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Hidden 9 yrs ago Post by Tunks
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Tunks A Succulent Scent

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Character Sheet
Martox Orihime (Or-eh-hyme)

Character name
44

Character age
Male

Race/People
Tundal

A race of humanoids from the icy Northern tundras. Often born with a higher proficiency in magic, especially with fire-type spells to help them keep warm. Typically used as battle-mages in the military because of their innate ability to use more destructive spells. Typically shorter and with thicker hair.

Appearance
Relatively tall compared to most Tundal people, Martox stands at 5'7" with a more athletic build. His hair is dark brown, almost black, and he often keeps a 'messy' look to the hair on top of his head with his beard being trimmed to look more scholarly. He carries a sling bag on the his back to hold extra books and any other goods with him which also has a sheath of sorts for him to put his staff in when not in use. On his left leg is a bag which he holds his personal journal, any money he has, and any food when he has it. Under the bag on his leg he keeps a concealed steel dagger. His clothes are light, making it easier for him to move freely, with patches of leather over vital/more commonly hit parts on his body to help guard against attacks. On his left side his rank in the military is sown into the leather, a staff to symbolize that he is a mage superimposed on two yellow chevrons pointing down to the ground.



Traits
Skills
-Master in fire magic
-Proficient with ice magic and lightning
-Novice in illusion spells and with necromancy
-Knows one self healing spell and one friendly healing spell
-Good at sneaking and stealing
-Skilled with staff fighting
-Good with people

Flaws
-Slight temper; While he won't blow up to minor things that happen to him, he will hold grudges
-Despite wanting to be a great mage he doesn't know much healing magic
-Not very strong; He mostly relies on his magic to help him out, but he's more nimble than tough
-Lazy; He likes to take a lot of breaks and take shortcuts whenever possible

Personality
While Martox is typically considered friendly and kind to people he meets once, he's often considered cocky or arrogant to people that know him longer than a few days. Despite this, he's very critical on himself. He wants to be a great mage, and sees his shortcomings as a handicap. But, he also uses this to further improve himself. He has a lot of drive to do good and to better himself, even though it doesn't show often because of his laziness. After the battle with The Necromancer though, it's clear that most of that cockiness has left him, though traces of it still obviously remain. He is more devoted to do the right things in life, trying to free himself of his guilt after helping The Necromancer.

Background


Items
Quite a bit of coin, one magic book on necromancy and one on illusion, his journal filled with teachings and runes, and Ignis et Ice, a staff which increases the range of his spells significantly and increases the power of ice and fire magic spells.
Hidden 9 yrs ago Post by SuperTacticalDerp
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SuperTacticalDerp The New Monarch

Member Seen 8 yrs ago

Name -

Oryx Young

Age -

Unknown. Died far before the Rise of the Necromancer.

Gender -

Male

Race/People -

Undead Vanguard. Formally Human.

Appearance -


Traits:

Skills -

Trained Swordsmen - Very capable with almost any sort of blade, but prefers his own.

Magic Resistance - Due to the nature of his existence, Oryx is mostly unharmed by most spells and illusions. Can also sense other beings with magical properties or magic users.

Purifier/Healer - Reborn as a balance against The Necromancer by the gods, Oryx can heal his allies and cleanse those corrupted or poisoned by evil magics just with a simple touch. Can keep recently killed beings from being corrupted by dark magics. Though unable to close an open wound completely, Oryx can cleanse the wound and stop bleeding for a short time of he focuses.

Magical Regeneration - Oryx is able to repair his own body due to his magical powers. Broken bones and charred remains can be save with his own gifts, but the process takes time and concentration.

Faults -

Weakness to Fire - Being only made of dried bone and cloth, Oryx is very weak to flame and can be set ablaze quickly. Fire spells are especially potent.

Inexperienced Healer - Despite his godly gifts, Oryx is not the best with his powers. Many a friend during the war against The Necromancer was lost due to his inexperience, which he has worked on over the years since. The loses still haunt him.

Horrifying Appearance - Despite his kind nature and need to help others, Oryx's appearance usually brings distrust and hate from those who are new to him. Many see him as a pawn of the Necromancer still roaming the lands, but in actually he is very much the opposite.

Personality -

Oryx is a kind fellow of jest and merriment. With a heart brighter then the sun and the soul of a good man, this undead man is always the one to try and lighten a mood or raise spirits. (Not literally.) Personally hates the thought of being a tool for a higher power, but accepts his fate.

Background -

Oryx was reborn in the ancient battlefield of Ghyth with many others, all of them dazed and confused. All of them were undead, glowing with a holy blue light and only able to remember their names. Hundreds more in hundreds of other ancient war-zones awoke the same day The Necromancer raised his demonic army of the Undead. The old gods of Domhan saw the need for a balance at this moment. A being of almost godly might needed to prove his worth against those with true power.

Known as The Undead Vanguards, many including Oryx found that they could walk amongst the living again and help in fighting The Necromancer threat. Priests and monks saw them as walking avatar of the gods, while many townsfolk turned them away in droves due to their occult nature.

Oryx found himself along many of heroes by happenstance, traveling town to town healing the weak and purifying the newly killed from the Necromancer's evils, though not one-hundred percent competent with his new powers. War once again took it's toll on Oryx, though he could barely remember his old life as a human. Many died under his care, leaving scars of regret to fester under his jester-like being. In the battlefield, Oryx was know to rock enemy forces with his broken blade and repel the greatest force with a shield almost as rotten as his bones.

Items

Blessed Broken Longsword - A tool sanctified by the very gods themselves, Oryx's blade looks worthless by a fool's eye, but in his hands it is a weapon of the finest caliber. Extremely effectual at ending the existences of dark beings and corrupted beasts.

Blessed Ancient Shield - A broken ancient shied from a far off time, Oryx's shield was also blessed like his sword. Able to take hits from armor-piercing arrows and the darkest blast of energy, his shield is something of an oddity to the every man.

Water Canteen - Even though the need for food and water has long left Oryx's needs, it has been nothing but useful to put out his own body should he catch ablaze. Also helpful when others are thirty, or a friend's wound needs to be cleaned

Misc -

Though not the only one of his kind, very few Undead Vanguards remain after the war was won. Many were slain in the battlefield, unable to defend themselves against the Necromancer's hordes. The death of a Undead Vanguard usually enacts a chain-reaction in their very core. A massive explosion of godly might will erupt from their bones, wiping out any dark forces nearby and keeping those pure safe.

Most Undead Vanguards that meet usual are silent to each other with the same understanding. There was not need for brotherhood or pride for what they are. There is no need to harp on their lost pasts. They are all the weapons of gods. Despite this, most Undead Vanguards retain their personalities as living beings but lose most prior of their living memories. Undead Vanguards range from all know beings, but the majority are human or elf.
Hidden 9 yrs ago Post by ArenaSnow
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ArenaSnow Devourer of Souls

Banned Seen 3 yrs ago

Name

Desalith Tharnon

Age

164

Gender

Male

Race/People

¾ elven and ¼ normal human..

Appearance

(I don’t like taking pictures off the internet of folks, so I rely on description)

Desalith is tall, roughly in the higher average on the terms of elves. His body is weathered from use of magic and his age, although he can still pass off to be in his 50’s when on a good day. When he is tired, his age is more apparent - He looks to be more in his late 60’s and 70’s. He has grey hair on top of his head with a small beard and fuzzies around his face. Overall, he has kept himself up well, so he looks clean (save for the fuzzies on his face that he refuses to take off). He walks around usually in his robes provided by the order he is in and has light brigandine armor underneath, just in case.

Traits

Skills
-Lightning Affinity: He is very good at controlling matter in the form of energy, and can with ease make bolts of energy (large ones require more concentration and energy; he stays with ones roughly the size of basketballs or short streams of electricity). If the weather is right, he can make lightning bolts with a high amount of concentration (he is not strong enough to make them come right out of thin air).

His power manipulates the air around him for the most part. The longer the range, the more energy it takes.

Manipulating the weather is beyond his means, but if circumstances are right he can direct lightning bolts to specific areas. The more opportune the area, the easier (it is harder to strike against bricks than an enemy wearing full metal armor, for example).

Orbs: He is also very skilled at creating Orbs for various purposes. The most basic attacking ones and defense ones are his specialty, but he can also create elementally based ones (an orb of ice) and utility ones (for scouting) as well. These also are created by manipulating the energy around him, but some orbs are easier to make than others and others impossible (he won’t be making balls of ice fly around in a hot desert, or ones that rely on nature to function in a wasteland).

Energy Efficiency: Extensive training has made him able to use shortcuts to operate his spells (at the expense of capabilities depending on area, as described above). These “shortcuts” allow him to cast with lower energy cost. Along with this comes his ability to know when something will be too much for him (based on experience as well).

Mind Self-Control: He is extremely difficult to breach due to specialty training from his order for protecting the sanctity of his mind.

Flaws
Despite the powers he has, he is not good with brute force and in a fight requiring such brute force in his spells, he will not survive without outwitting his opponent. The efficiency of his spells mean that he is limited based on situation, and is a bit less effective in all out spellcasting than, say, an ice mage that has not dedicated as much time as him finding “shortcuts” to make his spells cast easier.
His human blood cuts down his life expectancy and overall energy. Both are limited, and his age means he is not as flexible or good in reflex as he used to be. Sleep is essential; too long periods of no sleeping make his powers useless. The Tellandoric blood in his veins also reduce his overall affinity with normal magic, since Tellandor magic is very incompatible with the norm.

Personality
He is somewhat reserved to others, but friendly enough to be normal in most eyes. He is hard to make friends with, but when he does, he sticks by them. He isn’t one to hold long grudges but is more than capable of hating someone who greatly offends friends or Desalith himself. He is open to almost every culture, being aware of his own mixture.

Background

Human Roots

Desalith’s grandfather, Harthon was from Syrim.
The town his grandfather was born in has long been lost to evil, but it was fairly prosperous for its modest size in the past, being on the coastline along a profitable trading network. It specialized in fishing. It is now referred to as “the Doom Town” for an extremely high concentration of dark magic; it is speculated that it was touched by a being more evil than the Necromancer.

The speculation comes from the fact that any who enters the town immediately begins to doubt their companions, friends, family and themselves. Those who have been lost to it are nothing but wandering shells that attack anyone who does not wallow in their misery.

Elven Roots

All other known family members are of pure elven blood. The roots are in a country of elves that ruled the Northern forests for many centuries before splitting up following a revolution. Since then, Desalith’s family line has been based in Arakdin.

City of Arakdin

Arakdin was founded by a division of northern elves who revolted against their king, and joined the noble elf Natashia to start a new, open town in defiance of the war to control the northern forest. The town is open to all cultures and has a majority mix of humans and elves, with some other races having presence there. It is a trading city of good size, and specializes in exotic goods and fishing. It is not far from the academy of the Järjestys Magi. It is roughly 200 years old.
It is lead today by Vesivial, an elf of somewhat shady reputation but also high political influence.

Family History

Desalith’s grandfather, Harthon, was a hunter from a northern town called Syrim. He met Desalith’s grandmother (Natashia) during the wars between humans and elves over authority of the northern forests (eventually won by elves, which pushed humans further down south). It was the single greatest scandal in elven history when the relationship between the man and the elf was discovered - love between two enemies. This love resulted in all future men of the family having a portion of human blood, Natashia being banished, a sect of elves splitting off to live scattered in human society (Natashia was part of the nobility, with a sizable following, before being disowned by her father, a close advisor of the king). Harthon was known to be a friendly man, just a hunter caught in war and saved by Natashia, who had lead the raid that caught him.

Natashia and Harthon had a son named Julius. His life and that of his parents were relatively quiet, although the family founded and became the roots of a mixed race community by the sea called Arakdin. Julius married a pure blooded elf who was the daughter of a family of elves that followed Natashia after the split, and had Desalith.

Early Life

Desalith was born to relative luxury, his family being the undisputed highest rank in Arakdin. He grew up being the one person who was capable of magic in his family. He discovered this when he accidentally electrocuted a group of three brigands tried to rob him… in public, where just about the entire city saw it.

At the time, people who displayed tendencies of magic were expected to join an order or academy to learn how to use the powers right. Pulling some strings, his family managed to secure him a spot in the esteemed school of the Järjestys Magi. After Desalith left left, he did not return home, even when he had the opportunity. Although he had a comfortable life before then, he found it a boring one where his parents honestly didn’t care.

Joining the Magi and Battling the Necromancer

He went through 5 years of certification to become one of the order’s Ritari, a rank that indicated him to be a fully qualified and trained wizard. He spent many years exploring until the rise of the Necromancer.

Desalith met up with the group of heros taking down the Necromancer when he became involved in one of their missions. He helped the group out; there was no excuse not to fight an evil as great as the Necromancer. He joined them and fought all the way to the final battle.

The final battle changed him, in ways. The Necromancer had tried to attack Desalith’s mind and in that attack exposed some of his darker secrets; secrets with Desalith had no way to understand and interpret. They have haunted him in his nightmares ever since. he anchored down in a small town for ten years, when he set out for the reunion.

The Järjestys Magi

The so called “Order of Mages” is a very old and established organization that has trained and sent out many professional wizards into the world. Its mission is to teach as many people as possible safe and proactive use of magic while optimizing the abilities of its students. It is open to almost all races; excluded ones are demons, dragons, and some other special races/evil based races. Entry is extremely difficult; it requires pulling strings or an obvious display of qualification as decided by the leadership. There are two levels of order certification - Ritari and Masteri.

A Ritari is one who goes through what would be normally known to be advanced training. They are professional wizards who are trained based on their skillsets. Dropout rate is moderate; those who don’t pass this training are simply known as trained wizards who do not have the luxury of the Magi’s support. Those who do pass, in addition to receiving a very useful education can have the advantage of being known as certified. After training, their duty is to be peacekeepers who work on their own terms and are expected to take out threats of evil. The Necromancer was easily strong enough to defeat many Ritari who went after him alone.

A Masteri is a special qualification that takes 10 years of additional training. It is brutal and can result in death during training, and is only taken by the most dedicated of students. There are currently only 6 Masteri who have completed the course on record (one of whom is the leader of the Order). There were rumors, which have been aggressively denied, that the Necromancer was trained as a Masteri.

Items

He carries a single staff that would otherwise look like a normal log; however, it is charged with energy and is critical for him to focus and draw energy from so he isn’t relying on just himself or the reserves of potentially unfriendly surroundings.

He wears dark robes (think of, for lack of a better example, something Gandalf would wear) that do not have a hood. They are worn with use but pretty well kept up with.

Other

(Might have more, just getting something up for the night)
Hidden 9 yrs ago Post by Zendrelax
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Zendrelax I am Spartacus!

Member Seen 6 yrs ago

Name:
Cewri “The Mountain” Iorwerth

Age:
34

Gender:
Male

Race/People:
Half-Giant, which is (as one would imagine) a half-breed. Specifically, of a full-blooded Giant and a Human.

Appearance:
The most immediately noticeable thing about Cewri is his size. Being Half-Giant, he towers over most anyone he meets at an imposing seven-and-a-quarter feet. His skin is the peach that one might expect from humans from some parts of the world, but his eyes are the color of burning embers. Unclothed, he is covered in scars both large and small, both pale and grotesque which might have been cleared away with magic were it possible to do so (read on to see the reason why it is not). His wardrobe is either simple garb or his armor, always overlaid with a faded green traveling cloak. Atop his head is his short, dark hair, almost always concealed by a hood or a helmet.

Traits:
Skills
-An innate resistance to magic.
-Training in the use of a broadsword.
-Years of experience in using his size to his advantage in a fight.
-Fluency in Giant, and passable skill in most major languages.
-Cartography and Geography

Flaws
-His resistance to magic makes it all but impossible for him to receive magical healing or other aid.
-An inability to use, or even learn to use magic.
-Because of his size and bulk, his agility is sorely lacking.

Personality
When he isn’t entrenched in a thoughtful silence, Cewri is a warm person, universally. While he would not name someone a “friend” quickly, that is borne more from valuing the term highly than it is from excessive caution. His deep, bellowing laughter is frequent, and can be heard from clear across a dwarven feasting hall. Since final fight with the Necromancer, he has been given to occasional bouts of deep melancholy.

Background:


Items:
-A Broadsword longer than a human is tall, regularly cleaned and sharpened.
-An ancient set of armor engraved with swirling runes that, as of the present, protect against only rust.
-A faded green traveling cloak.

Miscellaneous:
Nothing in particular.
Hidden 9 yrs ago Post by Thrashy
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Thrashy smashy-splashy

Member Seen 8 yrs ago

Name: Celeste of Bodou

Age: 35

Gender: Female

People: Human

Appearance:

Celeste is a woman of normal built. She has fair skin, shoulder length brown hair and brown eyes. Her face is of the honest, likable kind that makes you trust her even before you have spoken with her. Her body is untouched by scars or marks, almost pristine to look at. She is usually dressed in simple, durable clothes and almost always wears an arming jacket. It is uncommon to see her without a sword strapped to her belt. When travelling or preparing for battle she usually wears leather armor reinforced with steel plates.

Traits:
Celeste is skilled with most one-handed weapons, especially with swords. She can hold her own in a fight against several opponents. Her formost strength is however her fearlessness and complete devotion. She will stop at nothing when her mind is set on completing a task. In addition, Celeste has an almost eerie sixth sense. She is good at reading other people, knowing what they will do or say before they do. She has never been ambushed or surprised by an opponent.

Her one fault is her good nature. Celeste wants to see the good inside everybody and can be naive at times. She assumes people are truthful and tries to be merciful whenever she can. It is never the easy way with Celeste. She will always do the "right thing", even when it seems hopeless or even impossible.

As a person, Celeste is terribly likable. She is kind, honest, and genuinely interested in other people. She listens to people and remember the little things that are important to them. Facing a choice, Celeste will always see to the happiness of others before her own. Tempering this is her sense of justice and her belief in the greater good. Celeste is a warrior and is adamant about protecting the weak from the strong.

Background:
As a baby, Celeste was given away to a monastery. Her parents were too poor to take care of her, and the monks and nuns were known to take in such children and give them a good life. Because of this she never knew of family life and was never spoiled or treated badly. The monks and nuns of the monastery instilled in her the sense of justice and righteousness that she still lives by today. As she was a strong and active child, she was chosen to become part of the militant branch of the monastic order. Her training was harsh and punishing, but she endured and emerged as a tough holy warrior.

Having completed her training she spent several years in the service of the order, keeping the peace and dispensing justice in the lands surrounding the monastery. It was around that time that the infamous Necromancer came to power and started terrorizing the world with his dark forces. A band of travelling adventurers came to the monastery one day, looking for respite and aid. Celeste spent some time with them and found their cause to be righteous. She spoke to the heads of her order and was permitted to join the adventurers in their quest.

The struggle against the powerful Necromancer was harsh, and Celeste had to watch as her newfound friends perished one by one to the horrors they faced. It was extremely taxing on her, having to fight against sorrow and doubt as well ass the murderous minions of the vile sorcerer. The final battle was pure madness. The lowest moment for Celeste came when one of her friends was turned against her by dark magic, forcing her to slay him in self defence. The Necromancer was in the end undone by their concerted effort, but the victory didn't come without a sense of loss. It was tragic to Celeste that an individual as resourceful and powerful as the Necromancer would choose to kill and destroy instead of using his incredible strength for the good of others. She could not understand it, and wept also for all the unnecessary violence and death that had been required to right this wrong.

She returned to the monastery and spent the following years in silence and prayer, before answering the call and venturing to the old mountain cabin for the reunion.

Items:
Her sword, forged by the master smith of the monastery.
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