 30mph, making her very quick and nimble.-
-.45 pistol-
-Small tool kit-
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Name: Karnage Urabrask Vorinclex
Race: Formerly a Demon Orc (Time will tell if he will ever obtain his original body back), currently some sort of Tree-Creature.
Age: 455 (Only the last fifty or so year was spent as a tree person)
Gender: Male
Homeland: Land of Tiien
Appearance:

Size: Stands at about seven feet and is quite huge. Has trouble fitting into most places.
Elemental Affinity: Earth elemental, though sometimes his personality doesn't really match and makes him seem more Fiery.
Bio: Karnage is not from this world. He has no home here, no name for himself which others would know him for, and is something of a paradox. How he came to be here first started when he went into a foray into a hellish realm that, in his world, is called The Inferno. Being a regular at traversing the plane of demons and sin, he had not expected to run across a strange portal, seemingly operating under it's own power. As a professor of his brand of magic, which involved demons and the Inferno, Karnage was all too willing to experiment on the portal. But his curiosity would be his undoing; interacting with power he had little knowledge of, he was forced into the Portal and thrown across the universes and put into worlds vastly different from his own. But it was not all too bad. Many of the worlds he traveled was, at the very least, functional for him. Each world had it's own form of magic that made his own largely ineffective, but it was a learning experience.

Despite still be unsure of what had happened, Karnage took advantage of the unknown and began to chronicle the events he went through. He discovered many new worlds and cultures, and used his relative immortality (Or agelessness as it would be) to learn as much as he can in these worlds, writing down his knowledge in journals for future references. He has visited worlds were magic has declined but technology reigns, worlds were mortals traverse the skies in boats, places were magic is innate and has ascended mortal kind to to the level of Deities, and to a place that he has hypothesis was "Pre-Tiien", also known as Earth. He also has put more research into the portals which he traverses these worlds through, which he dub's "Rifts". By going to places with chaotic (Often demonic) influences, he can crossover into other continuities and universes, or perhaps even into the past or future of his current world or another.

His current foray has brought him to the land of RUNE, though there seems to be a mishap that he had never experienced before. After leaving a world ruled by parasitic lifeforms who invade the bodies of their hosts and mutant them, Karnage chose to flee before he too joined their masses. But when he went through the Rift, he found himself inside a tree. And not any tree; some sort of holy tree which not only suppressed his demon magic (If this world was capable with his brand of magic) but was also incredibly sturdy, and no amount of thrashing could free him. He shouted for help, but no one came. For years he was trapped in that tree, stewing in his own madness. Madness that gave hims strength. He began to leak his mind and spirit to the tree, to take control of it as an extension of himself. It was not a quick process however; it took him thirty years before he could fully assimilate with the tree. But when he did, he began the creature you see now; the titanic being of nature, controlled by an aberration of time and space. And now he seeks answers to how he came to be, and how to return him back to his true form.
Personality: Karnage is a surly and generally unpleasant person. As a orc/demon double whammy, he was very cruel and evil, thinking nothing of the ramification of doing what he wants. But fortunately for others, what he wants is usually pretty harmless; mostly to be left alone to pursue his interests, which are mostly academical. A pursuer of knowledge, a full-time student of life, and an occasional teacher of slaughter and rape, Karnage is also a bit scholarly and interested in learning more about the world around him, or putting his knowledge into use and creating something for himself. And while he has a rather brutal disposition towards people in general, he is capable of compassion and kindness when it suits him. Often is rather charitable and generous, though he'd hide it with lies or plays down their worth in order to maintain a sense of superiority while still assisting those who are in need of his help. Total tsundere.
Skills: Thanks to spending much of his immortal life educating himself, Karnage has many skills in many professions. Unfortunately due to his immortal life but not an immortal brain capacity, he also has forgotten a lot of what he can do. Luckily he has journals which he can use to help jog his memory of the many things he's done in the past. Not that many of those skills are particularly helpful or even possible, given that he is largely unfamiliar with how he can use his current body.

In this current body however, he with very, very strong. He has incredibly high natural armor and the strength to crush buildings, and that's just with his not-a-giant-club right arm. With his club arm he could count as some sort of siege weapon with the force he can put into it. Additionally, his body seems to be capable of some sort of regeneration magic, though he's not sure if this is due to being a tree or the magic charms and possible holy connection the tree posses. He is capable of "Communicating" with plant life and fungi, which he finds immensely useful as they tend to hear everything and are quite willing to share their knowledge with him. He seems to be capable of some sort of magic which reminds him of Herbamancy of his world, though he loath to use the magic due to it serving as a reminder of a person he has a rather disdainful relationship with.
Equipment: Stored inside his torso is Karnage's travel bag, which contains his journals and trinkets from his past. It also contains a Double Orc Axe, the weapon which he has used for most of his adventures, as well as a few magical potions of various effects. However Karnage is unaware that his torso contains these things. He does know that his stump arm grows magical mushrooms that can be used to increase the metabolism of those who eats it to astronomical levels depending on the amount eaten. While this can be detrimental to a person's health, if they have a steady supply of food, they can utilizing this metabolism by constantly eating said food and use it to regenerate from injuries. I.e. Put some of this stuff on your food and you can restore your HP by eating.
Other: It has been observed that, while it is fully possible for Karange to die in any world he arrives in, there may be other Karnages traversing the universe like him. He has met a few and assimilated their knowledge and dominance, though he still doesn't know the full ramifications of his actions, if any.
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Name: Tavel Mardrum (although given his habit of giving fake names this is of dubious importance)

Race: Human

Age: 28

Gender: male

Homeland: Ventus

Appearance: An absolute giant of a man, Tavel's musculature is large enough to make his intense height seem oddly proportional. Though the top of his head is completely barren of any hair, a fine, light brown handlebar mustache is displayed proudly across the middle of his face. While surely grandiose, this facial hair does nothing to conceal the wide grin that usually finds itself possessing Tavel's mouth. His clothing is often fit for traveling great distances, though he does have at least one semi-formal set of clothing for whatever posh emergencies may or may not arise (they seldom do). Most of his possessions have been shoved into the very large backpack Tavel is always with, though his hammer is typically tucked away between his back and the pack.

Size: Tavel stands at an intense (well, for a human at least) 6'5, weighing in at around 240 pounds.

Elemental Affinity: Fire

Bio: It should come as no surprise given the amount of both metal and technology in the area that Ventus would attract quite a few blacksmiths and merchants. These two groups fit together like two peas in an economically sound pod, one being the production side and the other being the "convince people that they NEED this helmet, and they need it RIGHT NOW" side. It was from a union of these two groups that Tavel was conceived, the result of a merchant named Helip Mardrum stoking the forge of his dwarven blacksmith and eventual wife Tranda. The roulette wheel that is the miracle of species cross-breeding then spun and churned out a human male.

It was tough being the son of a merchant and a blacksmith; Tavel spent much of his childhood with both parents trying to pull him in the general vicinity of their profession, hoping to add their progeny to the prestigious ranks of people who build things and people who sell things. By his 15th year it became clear that Tavel had chosen the latter, his mother's influence really only reflected in Tavel taking up smithing as sort of a side-hobby. Most people his age would probably have chosen something a little more flashy than hitting metal with a hammer, but most people don't have two parents making two different career sales pitches all the time. By the time his 20th year rolled around Tavel was well-versed in the art of barter and store-keeper charisma, and so he set off into the world with nothing to his name but a hammer, some metal knick-knacks he could pass for antiques, and a fold-away table to display his wares.

Tavel saw much of the world in the next eight years, making his way as a traveling salesman and selling new, cutting-edge pieces of junk. Though he took to the trade like a noun to a complementary noun, the man never really found his fortune. That was the price of being a merchant on the road; without any consistent suppliers he was forced to sell whatever items he could get his hands on in his travels, meaning a good deal of whatever profits he managed went right back into resupplying future ventures.

Personality: It seems like a good starting point here would be to mention that Tavel is one of the most pleasant people you will ever meet. On a day-to-day basis the guy is just upbeat and friendly, a real glass is half full type. However, it's not entirely clear to what extent this is an accurate reflection of his personality, as his sales tactics while on the job are varied enough to call into question any expression of emotion Tavel gives. Depending on the location, goods, and clientele he's been known to go for the cold but knowledgeable technology buff angle, the accented peddler of exotic goods, or even the old standard of the secret friend to the customer cutting them a deal (a tactic that still works in spite of Tavel being the proprietor and thus having no management to cut deals behind the backs of). He'll go all-out in these endeavors, inventing fake names, dressing the part, and even altering his speech patterns to offload his useless junk onto the unsuspecting public (not that everything he sells is junk, but junk is far easier to come by). While it is entirely possible that Tavel is a full-on glass is half full AND whatever's in it is delicious kinda guy, it's harder to say for certain when so much of his profession is based around dishonesty.

Skills: As should be fairly evident by now, Tavel is pretty good at selling things. The whole charisma thing seems to come pretty naturally to him (though it's really just years of working at it). Also, even though the extent to which it is a skill is debatable, Tavel is very strong for a human. Years of traveling with a huge pack on his back has given Tavel strength beyond most others of his race, and his muscular frame definitely reflects this attribute. He's also pretty okay at math, a near necessity for someone who deals with monetary transactions and how to bend them in his favor.

Thanks to his mother he's also got some minor skills with blacksmithing, though if he's being really honest about it his skill level is about "meh."

Equipment: As mentioned before, most of Tavel's possessions are carried in the large pack on his back. The primary exceptions to this are his hammer, which is wedged between himself and his pack, and his folding table which is strapped to the very rear of his pack like an awful shield. The pack itself contains one pocket for his clothes, one for his wares, a final large one for his food and toiletries, and a couple small side pockets for whatever little miscellaneous items he might have on him (as well as a locked money pouch).

Tavel's hammer has a simple heat enchantment on one side of the head, allowing it to superheat when being used. Although commonly a tool for blacksmiths who need a quick source of heat, the extreme temperatures can add a real kick that any victim of the tool is sure to feel.

Other: While he does carry a large hammer around all the time and is possessed of considerable physical strength, Tavel isn't actually much of a fighter. He knows how to swing the hammer if worst comes to worst, but in all honesty it's more of an intimidation thing to keep him safe on his travels.
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Username: Rtron The Magnificent

Name: Dirae (Die-ray)

Race: Siren

Age: 23

Gender: Female

Homeland: UMBRA

Appearance:

Her eyes are odd. The pupils are a golden yellow, while the Sclera are pitch black, with white dots scattered around them, like stars in the night sky. She wears her lovely little mask(altered so that she can sing and be heard clearly, but her breath can't be seen) to hide the fact that whenever she breathes, gold and black gasses alternate in coloring her breath. Her hair color is purple. She's wearing a vest covered with pockets for tidbits and useful items she's found. All of her clothing has pockets sewn into it as well.

Size: 5ft 3in

Elemental Affinity: Dark

Bio: Dirae was born in UMBRA, under unusual circumstances. Her mother was a Siren with Dark affinity, visiting the lands of Light. She was just curious to see what other lands were like, compared to the darkly beautiful lands of UMBRA. She was in a bar when she met the God of Light, Adon. Or at least, the form he chose to take that day. Dirae's questioning of her mother gave her vague details at best, and dear old dad certainly wasn't around to tell her what happened, so she had to accept her mother's short and to the point explanation. Several ounces of potent liquour had been consumed by the both of them, they talked and liked each other like they assuredly wouldn't have if they had both been sober, one thing led to another, and when she woke up the next morning, a God was fading away in the light, leaving the words 'this never happened'. And so she behaved like in never happened, continuing to wander RUNE. That is, until it became clear she was pregnant.

Luckily for Dirae, and her mother, she had been visiting home when it became apparent. So there was no long traveling ot get home before the baby was delivered. Unfortunately, the Goddes of Dark, Auna, noticed that one of her followers had been impregnated by the God of Light. His essence was in her child. She took slight offense to this, and decided to counteract his involvement, but putting her some of her own essence into the child. The result?

Pain. Excruciating, agonizing, pain whenever the two godly essences inside of Dirae decide they can't get along and play nice. It's happened less and less as she's grown, but its still happens far to often for Dirae's taste. Like whenever she does something that one or the other thinks is overly selfish or selfless, or whenever she tries to stay out of stranger's problems or gets involved in their problems. Or a host of other personality conflicts.

Her father's followers mostly view her as something to be protected and preserved. Which means, they want to lock her up and never let her see the light of day in the name of protection. Those few that don't want to protect her want to kill her, viewing the dark 'taint' of Auna as something that has corrupted her and to free her from the 'pain' of having Auna's touch, they must kill her. Auna's followers at least are constant. They want her dead. The mass public however, couldn't care less about her. But, when they inevitably notice her breath, word would eventually reach her father's worshippers, or Auna's worshippers, and she'd have to leave before she was either imprisoned or killed. Or both.

At the age of fifteen, she left home to explore UMBRA and the world. For the most part, it's been relatively prejudicial, maniacal, religous, murderous, zealot free. Except for when her mask comes off and she breathes out and they ask questions she has long since stopped giving believable lies for. Adventure awaits! And with adventure, perhaps anonymity.

Personality: Dirae prefers her machine and magical creations to people. They're less likely to try and kill you for something you couldn't help being, or try and lock you up for your 'safety' because of your divine blood, or expect you to do divine acts by calling upon your godly parent. Her personality can...differ. Some days(or even hours) she might be as Selfish and Driven as her Dark affintiy demands. Others, she'll go with what the Light essence in her says, and be selfless and humble. There is one constant, however. She's protective. If you've earned her trust and friendship(and sometimes if you haven't), the two essences in her will actually be nice and work together to help her protect you from any harm. She also has split personality to the extreme. Someitmes, when the pain of two essences battling insid of her becomes to much, her normal mind will recede from the rest of her, to recuperate and watch. Whichever Essence is winning will take over for a time, and she will act exactly according to that essence's desires.

Skills: Singing, especially without using her magic. Since her magic depends on her voice, she really is a wonderful singer. If you can notice that when she's trying to kill you, anyways. Creation, both magical and technological. Give her the proper materials, and she can make something useful with her hands, or at least repair and/or improve an item. Magical wise, she's adept at using her voice to create things(illusions, elemental attacks, golems, etc.) for both defense and offensive purposes.

Equipment: A revolver, and a toolbelt(filled with tools, naturally).

Other: Has she mentioned the voices in her head? The two essences inside of her have developed personalities and voices of their own. They argue almost constantly, but she's managed to develop the skill of ignoring them to such a fine degree that she only notices an annoying buzz in the back of her mind.

She also has a, tiny, pet mechanical dragon. It's technically magical, but she created it with technology and gave it gimmicks and things to help her on repairs and building. The magic is only a source of power, to give it personality and life. It's roughly the size of a billards ball(when it's curled up into a ball in the crook of Dirae's shoulder), and is 6 inches from nose to tail tip.
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Name: Gor Kazach
Race: Dwarf
Age: 124
Gender: Male
Appearance:

Size: Roughly five feet in height, with a stocky, strong build.
Elemental Affinity: Earth
Bio: A moderately wealthy dwarven Caravaneer, Gor runs the caravan named after himself, and has done so for almost fifty years. They specialize in odd magical trinkets and scavenged ancient tech, and as such his caravan is often beset by marauders, bandits and the like. So Gor generally hires Mercs to deal with these for him.
Personality: Gor is an average Dwarf, but what's wrong with that? Wise, stoic, forgiving, the whole nine yards. However, he does very much love shinies of all kinds (Ignan Iron-dollars, Aquan Pearls, Terran Standard Gold Coins, he loves it all) and is generally known to take the most lucrative path possible, as long as it doesn't bother him too much morally.
Affiliation: Kazach Caravan Company
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And here she is! Flying is all she knows. No real "Dark and mysterious past" or "Super special forces training", just a girl who really, really knows how to fly!



Username:
Kilo6
Name:
Trudy Barkstone
Race:
Human
Age:
18
Gender:
Female
Homeland:
Terran
Appearance:
Short cut sandy blond hair with golden brown eyes.
Size:
Standing at a measly 5'1, she has a small frame.
Elemental Affinity:
AIr
Bio:
She grew up in a small town in the Emerald Plains of Terran. Her life was a simple one, as her family owned a medium size farm that kept them busy. Trudy always had the dream of flying in her, constantly gazing up at the sky, drawing designs as a young child and devoring any information about aviation that came through the small town. One day, when she was about eleven years old, a pilot moved into town. He was a crop duster and owned an old, beat up biplane which he used to spay pesticides on the farms or water their plants when the irrigation was acting up. She quickly bonded with the aged pilot, learning all there was to know about the aircraft. He soon became a close part of her family over time. Trudy's father and mother had always been fairly supportive of their daughter's interest in flying, and approved of the middle aged pilot as her mentor of sorts.

When Trudy was sixteen, she began construction of her own plane. She soon became the talk of the small town and was often visited by neighbors who wanted to see her progress. Only a year later, she finished building a plane she wanted to go adventuring in. The whole town came to see her off, including her mentor. The mentor was constantly amazed by the girl's intuition and ingenuity, installing seaplane floats with landing gear inside, making it a very versatile aircraft. It was powered by a Terran "Ruin Engine", an engine that while may not provide great speed, it was very reliable and fuel efficient form of propulsion. With the blessing of the town, she set off into the unknown.

That was about a year ago. She has been traveling now for some time, picking up more wisdom of the road and learning quickly. One particular experience prompted her to install two 7.62 machine guns on the sides of her aircraft, as she found shooting from her plain with her father's .45 pistol was a bit tough. She's made her trade by traveling from place to place and offering her services as a pilot. Sometimes its a simple delivery, other times it could be a reconnaissance flight over a potential bandit camp. Now she flies to Fool's Redoubt, simply considering it to the one of many stops in her journey across the world.
Personality:
Loud and nearly sucidally brave could be one way to put it. She's never been shy to meet new people or try new things in her journey, for better or for worst. She has this air of confidence, but not cocky, self-centered confidence. She's still respectful of others, but has always been been the one to volunteer first. I guess in short, she's a go getter, a risk taker, a pilot. Someone who will fly a homegrown plane across hundreds of miles because she wants to, not because she needs to.
Skills:
Talented Pilot:
She seems to carry a natural affinity towards flying like no other. Zero fear of heights, quickly absorbs new information about aviation and sets in stone to be never forgotten. She knows the ins and outs of most common aircraft than just her own and can dogfight like a pro, even with her limited experience. On top of her actual flying skill, she knows her way around any aircraft engine, from early jet to an old prop driven aircraft, she could take one apart and put it together without breaking a sweat. Hell, she even designed and built her own plane!
Friendly Outlook:
With her air of confidence and straightforward demeanor, she seems to easily fit in to more foreign settings. She's someone who is hard to hate with honest intentions and most people are attracted to that. Its always a good skill to be able to make friends easily and quickly in foreign lands.

Equipment:

The Traveler
Her own plane she built from scratch. It's powered by a MkIII Terran Ruin Engine, giving it rugged reliabilty and fuel effiecency over speed and preformance. It has a max speed of around 312 mph, a turn time of 14.5 sec, and a rate of climb around 9.5 m/s. It is armed with twin 7.62mm belt fed machine guns and has the ability to land on both ground and water. Overall it has served a good, reliable aircraft that she has come to call "The Traveler".

Her dad's .45 "Dues Longside Pistols" that she keeps in two holsters on her at all times. They have been a reliable protector and keep sake of home.

Her mentor's dagger.
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Name: Aur (Pronounced 'hour') Iliax

Race: Siren

Age: 24

Gender: Male

Homeland: Samsara, the siren home city. However, he thinks of TERRA as his home now.

Appearance: Aur is a typical male siren, of medium height and medium build. He has short, silver-gray hair, Light blue eyes (along with the characteristic siren bar-shaped pupils), fine angular features and lightly tapered ears. His body shows a little wear from several years living in the desert, and he has the calloused hands of one that does heavy labor.

He wears light Sirenic armor (mostly soft padding with some light plating in areas) of a light gray color, along with a darker gray scarf (often wrapped around the lower half of his face to keep the sand out when travelling in the desert). A set of goggles to keep the sand out of his eyes, and a set of various holsters and pouches.

Size: Average height of five feet ten inches, average weight of about 195 pounds.

Elemental Affinity: Dark

Bio:
"A gilded cage is still a cage."
That quote sums up Aur's life pretty well. Born to Cel Iliax, siren priestess of light, Aur was privileged in that he was both nobility and male, and was offered quite the pampered existence. Due to the trademark Siren imbalanced birth rates coupled with their inability to interbreed with other races, males are highly prized in Siren society, and are generally treated extremely well.

However, the truth is that they are just breeding cattle at the end of the day. Those that leave Samsara (though not prevented from doing so) are NOT allowed to come back, and all financial ties they have are severed. They can leave whenever they want in theory, but the harsh wilderness outside of the portals to Samsara are harsh enough to deter them from actually leaving. Coupled with the fact that they hold no power at all in Siren society and (while prized) generally viewed as inferior to the Sirenic matriarchy, it isn't exactly all great back home.

From a very young age he was curious about the outside world, what the real sun was like, what all these places he had read about were all about. TERRA's desert, the Crystalline forest of LUX (NOVA's original name. Most of his books were ridiculously old), among other things. Naturally, Aur's mother was not amused. While the thought of her son being used as breeding stock disgusted her, she didn't want him to throw his life away on the dangerous journey to RUNE, and if he was banished she wouldn't ever see him again. as such he was generally under supervision at all times.

However as Aur grew he became increasingly aware of his imprisonment, and eventually he had enough. He didn't want to die without having left the castle! He devised a plan. He would become strong enough to escape or die trying. The next few years of his life were spent training with the weapons of his people (passing it off as recreation to his mother. The firing ranges were quite popular) and his body as well. The royal guard, the Eight Rings, were all too eager to help him.

Soon, he left. No fanfare, no announcement, nothing. He doesn't know what became of his home as he hasn't returned. What he DOES know is that (lucky him!) there was a caravan passing right by the portal when he popped out in the White Rise desert. Ever since, he has made his living keeping the caravan's trucks in working order. However, he longs for the day he can finally see all those wonders he always dreamed of.

Personality: Aur is most definitely unlike his mother in virtually every way. He is selfish, slightly egotistic, a liar, a cheat, and a dreamer. While not malevolent by any stretch (and is actually quite kind when so inclined) he is out for himself above all. He hates the feeling of being trapped, and values freedom above all else. He is particularly distrustful of them women-folk, as his would-be oppressors left kind of a bad impression on him. However, he doesn't let anything stop him. If he says he will do something, he will do it.

Skills:
Mechanic: Aur is adept at fixing most ground vehicles, and even a few less advanced air ones.
Siren warrior: Aur is adept in the form of combat usually employed by Siren males. That is to say, judicious use of ranged firepower with some close combat mixed in.
Sneaky git: he's quite stealthy when he wants to be.
Iron rider: Aur is a natural with ground vehicles, especially ones with wheels.
Desert Survivalist: While he knows quite a bit about surviving out in the wild from his studies, experience with the deserts of TERRA have

Equipment:
Light Sirenic Armor

Sirenic Modular Carbine

A light dune buggy.
A combat/utility knife.
'Adventurers kit' with rope, torches, food, and other things.
Hidden 10 yrs ago Post by Lucius Cypher
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Lucius Cypher Looking For Group

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Username: Lucius Cypher
Name: (the) asura (never gave herself a name, thus refers to her species)
Race: Asura
Age: 33
Gender: Female
Homeland: The Abyss
Appearance:


Usually wears some armor and a cloak to hide her figure, but always amkes sure that she never wears anything that restricts her arms. Backless clothing often are her go-to wear. Wears a respirator that allows her to breath in various environments as well as changes her voice. She can use it to translate her speech into other languages, but she herself won't understand it.
Size: 5 Ft 8 In, she's rather thin aside from the extra bulk her arms provide. Is very light.
Elemental Affinity: Light
Bio: The asura was created in the Abyss. Who her parents or creator were, she never knew. A pale, scrawny asura who looked more like a freakish human than a bulking monstrous demon? Such a thing has never occurred, at least not commonly. Her very existence was seen as a fallacy against the demons of the Abyss. Her time there was miserable. She was killed and mutilated, but as a demon in the Abyss, the sweet embrace of death was also something that eluded her. For years, the asura suffered in this place. She sought release. She wanted to die, and to end her existence. She escaped to the mortal world, seeking death it it meant being released from her pain. But out here, in the mortal world, the pain was much worse. Everything was harmful to her. Broken and lost, she merely closed her eyes underneath a tree, and hoped that when she woke up that this was all just a nightmare. She was around fourteen than.

When she woke up, she was being rocked gently on a tree. She wasn't sure what was happening. She thought this was the afterlife. But no, this was the real world. Not a nightmare, but not any better. The asura looked down and saw that the tree was moving with long, but slow strides. This tree was Karnage. He found the six-armed girl and adopted her on a whim. She feared the tree creature and fled, only for him to chase her down. She kept running from him, but Karnage would never let her escape. She tried to find a way to stop him, but she was weak, and could not fight him directly. She sought to end her life before he could take it. Their chase led her to the side of a chasm. It was into a dark Abyss, much like the world she once came from. Fear took hold of her, but mostly, she just wanted everything to end. She jumped. Karnage came after her.

It seemed that even Death wanted nothing to do with her, so long as Karnage was alive. Time and time again he would come to her rescue, and try to explain himself. But the asura didn't understand it. Why would he want to save her? He had no reason; he did so because he could. In a way it angered her. She hated that he seemed to only be bothering her on a whim. She wanted to die but he did not allow her. She felt like a prisoner to him, which didn't help since he was rather intent on making sure she never escaped him. But while she was forced into his company, he never really did anything to her. Some of the time, she actually began to enjoy the traveling the two did. Karnage was exploring the world, as he was a stranger to these lands. The asura herself was in awe at the places they saw, and the things that people did. Carnivals, fairs, competitions. When faced with enemies, Karnage protected her. When they entered towns, neither of them were ran out by the towns folk. Karnage tried his best to show the asura the world they lived in. For all it's horrors, there was beauty in it.

When the asura was eighteen, Karnage showed her something. He called it a gun. A weapon that gave power to the weak. He taught her how to use it, and it's many variances. but he also told her of the weight of power that she would have to be responsible for, as well as making her think long and hard for why she uses it. Even now, while the asura increases her skills, she still wonders what she does with her power. For now she follows Karnage, hoping to somehow repay him for the life he showed her. One day however, she plans to leave the nest and live on her own two feet. Until than, she just takes things one day at a time.

Personality: Despite how her life has treated her, the asura now wants to do nothing more than to become stronger to protect others like her. To give them strength when they had nothing. How she's suppose to do that she isn't sure. She has a lot of heart, but not a lot of thought. When given the choice between being good and being lawful, she chooses to be good. She believes that everyone had a choice, and many tend to make bad choices in their lives. But they have the choice of redemption regardless of their past. She's forgiving and merciful in a way, but when push comes to shove, you don't want to know how she's like when she's not forgiving or merciful.

Skills: The asura is very knowledgeable with firearms, and with the right materials she can make her own bullets and guns. She also is very well read thanks to looking through Karnage's many, many journals, though they usually just offer a guideline of what to do rather than any actual skills. The asura herself is very perspective; nothing escapes her senses, not even lies. When it comes to finding things, she likes to think that she's the best. She's also pretty good at hiding herself, helpful since she's actually rather physically weak despite being an asura. Even her current conditioning makes her only strong enough to use her weapons. The asura has also been practicing some magic she read from Karnage's journals, mostly minor summoning magic to summon small items to her, like ammo. The largest thing she's ever summoned were her weapons.

Equipment: She uses two hand guns, a shotgun, and has two magazine-fed bolt-action rifles, though she's trying to figure out how to make it automatic. She also has used her knowledge on bullet making to create some explosives, though they're fairly weak. She has a dagger and an axe, but they are rarely used as weapons; the knife is for utility and the axe for trimming Karnage.

Other: Karnage has come to call the asura Seraph, though while she responds to it if he calls her that, she merely thinks of it as some sort of nickname for whom she thinks of as an adopted father. Seraph despises other Asuras, and often thinks of shooting them when no one else is around. She usually has more self control than that, but the thoughts are still there.
Hidden 10 yrs ago Post by Konan375
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Konan375

Member Seen 28 days ago

Username: Konan375

Name: Erik Singer

Race: Human

Age: 32

Gender: Male

Homeland: Terra

Appearance: Erik has short brown hair, bright green eyes and sharp nose that is slightly crooked from being broken and not fixed properly. He usually wears a mottled green and grey cloak.

Size: He stands at 5"5 and has a stocky build.

Elemental Affinity: Light

Bio: Erik's father was a survivalist, and as a result, Erik didn't see any technology until he was in his mid-teens. He had been taught how to hunt and survive in the forest that they lived in.

He had lived with his parents for twenty years in their cozy little house before he left to see what he could make of himself. His first few weeks out in the world were tough. He had gotten into a fight that was caused by another guy. One guy sucker-punched another and then blamed it on him.

Things got better, and over the years Erik had developed the social skills that his father neglected to teach him, as well as some musical skills. His discovery of the latter happened when he got slightly drunk and started singing with the man playing, and he was told that he was better than the man. He looked into it and saw that it was an alright way to make money, and taverns were a great way to find people that need help.

Personality: Erik is an Altruistic man, and it bothers him to see someone not helped if it's obvious they need it. He's a man who'd rather not fight and would instead try for non-violence. But if he were pressed, he would fight.

Despite his care for other people. His is a bit wary of them. So he likes to make sure that they are who they are before he helps them. There have been too many times when he was taken advantage of because of his kindness.

Skills:
Sneaking
Tracking
Identifying plants.
Cooking
Singing(heh)
Playing guitar
Very good bow marksman.

Equipment:
90lb draw recurve bow with and exploding light arrow enchantment. If he want's to, Erik can cause the arrow he's drawn to explode in a bright flash of light when it strikes a hard surface; however the arrow will be destroyed.
Guitar case and guitar
Cooking supplies
Survival kit (Rope, dried herbs, cloth for bandages, etc.)
Hidden 10 yrs ago Post by Ryonara
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Ryonara

Member Seen 2 yrs ago

Username: Ryonara

Name: Azalea Volkamenia "Echoing Enchantress "
Race: Terran Human

Age: 31

Gender: Feamle

Homeland: TERRA

Appearance:

Shown above is merely one of Azalea's many outfits, particularly one she wear for her performances. Usually she wears much more practical clothing when traveling or whatever else would be appropriate for the given occasion. She can use her magic to change her surface appearance as well, but the constant factors are her green eyes, her long hair, and the tattoo on her forehead which allows her to better channel her magics. Of course these things are not apparent if she does a full body shapeshift.

Size: Stands at six feet six inches and weighs around two-hundred pounds. She is naturally fit and athletic, and does not need to use her magic to maintain her figure. While muscular, Azalea honed her body to be tone and thin rather than to build muscle mass.

Elemental Affinity: Air

Bio: Azalea Volkamenia was one of the many children of the House Volkamenia. It was not so much a noble family as much as it was simply one with great influence, better known for producing musical and magical prodigies. House Volkamenia's neutral but supportive attitude has made it made friends, but also has brought upon the suspicion of many as well. Cynical politicians believe Volkamenia's altruistic behavior hides their own sinister agenda. While the truth has yet to expose itself (If there is one to expose), Azalea grew up being a fairly good example of the positive portrayal of the House Volkamenia.

Despite the wealth of the Volkamenia clan, the families were expected to live modestly and act accordingly. While there was certainly those who lived luxuriously with excess decadence, they were considered more quirky members of the Volkamenia clan, and while boisterous, never themselves caused any more trouble than perhaps the standard amount of melodrama found in many nobles and aristocrats. Tellingly, Azalea had the good fortune of a childhood education, though she attended an academy that was publicly available for those willing to enroll their children. Azalea met many children from many walks of life, from the poor and destitute to the rich and extravagant. She befriended children who had no homes to go to and children who had many homes to call their own. She played with children who wanted to do good for the world and talked to children who wanted it all to end. The vast amount of views and perceptions in life made Azalea question her own, despite being so young. She wanted to see the world and how others live in it. This set up the stage for her later in life.

Going through school Azalea never was in the risk of failing, but never really tried to become the best. She did enough for passing, and sought to pressure whatever caught her interest the longest. Music, of course, was one of the many subjects that Azalea clung onto, partly out of family expectations, mostly because she was rather good at it. As a young child however, she took up many interests that she still can use today, such as handling animals, treating minor to moderate injuries, consoling others, and various high-contact sports like wrestling. It wasn't until she was a young adult that she started to focus on her career path, which was when she started to learn magic.

Azalea spent five years of her young adult life learning her chosen magic. While many mages can learn more than just a few variances, mastering one takes a lifetime. Azalea only took three, an low amount considering most mages at her academy take around five, even if they only have one focus. Azalea's first year was simply learning the basics of magic and tapping into her potential for it. Being born in the Volkamenia family, expectations were high. She was smart to chose only a few classes of magic instead of attempting to master more, as her innate magic ability, while impressive, was not up to standard with most prodigy mages. She's thankful for having what she already had. Azalea's three magics were, in order, Summoning, Illusions, and Shapeshifting. Each year she'd learn more and more about each of her three chosen magics, and on her fifth year she tested to prove her competency in all three. She passed marvelously, and was honored for scoring high on her final exam.

After graduating her academy at age 19, Azalea was quick to announce her chosen profession: A traveling minstrel. Her family had mixed reception to the occupation. House Volkamenia's claim to fame was when it's founder, a traveling minstrel, found favor in the Terra royal court and eventually elevated himself into something akin to a noble house. Additionally, traveling bands were not uncommon for Volkamenia families, but Azalea made it clear that she intended to travel on her own, representing no one but herself. Her parents were mostly supportive, though they also prepared themselves a contingency plan should Azalea return home, unsatisfied with her given career choice. They had already entered her name into a sort of arranged marriage, however who her husband-to-be was left in the air until she would decide to come back home and settle down. Regardless, Azalea was determined to make a decent living traveling the world, not only to spread her music but also to see what the world of RUNE had to offer.

Personality: Azalea is good natured, easy going, optimistic, generally kind, honest, open and tolerant. Though she sometimes has a moment of passion and can be reckless, she also dislike serious conflict and doesn't understand why people cannot just get along. She rarely go out of their way to harm others out of malice and enjoys being of service to other people. She seriously wish for others to like her. Azalea herself finds it hard to keep "negative" emotions, and has something of a heroic streak: where she see's problems, she feels compelled to do something about it. Emotionally strong, Azalea can handle disappointment and humiliation, and regardless of how severe a tragedy or horror, she will continue on her path confident and just as determined as she was before.
Skills: Azalea is highly skilled in three types of magic, Illusions, Shapeshifting, and Summoning, as detailed below.

    Illusions - Azalea is capable of manipulating weaker minds than her own to sense whatever it is that Azalea wants them to sense. A simple spell she could do is create a bright ball of light that illuminates the dark and blinds those who look in it's direction. Highly skilled in the Visual, Physical, and Sonic subclasses of Illusions, she also has picked up a few Perfect Illusions that she uses only during emergencies. Azalea can also use her illusions to alter her appearance and other qualities about her, such as her voice and even scent. However no matter what her illusions do, they can never do physical harm. She can use her Illusions to drop as many rocks onto you or have you torn apart by ogres, in the end they're nothing more than a trick of your mind.

    Summoning - Azalea can summon various creatures and objects from around the world or even across different planes of existence. Azalea doesn't often summon creatures, though she can, and usually summons objects instead. She can dismiss the things she summons and they will return to their previous location before she summoned them. When she does summon creatures, she can potentially summon very powerful ones or even other people if she puts a special rune on them, however she specializes in summoning multiple low-cost creatures that she can use tactically.

    Shapeshifting - Azalea can use her magic to mimic the physical forms of other creatures or objects. One of her simpler magics oddly enough, she only needs to visualize what she wants to transform into to take on it's appearance. Creatures larger than herself require more of her energy to successfully transform into and maintain however; turning into a dragon is very taxing on her, and she won't stay in that form for long. Additionally, she cannot mimic all of a creature's abilities, such as their magical powers or things that require their knowledge. Lastly any full body transformation removes her ability to use any other magic aside from her Shapeshifting.


Other skills that Azalea can use include handling animals, minor healing with equipment, and some self-defense. While not the greatest at hand-to-hand combat, she knows a few take downs that would allow her to escape larger foes or at least make it more difficult for them to pursue her. She is also gracefully deadly with a dagger, and astonishingly skilled with a simple staff, which she can also treat as a spear if need be. One of Azalea's most useful skill outside of her magic however would be her ability to escape danger either by stealth or atheism.

Equipment: Azalea's has many personal possessions that she can summon, but what she has with her right now is a sturdy travel bag that holds most necessities for the road, including rations, medicine, maps, her journal, camping equipment, etc. For weapons Azalea does carry a decently sized dagger, however she is much more skilled at using her humble magic staff. The staff itself has no magical powers, but Azalea can use it to alleviate most of the energy for her spells. And while not an object exactly, Azalea has a unique tattoo on her forehead which allows her to channel her magic with much greater ease. This means that she can use her spells without making any gestures or verbal commands as well as allowing her to selectively chose targets of her spells. Handy in a fight, since without it she'd need to take time to cast her magic which would leave her open to attacks.

Other: Azalea has a small reputation in Terra for her musical skills, and has earned the name "Echoing Enchantress" despite having no knowledge of Enchanting magic. She earned the name when she preformed an entire musical symphony using nothing more than her skills as a musician and her magical abilities. Relatively unknown outside of Terra however, aside from many a few random fans.
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