Hidden 10 yrs ago Post by Hidarii
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Hidarii

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~Information~

Tailteann, a world of infinite possibilities for all who live there. Their world, influenced by the imaginations of all. Magic taking shape through imagination, and there being no limit to the possibly power, should the one trying to call forth such power have the strength of spirit to harness control of the chaos incarnate.

Reigning over the world are Three Kingdoms, Fiddare, Russovia, and Physt, each having their own beliefs, and their own strengths. Each having reason to yearn for dominance over Tailteann. Now for the first time in a century, as the world enters a new era, as it has been for time as long as anyone has known, and as long as history has been recorded. It is the year of the Goddess' Calm. A happening that happens once a century, observed by the three nations. A Year of Ceasefire. No War. Yet it seems some would take advantage of this opportunity, break the traditions. And establish victory in a stagnant war hundreds of year in the process.

All that might stand against the three powers is the neutral states in the middle of the world, unnamed, and reigned by the law enforced by the cities themselves, only one would remain untouchable while others would be warred over. Life tough, but rewarding in all of these states. But with war during a sacred year seeming ever more present... could the Goddess' Calm finally be broken? If so, what would be unleashed across the world should it happen?


~Rules~

1) No god-modding.
2) No power-playing.
3) No meta-gaming.
4) Any other basic rules of the forum.
5) I expect people to be polite, and I will not accept one person calling the other a "dirty whore." fo no apparent reason.
6) Respect the GM's
7) The GM's words are final, we do not want to hear you argue about every single thing


~Character Sheet~


~Racial Info~


~Character Creation Information~


~Character Roster~
Hidden 10 yrs ago Post by Hidarii
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Hidarii

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~World Map and Information~


~Fiddare Information and Locations~


~Russovia Information and Locations~


~Physt Information and Locations~


~Neutral Information and Locations~


~Oceanic Locations~


~Notes~

Please note that the city/world information is still under construction, and well, yeah. I'll be wanting everyone to make an "adventurer/commoner" but, everyone will also later, (when the plot kicks in) get a chance to play an important/high ranked character. I see the RP as having a lot of combat, and infinite creativity is welcome. As for Races, pretty much anything will be available, just apply for them and tell me what they do if they aren't standard fantasy, EX: Human, Elf, Dwarf, Orc, Lycan, Vampire, and such. It is encouraged to be an odd, or even self created race, Variety is cool. Also, If you wish to help with locations that's welcome too. (Feel Free to make a "subarea" of a preexisting area, but pm me beforehand.) And listen to me and my appointed Co-GM's,. Anyway, yeah, I'll be continuing in making progress molding this world as the thread develops, though your help is needed to make it a world we can all enjoy! So now, Off to adventure everyone!
Hidden 10 yrs ago Post by Hidarii
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Hidarii

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Hidden 10 yrs ago Post by Garrison
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Garrison Legendary Swordsman

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Name: Elijah Blackwood
Nickname/Alias: Eli, he hates being called a Pup or Puppy.
Race: Lycan
Initial Race: Human
Gender: Male

Age: 24
Birthplace: Port Samhain

Rank/Occupation: Elijah thrives as an underground fighter for the scum of Port Samhain. On rare occasions, he participates in exclusive fights for the upper echelon for big pay outs.

Alignment/Affiliation: Neutral

Lycan Abilities In/Out of form: -His strength is greater than that of a normal human, greater so at night and even more so during the full moon. This effect stacks while transformed and applies to nearly all of the following.
-His senses and stamina are greater than that of a human. Also to note, his senses are unaffected by natural occurring weather, fog, rain, etc.
-He is immune to nearly all disease, toxins, venom's, viruses that are found naturally on the planet. Man-made or magically created diseases and such can effect him but his tolerance is higher than that of a human.
-His speed, agility and strength to leap are animalistic and super human. This doesn't mean he can dodge a spear with supreme ease but it does allow him, if paying attention and concentrating to likely avoid the strike.
-He can see much better at night than humans but not perfectly, though while transformed, his vision is perfect even at night.
-His wounds will heal and he will regenerate his stamina much faster than a human would but still considerably slower than the infamous Vampire's healing speed. So it will not aid him in combat.
-He possess predator instincts which make him a master tracker and hunter, able to discern friend from foe and how close or far they might be.
-He can tap into a primal, unstoppable rage that allows him to take and inflict damage that they wouldn't in their normal state. He loses all of his conscious with this technique so he doesn't use it often.

=========================================

Weapons/Items:
Generic Items: Eli doesn't typically carry much as his pockets don't tend to stick around. When he does carry items, it is normally just a coin purse so he can buy whatever he needs on the fly. His only major possession is a pair of bracers with unknown powers.

====================

Name of Weapon or Item: True name is unknown, Elijah knows them simply as Night Bringers.

Description: This item has some magical properties though the only one known to Elijah is that it is capable of changing in size to stay on his body whenever he transforms.
(I was hoping this bracer could be used later as some kind of artifact that has a bigger purpose in the plot or at the very least unlock some kind of magical powers to aid his destructive capabilities.)
Appearance:
=========================================

Appearance: Eli's casual wear is light clothing, typically with a robe or cloak. Great for ripping away during his transformation. He stands around 6'3 and weighs roughly 190, lean built frame. His eyes are brown but during moments of anger or prior to a transformation, his eyes turn amber and glow slightly. His hair is black and his skin is fairly tan.
Brawler Appearance
Lycan Transformation, Black fur instead of the gray in this picture.
This mark has been branded onto his right forearm to alert others of his affliction. Since receiving his bracers though, all but a small portion of the mark is concealed. One must look closely to know it's there.
Personality: Elijah is a fairly cold individual, he's been an orphan for as long as he can remember. Holding a grudge towards his parents that abandoned him and dealing with the primal rage that surges through his veins, has turned him into a dark young man. It doesn't take much to get him riled up, and above all else, no matter the odds, he's ready to fight. That is mostly thanks to his Lycan blood but growing up on the streets forced him to mature and fend for himself. He strives to fill the gap in his heart where a family and love would be with violence because it comes natural to him. He wants answers, in regards to what happened to his parents and why they abandoned him.

History: Elijah Blackwood was conceived under a noble family that had gained their status by trading their first born males to a Vampire clan. On the day the deal was to be completed for week old Eli, their home was broken into by a band of werewolves, hired to disrupt the Vampires plans. The parents were killed mercilessly, while the child screamed in it's bed. The were's conscious was absent save for one who'd mastered the transformation and decided to take the child. After a year had passed, they turned the boy and set him loose on the town, thinking his adolescent transformation would wreak havoc on the town before getting himself killed, providing many opportunities for them. The outcome was much less eventful as he was captured before any real damage could be done. He was captured by a group with the mark of a black hand, known infamously as The Night Bringers. They fed him, clothed him, gave him shelter but never showed any real love to him.

They forced him to hone his abilities and strengthen his bond with the feral beast within. This led to him having great control over it, much more than most Were's and especially at such a young age. By the time he was ten, he was nearly as proficient as any adult Werewolf they'd seen. This rough childhood shaped him into a efficient killing machine but what he wanted most was a family, which he realized he wasn't going to get from the group that took him in. He broke out one night and has lived on the streets ever since. He searched for answers about his past but after ten years, the town had moved past that horrible memory. Most didn't know anything about it and those that did denied it. All his searching ended up getting him into trouble with the towns people. The authorities learned of what he was and branded him with a mark that everyone recognized and avoided.

As years passed, Elijah became skilled at staying on the move, fighting quickly and precisely, staying ahead of everyone until he woke up with a box next to him. The box was worn down and had a black hand painted on it. When he opened it, he found matching bracers and a note in a language he'd never seen before. He discovered one day that even when he transforms, these bracers adjust in size and stay on him rather than being shredded apart like everything else, he doesn't know why but he continues to wear them.

=========================================

Strengths: -He's passionate about finding the truth about his family.
-His combat skills are exceptional.
-See Lycan Abilities above for more information.

Weaknesses: -His temper is quick to get him into trouble.
-Silver weapons but only if they are the utmost quality. Low grade silver doesn't do any more damage than a sharp stick might do.

=========================================
Hidden 10 yrs ago Post by Imperfectionist
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Imperfectionist Pathological

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Reserved for Character Sheets.
Hidden 10 yrs ago Post by hivekiller
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hivekiller SCP

Member Seen 3 yrs ago

=========================================
Name: Aldin Durimsson
Nickname/Alias: Aldin
Race: Dwarf
Gender: Manly Male()
Age: 39
Age Appearance: 20++
Birthplace: Port Samhain, Fiddare.
=============================
Elemental Affinity: Earth
Alignment/Affiliation: A Merchant Guild
Rank/Occupation: Blacksmith
=========================================
Weapons/Items: Blacksmith iron helmet
Generic Items: A golden big axe
====================
Name of Weapon or Item: Axe of Might Durimsson
Description: An axe that was used by Aldin's father, grandfather and his ancestors during the wars that dangered their race and lands. The axe was passed down when Aldin's father died from an war between elves and dwarves.
Appearance: In The Character Appearance picture
=========================================
Appearance:
[spoiler] [/spoiler]
Personality: Brave but not so friendly to outsiders.
History: Aldin's father gave his son the name Aldin, because Aldin means "old friends" and "hardworking" in their mother tongue. Aldin's father wants Aldin to become a hardworking person and be nice to everyone around him. Aldin was a hardworking and friendly to his own kind, he was not very comfortable when outsiders talk to him. Aldin hates elves the most because the elves killed his father. The Axe of Might Durimsson was gave to him when his father died, and Aldin hang the axe in the workshop. He never used it before since there was no war around him.
=========================================
Strengths: Fist/Brawl Fight. Good at making weapons and armors of all kind.
Weaknesses: Can't swim and afraid of heights.
=========================================
Name of Magic/Technique: Echo Slam
Rank: Intermediate
Range: Medium range(around 75 meters)
Type: earth element, technique.
User(s):Self
Description: Slam the axe to the ground, the shockwaves caused by the action will travel through the ground, immobilized them for few seconds.
Weakness: Can be interrupted before he slams the axe to the ground, when he held the axe up.
Hidden 10 yrs ago Post by Pyro V
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Pyro V

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Name: Tal'Vara
Nickname/Alias:
Race: Demon
Gender: Female

Age: One-Hundred-Seventy-Six
Age Appearance: Twenty-Three
Birthplace: Beneath the Earth

Elemental Affinity: Death

Alignment/Affiliation: Neutral Evil; Her only loyalty is to Herself.

Rank/Occupation: Thief, Mugger, Graverobber

=========================================

Weapons/Items:
- The Widow Maker
- Tombraider's Shroud
- A Really Strange Rock
- Skeleton Key

Generic Items:
- Water Skin
- Large Coin Pouch
- Rucksack
- Shovel

====================

Name of Weapon or Item: The Widow Maker

Description: A simple, curved dagger that doesn't seem all that impressive. However, it has quite the potent enchantment on it. While most blades would meet resistance when cutting through flesh and bone, The Widow Maker knows not what this resistance is, cutting through the flesh of mortals like a hot knife through butter. However, this does not apply to anything other than flesh and bone.
Appearance:

Name of Weapon or Item: Skeleton Key

Description: A simple little key to a complex lock that leads to the base of the Thieves Guild beneath the city of Gestalt.
Appearance:

Name of Weapon or Item: Tombraider's Cloak

Description: A seemingly simple piece of cloth, of a sickly green color with ragged edges, clearly aged. The exact effects are not clear on first contact, however, if one were to see the wearer without the cloak on, they would notice a striking difference. The cloak makes the wearer seem darker than they normally are, as if wrapped in shadows, growing more and more potent the darker the area the wearer is in. On a dark night, one would likely not notice the wearer until they were right on top of them.
Appearance: A simple, ragged cloak, the color a sickly green, that covers her shoulders and hides her arms - if she didn't have horns, it would be hard to tell she wasn't human with it hiding her body.

Name of Weapon or Item: A Really Strange Rock

Description: A stone that was discovered in a tomb raiding expedition south of the Abandoned Reliquary. The exact effects of the stone are unknown, but it is clearly of a magical nature, if not of a magical origin. Tal'Vara keeps it around for luck, even if she doesn't know a practical use for it.
Appearance: A smooth, round stone, with intricate carvings along the entire surface. Occasionally, they will let off a soft blue glow.

=========================================

Appearance:
Personality: Tal'Vara has a blatant disregard for the lives of anyone but herself. Even her own kind are seen as expendable tools for her to use if need be, though she hasn't ever gone on a killing spree just for the hell of it. She doesn't even seem to be greedy, despite her current job. No one is quite sure where the money goes once she has taken it. However, it is not uncommon to for her marks to turn up dead in gutters, stripped of all they had on them.

Despite this seemingly cruel outlook, she is rather easy going. Rarely does she ever seem angry or depressed. In fact, it is rare to find her without a smile on her face; or, at least, a smirk. Good humored and good natured among fellow thieves, the only time one would see her become dark and gloomy would be when discussion of the Goddess or Her City, Gestalt. Then, one better be ready to hear the brunt of her rage.

History:


=========================================

Strengths:
- Quick on her feet
- Good with a knife
- Dirty fighting
- Running
- Lockpicking
- Stealthy

Weaknesses:
- Not very strong
- Fragile
- Unimposing

=========================================

Tal'Vara’s Magic/Techniques:

Name of Magic/Technique: The Rot
Rank: Rudimentary
Range: Personal
Type: Magic
User(s): Necromancers; Demons
Element Affinity: Death

Description: Her right arm, the most blatant show of her demonic heritage, is tainted by a foul magic. The mere touch of it on most objects has a corrosive effect, causing the offended item to slowly rot. This effects all organic material and most unenchanted metals. The only living thing immune to this effect is herself.

Weakness: The effect is slow and only lasts as long as the arm is in contact with the material. To rot something to the bone, she'd have to be holding onto it for several minutes.

====================

Name of Magic/Technique: Raise Corpse
Rank: Intermediate
Range: Ten Feet
Type: Magic
User(s): Necromancers
Element Affinity: Death

Description: Tal'Vara can raise up corpses to act as her servants. The corpses can think, to an extent, and move about without express orders.

Weakness: The corpses are, unfortunately, simple-minded. They cannot complete complex tasks assigned to them, nor can they comprehend complex orders given to them by their summoner. The process also takes nearly a minute to cast, meaning it is out of the question to summon in the heat of combat without sufficient protection in the form of bodies in the way.

====================

Name of Magic/Technique: Open Lock
Rank: Intermediate
Range: One Foot
Type: Magic
User(s): Magically inclined thieves
Element Affinity (If Applicable): N/A

Description: With a short incantation, a number of locks can be opened in a matter of seconds, where it might take minutes for someone using lockpicking tools.

Weakness: Only simple locks or ones that did not age well (unhealthily rusted) can be opened with this spell.

====================

Name of Magic/Technique: Miasma
Rank: Cryptic
Range: Two Miles
Type: Magic
User(s): Long dead Necromancers/Liches
Element Affinity: Death/Plague

Description: The Miasma is a long lost spell of unimaginable destruction, capable of wiping out entire cities and their surrounding area. It is a cloud of the worst kind of plague, eating at the very flesh of those caught within. Any inorganic material is coated in a sticky, paste-like material that, in great quantities, corrodes anything that it gets on. Bones are the only material unaffected by the Miasma, strangely enough. The Miasma can coat an area for decades, though will eventually fade off, leaving behind an area of death and decay. The substance left behind eventually soaks into the ground, going deep until it isn't even noticeable nearly a decade after the Miasma fades. The casters are also immune to the Miasma, allowing them an escape from the destruction.

Weakness: The Miasma takes nearly an hour of sustained chanting and channeling to power, and takes enough power to require several mages to power correctly. Even so, the mere attempt to use that much mana can kill several of the chanters, and one slip up can cause the death of all involved. It is a very risky spell to use, but the result is one worth the price. However, with sufficient tools and enough space, one can create a hex to aid in channeling the mana, allowing a single person to cast the spell.
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Unknown100

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I'm glad you didn't delete the previous one, as I had made some changes to the CS there ;)

Name: Gabriella the Brave-hearted.
Nickname: Gabe
Race: white-winged Angel
Gender: Female

Age: 366 years (quite young in her culture)
Age Appearance: 29 years
Birthplace: The Crystal City, high up

Alignment/Affiliation: The Divine Nation of Angels (neutral)

Rank/Occupation: A Council member and Archangel of Crystal City.

=========================================

Weapons/Items:

Name of Weapon: Gabriella’s sword
Description: On the ground this weapon is nothing more than a blade, but in Gabe’s hands it can engulf in flames and even shoot small bursts of fire.
Appearance:
=========================================

Appearance:
Just like her kin she is both elegant and beautiful to behold. Her hair always floats in the wind, even with no wind. Though she appears almost fragile, the truth is far from it. She wears no actual armor or protection, only simple thin silk-material. The wingspan on her is huge and rather impressive for most people to watch.

Personality: Though slightly arrogant and snobby, she is unusually curious about the world (which is known as “The Dirt” amongst Angels). Her bravery and mental strength is respected around her own kind. Though young her wisdom rivals that of some of the older Angels.

History: The floating fortress of Crystal City is a marvel to behold. Yet no Human, Orc or even Elf has ever laid eyes upon it. It is the place where the legend of high Heaven started. In it lives the ancient and proud white-winged Angels - pure in heart and mind, or at least that is what they will tell you. Though other Angels can visit and enjoy the hospitality, only citizens can stay. If a white-winged Angel was to ever find a partner from the outside, their family would be disgraced.
The creatures living down below are all considered lesser beings by the Angels, who refer to the world as “The Dirt”. From time to time an Angelic warrior flies down and report about the activities of the lesser beings, but no contact is allowed.
Crystal City was built only of pure moonstones and sparkling crystals. It’s just one of several places inhabited by Angels, but it is the most famous and beautiful of them all. The capital of Angels.

Yet for a whole year a strange sickness has plagued the great fortress and city…

Angels have had their wings turn gray and weak. Maybe one day Angels will lose their wings. Searching the archives and ancient scrolls has proved useless to the Angelic people, as no answers were found. Because of it, other Angelic nations have started to put distance between themselves and Crystal City. Disgrace is near. One day maybe all Angels’ wings will turn gray. Maybe one day Angels will lose their divine power.
HERESY!
Such can never happen!
Angels are not afraid and doesn’t worry! Simply implying it, is heresy.
This is still just a new and minor concern.


The timing couldn’t be worse. A hidden evil has been foretold. Chaos, death and destruction will erupt in The Dirt. As Angels consider themselves Masters of Existence, it’s their duty to preserve life and save the lesser beings – even from themselves - and even by killing some of them. The inhabitants of The Dirt are but foolish children. The real problem is that it has been many ages since Angels last meddled in mortal affairs. Someone who has studied the puny beings is needed to travel down.

This is where Gabe comes into the story. The young Archangel’s curiosity for the outside world has always been met with annoyance. Since white-winged Angels consider themselves the Masters of Existence and mentors of all living things, they want little to do with the filth below. Angels have, through time, guided mortal nations through quick visits and fast bloodshed and threats. But since humans started to explode in numbers and military-strength, Angels have kept their distance.
That is where Gabe differs from most of her kind. She takes the part about guiding the lesser beings as a sworn duty. Her opinions have started many arguments in the Angelic Council, and she has yet to win a single one. But Gabe is still respected. Her cunning, wisdom, strength and determination have always been admired, and have secured her a spot on the Great Council for the past 68 years. But not only that, she has also achieved Archangel-status, an honorary title for only the most powerful and divine Angels. It is not often a Master of Existence practice both diplomacy and war.
Gabe is of good, noble family and has never broken a rule… yet.
When it was decided, that a small group of Angels was to travel down to The Dirt, she was picked because of her knowledge of the puny world.
So while her own home struggles to find answers for the strange occurrences, she visits the mortals’ home because of duty.

Only as long as Angels feel a responsibility to the silly little dirt-world, do they control it.

=========================================

Strengths:
- A physical strength much greater than a normal man, and combat-skills even greater.
- Her powerful wings can transport her around faster than any other being, and create powerful winds to send opponents or incoming arrows flying.

Weaknesses:
- Few friends and allies at her side.
- Arrogant and ignorant to many things in the world.
- Her good heart and self-sacrifice can easily be exploited.
- No long-ranged attacks.
- Little capabilities to defend herself from anything, that can’t be dodged or blocked by her sword.

Name of Magic/Technique: Immunity.
Rank: A passive and very old ability which flows in her blood.
Users: All citizens of Crystal City have it.
Description: Immune to most poisons, deceases as well as many spells too. It offers a good defense in and outside battle.
Hidden 10 yrs ago Post by Slamurai
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Slamurai

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Reserving my place, as per the Int Check.

Name: Ahrazan of the Ohlgars
Nickname/Alias: Ahrazan the Unyielding, Chosen of the Ohlgars
Race: Human - Khazag
The Khazags are an ethnic subgroup of humans, native to the neutral territories, although they can be found with lesser commonality in the borders of Physt and Russovia. They are tall and powerfully built, ranging from seven to eight feet in height on average. Like giants, Khazags tend to dwell in more remote territories in tribal communities, unconstrained by the laws and norms of more "civilized" society. However, many do intermingle with other races and cities, plying their wares and exploring the known world. Some are recruited by local garrisons as shock troops, thanks to their resilient bodies and muscular frames. Others eke out their existence as marauders, raiding and plundering as they see fit. It is not uncommon to see Khazags living among orcs for this reason. Unlike orcs and giants, Khazags are exempt from any reputation for being dimwitted; in fact, they are just as intelligent as any other human, with the addition of a savage cunning born out of their less hospitable lifestyle. Indeed, if a Khazag is crafty enough and achieves a social standing with common humans through some feat of arms or intellect, he or she may rise as a local political leader. As such, this is uncommon simply due to the more solitary lives of Khazag tribes.

Gender: Male
Age: 36
Appearance:


Birthplace: The Runecarved Deadlands - The "core of the expanse" is home to the Ohlgars.
Alignment/Affiliation: Chaotic Neutral / The Ohlgars (& the demon Melekeshar by extension), Himself
Rank/Occupation: Champion of the Ohlgar tribe

=========================================

Weapons/Items:
-Name of Weapon: Axes of Conflagration
Description: Melekeshar, the demon patron of the Ohlgar tribe, granted Ahrazan with a pair of enchanted war axes. When drawn, their edges burn with an eldritch fire, increasing their destructiveness tenfold and enabling Ahrazan to damage magic beings or objects that would otherwise not yield to mundane weapons. There is a caveat, however - the weapons are imbued with a near-sentience that constantly rage against the wielder. Man and weapon are locked in a contest of will, and should the blades prove stronger, their flames will immolate the warrior that holds them. Ahrazan is but one man in a long line of champions that have wielded these axes, many of which could not withstand their fury.

-Name of Item: Helm of Dispelling
Description: Ahrazan's helm is enchanted with a passive dispel aura, protecting him from external sources of magic, offensive and otherwise. While this makes him resilient against damaging spells, it also prevents him from enjoying the benefits of magic that would strengthen or heal him. The helm does not grant the wearer total immunity, but greatly diminishes the effectiveness of spells. It is said that spellcasters become nauseous under the gaze of its wearer, and being around the helm induces feelings of apprehension. A magic practitioner is unable to don the helm - attempting to do so would cost both one's body and mind.

-Name of Item: Sanguine Armor
Description: Forged by exiled dwarf smiths, the armor donned by Ahrazan is ornate and finely detailed, bedecked with the skulls and bones of his most worthy opponents. It is highly protective and its mass betrays the ease of movement it enables the wearer. Rumors abound that it is impossible to remove once put on, and Ahrazan certainly encourages this tale - he is never seen without it. In truth, the armor is a second skin, as much an extension of his own body as his flesh. This is entirely Melekeshar's doing - in fusing the armor with Ahrazan's body, he sought to mould him into an ultimate warrior. It cannot be totally 'removed,' per say, but it can be temporarily banished if Ahrazan wishes the functions of his mundane body. As a twisted biological component of his system, the armor will heal itself of any damage over time, and much to the horror of his enemies, spurts blood when struck. This causes Ahrazan no pain, unless the armor is pierced far enough to reach his true skin.

Generic Items:
-Ahrazan carries several ordinary daggers on his person for simple tasks. Pouches of obscure talismans and tribal remedies hang from his belt, in part to remind him of his life before ascending to Melekeshar's favor. He carries a horn for drinking and cloth rags to wash himself. Material wealth is of no use to him anymore, owning no gold coins or gems. He eats what he can catch, cooked by the fire of his axes. Such needs are almost beyond him - in making him his champion, Melekeshar eliminated Ahrazan's need for rest and food, to better direct his attention on feats of arms. The real reason he sates his palate from time to time is out of recollection of natural life. Ahrazan remembers being a simple man, and although he would deny it, a dwindling part of him buried within his soul decries what he has become.

=========================================

Personality:
Ahrazan is a great warrior of this age, and with his prowess comes pride. He is loathe to back down from a challenge of arms, headstrong in his conviction that he can best any who would oppose him. Indeed, if his countless victories are a testament to his hubris, there is little to suggest he is wrong. Honor is a defining concept in Ahrazan's ideology, and detests mindless violence, contrary to what a common onlooker would believe. The weak, young, old, and feeble are unable to fight for themselves, and attract no ill attention from him. Rather, brigands and marauders who would slaughter and rape draw his ire. There have been cases where Ahrazan has inadvertently saved minor cities from bandit incursions, throwing himself at cowardly men who would oppress the less-able. Against a fair foe, he shows no restraint, however, fighting with the intensity of a volcanic eruption. To war is his purpose, and he does so without complaint, reveling in the clash of metal on metal. That is not to say he is entirely cold-blooded. He is still a man at his core, and the full range of human emotion is within his being.

History:
Fate decreed that Ahrazan was to be born among the Ohlgar tribe of Khazags, which claimed the territory at the center of the Runecarved Deadlands. The Deadlands are a hostile place, home to the living dead and innumerable monsters that stalk the crags. It is a common consensus that no sane folk would dare to tread the Deadlands if avoidable, let alone live there. However, the Ohlgars have eked out a secure existence for themselves, spanning centuries. If asked, the elders would remark that it was Melekeshar, their ancient demon-patron, who taught them mastery of the runes and guided them past the shambling horrors. As an entity of war, Melekeshar finds the Deadlands a fitting realm; the armies of undead clash against one another, embodying the plight of mortals doomed to wage conflict upon another for all of time. Yet it is not his own power that sustains the living dead; even he is unaware of the Deadlands' true nature. For now, he enjoys the patronage of the Ohlgars, bestowing his gifts on those who particularly impress him.

Ahrazan was to be one such individual. From a mewling babe to a youth, he dreamed of a warrior's life, recounting the sagas told by the tribal elders of ages past. His ambition was both an amusement and hope of the tribe; for some years' time, the Ohlgars had not achieved any great successes fit to be passed in story and song. It was a period of stagnant existence, and Melekeshar too, could feel their longing in his bones. Just nineteen, Ahrazan petitioned the elders to declare a raiding season, vowing to lead them to glory. He was almost dismissed before Melekeshar intervened, admiring the boy's initiative. Much to the astonishment of the elders, the demon permitted his wish, accommodating the tribe's warriors with weaponry and supplies. Melekeshar bid Ahrazan return with the head of Orfang Gristleneck, an orc warlord whose territory was coming dangerously close to encroaching on his own. The warband departed, leaving the Deadlands for many weeks. On its return, the tribe was shocked to see Ahrazan at its head, holding the orc lord's head aloft for them to see.

Melekeshar, pleased with the boy, enlisted him on many more occasions, tasking the Ohlgars with defeating goblin tribes, undead legions, rival Khazags and beasts the size of houses. With each successive victory, Ahrazan grew in his patron's eyes, until he decided on a new path for the champion. He saw both the skill and fury with which Ahrazan fought, and estimating his potential, appeared to him alone after his 27th summer. In his hands, he presented the Ohlgar with a pair of impossibly elaborate war axes, promising to grant the warrior who wielded them with extraordinary power, the likes of which had never been seen among the tribe. As Ahrazan's hands closed around their hafts, he felt an explosion of inhumane wrath flood through his body. The weapons shrieked, burning with unnatural flame, which seemed to slowly flow down the hilts to Ahrazan's fists. Melekeshar watched with a wry smile, and before the flames licked at his champions fingers, he probed the mortal's mind, filling his head with images and sensations of unspeakable crimes against the innocent, heinous deeds that should not have been the art of normal men. So offensive were the sights that Ahrazan himself felt his own rage - born out of an abhorrence for such dishonorable acts - lash out against the weapons in his hands. To the demon's pleasure, Ahrazan's anger began to surpass that of the axes, and soon only their blades were immolated, held in check by their new master. When at last, Melekeshar sheathed the weapons in his champion's belt, he explained that the Axes of Conflagration were invigorated by the vengeful anger of mortal men, and that such anger needed to be held in check, lest it overtake the soul - literally, in this case. Melekeshar had given him a helping hand to halt the weapons, in the visions that spurned Ahrazan's fury, but for each subsequent drawing of the blades, the warrior would have to control them by his own will alone.

The demon patron then pointed him southwards, to the neutral territories. Ahrazan was to be champion, both of Melekeshar and the Ohlgars. To fulfil his duty, he would roam the known world as he saw fit, the only condition being to seek out the strongest of mortals and best them. To forge him into a living weapon, Melekeshar stripped him of the need to eat and sleep and fused his body in living armor, forged by a cadre of master dwarves, exiled from their homelands for their collaboration with demonkin. Before Ahrazan left, the demon leaned close, reminding him that when the words of a challenge were ushered, his eyes would be upon him until either combatant fell.

At age 36, Ahrazan has wandered for many seasons, and left a trail of glory in his wake. Every few years he returns to his tribe, recounting his greatest victories and paying tribute to Melekeshar. The demon, having pride in his work, tallies the champion's deeds closely - whether the skulls taken in his name serve to amuse him, or are part of some greater purpose cannot be known for certain, and many would argue that it is best not to reflect on questions whose answers are not for mortals to know.

=========================================

Strengths:
-Strategy
-Martial prowess
-Bodily strength & resilience
-Magical resilience
-Determination
-Honorable
-No need for typical bodily nourishment/care

Weaknesses:
-No magical ability
-No ranged focus
-Pride
-Quick to confrontation
-Cold, uncompromising

=========================================

Name: Melekeshar
Race: Spirit-esque entity
Gender: Appears as male

Age: Immutable
Age Appearance: Varies on physical form

Elemental Affinity: Fire

Alignment/Affiliation: Shifts between flavors of Neutral

Rank/Occupation: Patron spirit of the Ohlgar tribe, Multifaceted spirit of martial power, honor, glory, etc.

=========================================

Appearance: Melekeshar's physical appearance may change at will, from a mortal warrior, to a demonic hound, to a knight's destrier. Just about anything he wishes he can replicate, although most often, his forms are representative of war. The Ohlgars favor this particular form; an armored demon with hoofed feet, wings and a horned, dog-like face:


Personality: Melekeshar was birthed when mankind was still young; when that race of beings first felt the call of war in their hearts. He has lived among men since their dawning, and his knowledge is vast, primeval and beyond the comprehension of most mortals. However, there are other entities which embody the same concepts as he, for the consciousness of the living has inadvertently spawned a great many spirits at different points in time. Also, it is important to note that he was created out of human consciousness - and has no inherent interest in other races, although can recount their history. Melekeshar in particular takes great interest in the plights of man, and Ahrazan is by no means the first to enjoy his company.

As the spawn of a mortal concept, Melekeshar is far from a god, per say. However, he is powerful in his own right. As he is not a mere living being, he innately lacks the concept of morality as humans know it, acting much beyond the thought process of mortals. Such is evident when he tasked Ahrazan as his champion, to seek and defeat other esteemed souls. He acts on his own whims, yet his whims are constrained, only due to his embodiment of particular concepts (a few of these being martial power, honor, glory, etc. as named above). Therefore, he can be expected to act honorably and so on.

History: As recounted above. Melekeshar's history would span from the earliest years of the world on; much too great to cover in detail!
Hidden 10 yrs ago Post by Tatsua Aiisen
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Tatsua Aiisen The Lewd Maid

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I have various high-level characters I've already made for this that I could try to use, but I think that I'll just make an ordinary character first, since I don't want to accidentally go overboard.
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Tuujaimaa The Saint of Wings

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Overboard? What's that? :D
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Wernher

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Name: Koilembolon of Tasalkonic
Nickname/Alias: Koil / Koilembolon the Craven / He Who Fled / Koilembolon seeker of the lights
Race: Narxian
Gender: Male

Age: 41
Age Appearance:


Birthplace: New Narxos

Elemental Affinity:
-Water
-Sound

Alignment/Affiliation:
-Neutral Good
-Remnants of Narxos (Exiled, but still loyal)

Rank/Occupation:
-6th Royal Champion
-Exile

=========================================

Weapons/Items:
-Perforator
The coming of metal in Narxos had revolutionized combat, since before there was no armor available and weapons didn't have the same handling and range underwater. A 'half pole-arm' with a hammer and a spike end, it is slim as to be usable with the resistance of water and on the surface, while less impressive and destructive than larger hammers, it still goes through armor like butter with a decent combat and parry speed.

-Miséricorde
A long and thin stiletto dagger, Koil uses it to finish off fallen enemies since Perforator, while brutal and extremely damaging, tends to while debilitate an opponent with its attacks, not kill them outright. It goes to respect of the dead to Koil to not finish a mortally wounded opponent (Or ally) with a strike that would leave only a disfigured and half gone head for the family to mourn. It is enchanted so the one it strikes feels no pain as a final favor during a coup de grace.

-Armor of the Deep
Sculpted by magic underwater, this armor is surprisingly smooth and hydrodynamic. It is made from 'Divine Matera', the metal that the Great Chasm of Narxos sometimes released to the surface in a stream of steam. It's main property is to be neutrally buoyant, meaning it doesn't float nor sink on its own in salted water. As it is quite light and as the Narxians have observed underwater species with chitin and exoskeletons, it is built in such a way to allow the wearer to be quick on his feet, Koil having thus surprised many opponents with his speed. Since the 'New Gods turned on Narxos', it as lost its status as the armor of a king to that of the Unseen that destroyed Narxos when they came from the Chasm. Narxians thus now tend to shun he who carries copper armors, older ones will remember the design as that of Koilembolon the Coward who fled as his king and kinsmen were slaughtered. It is notable that on his boots are small fins that allow him to efficiently and accurately fling dirt in his enemies eyes.

Generic Items:
-Pouch of Algae (Bioluminecent marine wildlife, squishy, you just have to take a handful and paint the wall with it to get light for a few hours.)
-Waterskin (Several, filled with salt water)
-Food (Salted, can't digest dryed)
-Compass
-A sizable Fortune in Gems

=========================================

Personality:
Honorable, but not to a fault, good, but not blind, courageous, but not suicidal. Koil believes in the moderation of virtue and while he likes doing good he also believes that it's better to live and to fight another day when dying where he stands would not make any difference. He is patient, a trait lost to his race it seems, probably due to their short lifespan, and likes to stack the odds in his favor. In general he sees himself as a man that puts the ends before the means and while he will not kill out of enjoyment if he is put in a situation where he has to kill an innocent now to prevent more to die later he will do so without hesitation.

Otherwise, he likes humor, although he is bad at telling jokes himself, and tries to see the best in everyone. He can't cook worth a damn but when it involves crude sea food he can make quite the delicacy. Religiously he doesn't believe in the Goddess but he still respects other believers, seeing religions as mostly being all worth one another. He places his worship in the old 'Sky Gods of Light' his ancestors believed in. Finally, he places great importance in empathy and the understanding of others.

History:
Born in a martial family he learned the craft of the family, so well in fact that he distinguished himself in the Games held by the King. He was taken as squire of the 9th champion and when he mastered his craft enough managed to beat him in 3 consecutive fights, thus taking his place as he retired. He fought the 8th, 7th and 6th champion, defeating them all, until he stopped when the 5th proved to be too tough for him. It was a few short years later than the Unseen Invasion began and the black mist settled on the capital. He suggested the evacuation of the king who refused and made it clear he would stand and fight. A few hours later, seeing the mist slowly creep up the palace to the top floor where the king was, he decided to flee to the surface. The kind saw him but didn't send anyone after him. Even his own apprentice had stayed behind with the city.

When he came to the surface he went to the beach where his family had evacuated and saw on the hills above the beach some humans observing the hundreds of strange fishmen the sea that thrown out somehow. Even his family shunned him and he constantly punched and thrown rock at as he left. He found his way in a human city and bartered a stay at an inn with pearls and gems he had kept from his days in Narxos. This attracted attention and he was mugged. He tried to fight but he wasn't used to fighting outside of water and was quickly beaten and left for dead. He went on his way, a royal champion scavenging of garbage. When he came down in a sewer to sleep (His kind found them more hospitable than the streets), he encountered another Narxian. They looked at eachother for a few seconds before Koil turned to leave. The Narxian told him to wait, that he knew who he was and that he had to admit he was more intelligent that the king had ever been. He was alive, and he was not, his people still suffering after a useless sacrifice. He presented himself as a librarian of Narxos. He had studied the surface dwellers before although it had mostly been theoretical until now, but he mainly studied them by using the voice, the acoustic magic the Narxians used, to attract them to their doom down a cliff where they could be studied. This meant that he knew how to communicate with the land walkers.

And so he learned with the man. He had an ulterior motive of course, Koil knew how to fight and could protect him, something Koil did as long as he kept learning, both had no illusion about this relationship. He thus leaned the foreign languages and how to actually sing in the air and have an effect like he did under water and, considering the trouble they got into, learned to fight better on land as well. Eventually the librarian died at the hands of other Narxians for associating with Koilembolon the Craven. For a moment he contemplated the idea of killing the murderers but after he KOd them all he voted on simply leaving, remembering that when he asked the librarian why surface dwellers did such silly things it was important to remember the fact that people on the surface had a different view on things and most importantly did not know what they knew. It was important to put yourself in the shoes of others to understand their motives. This was valid to all people and Koil just had to accept some facts and that as these people were the sum of all their experience and knowledge, they were just the way they were, which most certainly was not a sin in itself.

=========================================

Strengths:
-Empathy, he is good at 'Thinking like someone else would' which allows him to guess the moves of opponent, especially those that tend to think before they act.
-Underwater combat.
-Swimming.
-Survival.
-Fighting & fighting dirty.
-Detection, he has a sonar ability, somewhat like a bat.
Weaknesses:
-Heat
-Smoke
-Poison Cloud
-Fighting in tight places.
-Spoiled or dried food (Will vomit for hours.)

=========================================

Koilembolon’s Magic/Techniques:

Name of Magic/Technique: Song of Confusion
Rank: Intermediate (Water), Cryptic (Air)
Range: 40m circle.
Type: Magic
User(s): What little is left of Narxos's fighting force, scattered remnants in isolated outposts or refugees.
Element Affinity (If Applicable): Acoustic

Description: Creates a debilitating sound which is painful to hear and cause slight nausea, above all, this sound is louder than anything else such as orders being screamed or spells being casted, as such it may lead to spell failure as mages are unable to actually know if they have the right pronunciations, etc. For Narxians, this is shouting obscenities and taunts. On Narxians, (including the user), this effect mainly makes rage and anger, making them more determined opponents. Combined with concussions or other mind effects this can lead to fainting or more commonly for land walkers, to bust an ear drum and temporary or permanent deafness.

Weakness: Affects both enemies and allies in the radius, doesn't remove the ability to fight per se and is affected by the user's ability to speak (Other Narxians when being singed at will aim for a swift kick to the throat).

====================

Name of Magic/Technique: Song of Force
Rank: Intermediate (Water), Cryptic (Air)
Range: 10m line
Type: Magic
User(s): What little is left of Narxos's fighting force, scattered remnants in isolated outposts or refugees.
Element Affinity (If Applicable): Acoustic

Description: A sonic blast to push opponents. In water will have the effect of a hammer to the face if not dodged and on the surface that of a strong gust of wind which can still break the guard, push or push down an enemy.

Weakness: Takes a moment to produce the effect and although quick, quicker enemies may use this to interrupt the cast with a kick to the throat or chest to cause premature casting which is both ineffective and quite bad for the caster's voice.

====================

Name of Magic/Technique: Song of Diplomacy
Rank: Rudimentary (Water) Cryptic (Air)
Range: As far as can be heard.
Type: Magic
User(s): All Narxians use it to some degree while underwater as it is as natural as talking or debating for them, it is the essence of their unnatural charisma and what the humans know as 'The songs of the sirens', only the Narxians aren't beautiful fish women but ugly abominations from the dept. Some Narxians have mastered this powerful tool on the surface dwellers and use it to get in powerful positions since while the Narxians have gained some resistance to these songs, the humans are far from it.
Element Affinity (If Applicable): Acoustic

Description: Will make those who hear the song and fail to resist its allure will fall under Koil's charm and do what he wishes them to do and be extremely happy to do so. Should they not die after the end of the spell, they will remember what they did but whatever they did hold no regrets, saying that it was the right thing to do. They will tell all of the magnificent song they heard on that day and may develop an obsession with it, to find what singed it. They may not however acknowledge Koil as the one producing it, as such a beautiful song could only possibly come from the most beautiful maiden of the world.

Weakness: Only works on unsuspecting people as people who are in combat will set their mind on fighting and not dying rather than the songs. Koil or anyone cannot take 'Immediate' hostile actions on the victim of the song and people may come to their senses in case of outside stimuli such as seeing one of their friend dying or someone shouting at them (The song is soft rather than loud and people may be louder than it, if they are the affected person may regain their consciousness for a moment and fall into combat realizing the danger). Interruptions such as an attack will also end Koil's singing and it is hard to have a good singing when you're running or are out of breath.

====================

Name of Magic/Technique:
Rank: (Rudimentary, Intermediate, Advanced, Cryptic, Arcana)
Range:
Type: (Magic/Technique)
User(s):
Element Affinity (If Applicable):

Description:

Weakness:
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Hidarii

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Tuujaimaa said
Overboard? What's that? :D


Fuckin Damia Sage of Stone
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Tuujaimaa The Saint of Wings

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tbh that card is one of my favourites ever

AND STEVE ARGYLE IS AN AMAZING ARTIST

AND GORGONS

IT HAS EVERYTHING DON'T YOU DARE JUDGE ME CHRISTIE
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Hidarii

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I think the Grand Cenobite is better jussayin.
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Tuujaimaa The Saint of Wings

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Elesh Norn is my favourite card of all time ever tbh
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Hidarii

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"Don't walk behind me; for I am not your leader, nor am I your Queen. Don't walk in front of me; For I am not your follower. Just walk beside me and be my friend, Be my equal and we will surely prosper. All who hear me now, I ask of you one thing! Help me and the brave few who would take up arms at my side carve a peace that wont have to be forged by an age old treaty that no one can say for sure even still has meaning. Help me create a peace that will last throughout our lives and until the ends of time. That is all I ask! Help us bring something that seems as if only faeries tale into the reality that is the world we live in here today."

- Reyas Arthenia
Name: Reyas Arthenia
Nickname/Alias: N/A
Race: Gria
Gender: Female

Age: 24
Age Appearance: Late Teens/Early Twenties
Birthplace: In a small village outside Typhon

Elemental Affinity: Lightning

Alignment/Affiliation:
-Lawful Good
-Russovian Army

Rank/Occupation: Sky Captain

=========================================

Weapons/Items:
Generic Items:
-Two Steel Daggers, Each Strapped to one of her thighs.

====================

Name of Weapon or Item: Fyethnar Strahl

Description: A pair of twin shortspears, each about three and a half feet in length. A pair of weapons with long handles and razor sharp blades on each end. The metal of the blades said to come from the heart of the mountains where 'dragons' still roam, a strong yet light metal. Fit for the sky-knights of Russovia. A weapon that any warrior would kill to take as trophy or for use of their own.
Appearance:

=========================================

Appearance:

Personality: She will agressively fight for her beleifs and defend her firends with her life. She is brave, and courageous to a fault. Having been called several times an imbecile for her shows of valor, never backing down even in the face of the greatest adversities. She doesn't understand the war that has ravaged the world and why it even happens. She wants the peoples of the world to be happy with what they have. But even still she fights to keep the world as it is and provide what little fragile peace she can to the defenseless that stand behind the walls of every city and town, not just those of the nation she calls home.

History:

Born of the highlands and riding the winds. All Grias start with a life of adventure staring them down as they take their first bounds into the realm all mortals call home in this world. They soon grow stronger and then they grow faster, and soon after, they take to the skies. for Reyas, this was no different. Though she, she took it to more extremes than most. she would often explore the highlands outside of typhon and go flying with the wild Wyverns that owned those skies. Being attacked, and knocked out of the sky.

She wouldn't back down though and this lead her to have more agility than any of the Wyvern riders that roam the sky. And equal to that of the wild Wyverns that still call the skies home. Some say she was filled with dreams of grandeur, adoring those beasts and wishing to become one of them. Though her dedication paid off as when she was conscripted at the age of sixteen, simply because of local rumor of her prowess in the skies. Why not put that prowess to good use on the battlefield?

Years of training lead to a quick graduation from the the military academy. In just three years time she had changed from a wild windrider, to a disciplined fighter in the skies, with a meaningful puropse. Or so the academy told her, over and over again.

Then as years went on, skirmish here, skirmish there. She rose in ranks from Just a Sky cadet, to a Sky captain, A company of ten at her command when the need for battle come. Their assgnment to defend the country they call home, and in the downtimes from war, rally as many forces as they can. And as such, she became an inspiriation to the townspeople of Russovian towns, and the Free nations alike as she learned how to inspire action.. Russovia shall not falter when the day comes that war rages again. And she shall make sure that one day, war shall not come when she wakes again. Either with someone as the victor, or her life at its end.


=========================================

Strengths: She can fly with breakneck precision, and is well versed in melee combat, basic magic skills. Quick witted on the battlefield. Uses her experience to her advantage.
Weaknesses: She is a rather large target in the skies, and has a large amount to defend when on the ground, overall she is more sucepible to attack simple due to the fact that there is more to target.

=========================================

Reyas Arthenia’s Magic/Techniques:

Name of Magic/Technique: Snapcrash
Rank: Rudimentary
Range: 20 Feet
Type: Magic
User(s): Reyas Arthenia and other Gria
Element Affinity (If Applicable): Lightning

Description: A simple spell that imbues the users weapon with lightning, it must use a weapon as a "base" to shape the spell, then the caster may "throw" the lightning as if it were a spear. A large amount of electricity will surge forth and hit whatever was in the path. Its strong simply due to the sheer speed of the attack, and is ----­­­­­­­­­­­­­commonly taught to passed down in Gria houses as a means of self defense.

Weakness: While in the weapon the user feels some of the electricity in their own bodies. Dealing lesser, but noticable damage to the user, if used repeatedly.


====================

Name of Magic/Technique: Thundershroud
Rank: Intermediate
Range: Three to Five Feet
Type: Magic
User(s): Reyas Arthenia
Element Affinity (If Applicable): Lightning

Description: this ability summons forth a surge of lightning to coat the users body for a period of approximately ten seconds, this lightning serves a means of great defense against heavily armored foes, and does a number on any who would get withing its range with arcs of lightning shooting off the users body in a dangerous and chaotic matter.

Weakness: This ability does an even larger amount of damage to the user than Snapcrash, using it more than twice in battle is sure to be severely taxing on the user. And using it when already exhausted could cause one to faint or even fall to the hand of death
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Empath

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I might be interested in joining, although in
I'm still working on the character idea I have in mind...
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Amaranth the Kasaanda

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Name: Kynesse
Nickname/Alias: Kyna, Kyn
Race: Dryad
Gender: None really, though like most of the race, assumes a feminine form and name.

Age: Unknown
Age Appearance: N/A
Birthplace: A grove of trees and fellow dryads in between Awarest and Rosa Turlough, but also outside the Vsleyva Marshes

Elemental Affinity: Nature, of course

Alignment: Neutral Good

Occupation: Wandering adventurer and healer of some note

=========================================

Generic Items: She usually picks up and carries small trinkets that remind her of her travels, such as a glowing stone, a bolt of silk woven in a regional pattern, or something to that effect, which she stores in her hollow wooden torso, where the stomach would be (understandably, this can unsettle other races a bit)

Her current items are: The Stone of Ardruuz, a shard of the famous rocks of The Whetstones, a phystian medallion she was given in thanks for saving a soldier's life at Fort Daquarth, a small, tattered but well cared for piece of a cloak from a friend in Fae'ilis, and a miniature carving in imitation of her out of wood from Scaip Luchair.
====================

Name of Weapon or Item: Stone of Ardruuz

Description: A small stone about the size of a golf ball, it shimmers with a thousand colours in the daylight, but during the night it gives off warm light that seems to ward off the dark.
=========================================

Appearance: ( I could not find a picture that fit my image of her, oh well) Kynesse is, like the majority of her race, composed mostly of curving pieces of beautiful wood animated by nature and various magics. Her body is one complete piece of flexible wood in the vague-but-noticeable shape of a willowy female. It is not solid though, as where her heart would be is a verdant ball of magic that pulses and gives off wisps of energy that trail behind her when she moves. Below that, where her stomach would reside is a hollow pocket full of floating trinkets from her various travels that make a quiet tinkling sound if a breeze flows through the gaps in her ligneous body. Her slender shoulders end at where the arms would connect with her body and are instead connected by the same energy that comprises her heart. The same is true for her svelte legs, though they do not end in feet, only pointed ends, like the end of a bare branch. However, it is more like the bud of a flower, for when she rests as a tree or just wants to feel the soft forest floor, they open up and reveal roots. Kyn's face is much like that of a conventionally attractive woman, though her nose serves no real purpose aside from appeasing mortals, and she rarely uses her mouth at all (she is perfectly capable, and her voice sounds quite calming indeed), her eyes are the same colour green as her heart and joints and pulse along with them. Her hair is sloped back and is composed of branches and a myriad of leaves that change colours with her moods.

Being made of wood, she floats in water and is very light. She is able to be picked up by an average human with one arm without much difficulty.

When she is disguised as a mortal maiden she has much the same appearance though her skin is usually pale and her hair vibrantly white. Her pupils become her signature verdant green as well.

Personality; Kynesse is kind to all she sees and prefers to let her actions speak louder than her few spoken words. She has an innate curiosity that fuels her everlasting wandering through the world. She loves to help others and is rather skillful with magic and healing magic in particular, as well as materials of nature. Kyn has trouble understanding some facets of mortal personalities, like greed and anger. She also struggles to see and/or understand ulterior motives, leading many to believe her naive and easily fooled. She is very loyal and enjoys the company of friends, however she hates to see her friends sad when she departs on her never-ending journey. One could say goodbyes are the only thing she will ever get close to hating. Though she is a pacifist herself, she recognises that violence and destruction is a vital part of the circle of life (however she will always seek to end it when she comes across it).

History: Not much is really known about Kynesse's birth and early life, but it is known that instead of remaining home for her early life, she had considerable wanderlust and set out on her own relatively early in her life. She discovered she had an innate gift for magic and strove to use it to help others, specifically to end suffering and heal wounds. It is a testament to her morals that although she has considerable raw magical power, she does not even know a single offensive or harmful spell.

She has been inside both the libraries at Fae'ilis (one of her favourite memories) and Shira Karinada. Despite her lack of reading ability, she greatly enjoys the atmosphere of learning and magic. Kyn has also visited most large cities on the continent, though she visits mostly for the company of new people than the city itself.

Kynesse loves to see natural beauty, like canyons and rivers and mountains and hills and plains and has visited almost every mountain range on the continent as well as following lots of great rivers to their sources.

She would love to see the city of New Narxos, though she has no idea what lurks in there or any idea of how she would get down there (being made of wood)
and would jump at the chance to even see the fabled cities of crystal in the skies above.
=========================================
Name of Magic/Technique: Soothing Light
Rank: Rudimentary
Range: Touch
Type: Magic
User(s): Anyone really, though it requires one to be in touch with nature
Element Affinity (If Applicable): Nature, Light

Description: The afflicted person touched by the caster's hand is granted freedom from almost all physical pain and suffering for anywhere from 5-15 hours depending on the strength of the caster

Weakness: Only relieves pain, does not heal or grant immunity to death

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Name of Magic/Technique: Nature's Gift
Rank: Intermediate
Range: Touch
Type: Magic
User(s): Nature-linked beings
Element Affinity (If Applicable): Nature

Description: On touch, energy surges forth and begins to mend any wounds on the target

Weakness: Larger numbers or more severe wounds require longer casting times and more energy drawn from the caster

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Name of Magic/Technique: Calming of the Storms
Rank: Advanced
Range: 10m aura
Type: Magic
User(s): Dryads
Element Affinity (If Applicable): Nature

Description: A soothing aura projects around the caster, calming anyone and relieving pain as well, the residual energy can also heal minor wounds

Weakness: The spell takes a toll on the caster and leaves them feeling drained

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Strengths:
-Kind and hard to dislike
-Hard to hurt as she is very flexible and regenerative
-Useful healing spells and other utilities
-Loyal
Weaknesses:
-Easily fooled
-Can (and will) heal the other side as well
-No offensive powers
-Very weak to fire
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I think that's it. I hope it's good enough.
Hidden 10 yrs ago Post by Unknown100
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Unknown100

Member Seen 4 mos ago

Hey, I would like to make a quick apology, if I seemed a bit too stubborn yesterday. I actually do think it might be a positive thing, you all got me to lower some of the character's powers. It is probably for the best.
So thanks for being patient with me.

And... I will be looking forward to RP with you all :D
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