Hidden 8 yrs ago Post by neogreggory
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neogreggory Traveler of Planes

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Name: Marth Leblanc
Race: Human
Gender: Male
Age: 19
Station: Second son of a Havendall noble

Powers: Pyromancy, the magic of fire. Acquired through traumatic and unintended means that shall be described in detail in the Bio. As for the extent of his power, he can produce a softball sized fireball without much thought, and with effort can set a single room hut ablaze, but he is untrained, having to experiment and test his own limits.

Description: Standing at five foot four Marth has nearly reached his full height. He is thin, despite how much he eats, and has pale skin. His eyes are red, a side effect of his magic. He wears his brown hair short and combed to his right, and tends to smell of a mixture of honey, his perfume, and ash. His clothing is simple for his station, black and slick with little in the way of jewels or precious metal. He has recently taken to wearing a simple metal chest piece due to the demon attacks.

Mentally the end of the world has already begun to wear on him. his family died before he could do anything, and has recently had to use his magic a great deal, weakening him both physically and mentally. Beyond that however he is a simple but driven young man. His entire life has been decided by tradition and fate, and he has fought it in any way he can, though his doing so has resulted in the most traumatic occurrence of his life thus far. He tries to be kind to others, but makes himself an outcast, too many near him having died already. In reflection, he is a good man, but tired, and slowly reaching his breaking point.

Biography: Born the second son of a noble in a war-like land, Marth was fated to be a warrior. His young life was spent care-free, his education starting at the age of six. He had to learn how to ride a horse, the history of his proud family, how to read and write. When he had free time he spent it swimming and playing with his twin and older brothers, those memories some of the most fondly regarded from his early years. When he was fourteen he was locked in an armory, rows of weapons in front of him, swords and axes noble and harsh, graceful and savage. The weapon Marth choose would be the one he would fight with the rest of his life, the weapon expected to be found next to his corpse on the battlefield when he died. In a dark corner, hidden under some axes, Marth found a rusty old spear, and in an act of spite choose the commoners weapon.

He was a quick study, learning to use the spear as both an effective weapon offensively and defensively. His twin, who was far more willing to be a warrior and nothing more, took up an ax and shield. The two would spar often, fighting for hours at a time, with neither holding the advantage for long. At sixteen Marth's twin brother would go with soldiers to fight the wild desert orcs. Marth hasn't seen him since. Marth however didn't want to be a warrior on the front line, so instead he tagged along with his father and uncle while they were away from the family fortress.

Marth grew close to his uncle, who was also a second son. Whenever they could get away with it the two would play cards, testing each others luck and wits. When in the city of Jadis Marth got another chance to fight destiny. His father was busy, and was going to be busy for days, making deals with the Gold cartel. His uncle had informed Marth of a chance to escape the life he had been given and gave Marth a sack of coin. Taking this chance Marth found himself on a wagon, one of the guards to protect the gem and metal laden wagon as it traveled south into elvish lands to trade for the precious silks the elves produced.

A week into the journey, it had been four days since any sign of civilization apart from the empty road. The group was camped on the side of the road, Marth in his sleeping roll. Before he knew it however an elf's sword was at his throat. The camp was overrun, at the end though everyone was rounded up save one, who died fighting. The entire crew was bound in chains by the elves and forced to march the rest of the night and the entire day. Everyone knew they were to be made slaves or worse. As the moon rose they reached the shore of a lake so massive the opposite shore couldn't be seen. It was there that the elves began to chant in their strange language as two of them systematically drowned the humans. Marth watched in horror as the people he had just become to know were murdered in cold blood.

Marth was the last one to be edged to the water. Put on his knees in front of the dark water it seemed death was to claim him. By this time the water was swirling with energy, magic. His head was submerged. Marth's breath left him, the world faded, before he heard something, muffled by the water in his ears. The sound of screaming. Suddenly no longer were hands holding him down, and Marth forced himself to surge upwards, sparks following him. The elves were being attacked by wild beasts, some kind of saber toothed beasts. Marth didn't see very clearly, all he knew was to run.

He ran, and ran, until at long last he stumbled into a clearing to see smoke, a wagon. Stepping up to the fire he fell over, unconscious. The humans who camped there took the young man with them, they were on their way back from a successful voyage to elven lands. Once reentering Jadis Marth made his way to the inn his father and uncle were staying in. He sat there through his fathers shouting rant with an tired look in his eyes. Once a brilliant blue his eyes were now a dull red. Once they were again in their homeland Marth learned of his power of fire.

Sitting in front of one of the fireplaces in his families fortress Marth found himself moving his hand into the flame without thinking, when his mind caught up he couldn't help but stare as the fire left his hand untouched, moving his hand out of the flame he found that some of the fire had followed. He couldn't understand why, but it seemed like he had some power of flame. Over the months he trained in secret, until he was able to hurl a small ball of flame across a twenty foot long room and scorch an apple balanced on a stool. It wasn't long after that Marth's father declared that he would be visiting Tolos itself.

And so Marth, his father, and his uncle found themselves on the road south. They were about two weeks away when they met a band of goblins. Cut off guard by the small green creatures Marth's father was cut down before he had a chance. Marth's uncle was hardly better off, screaming at Marth to flee as he was hacked at. Marth clung to the horse he was upon, unthinking as tears crawled down his face. He could survive the death of his father the stubborn man, but he had loved his uncle. When finally home Marth relayed what had happened to his family, though few believed it. When the goblins began showing up they were fought off, with average losses. Then a dragon appeared. The fortress which had held off six hundred attacks fell in a day. Marth barely survived, only making it out due to his relationship with fire. The rest of his family had no such fortune.

Alone, his only family alive being a twin he'll likely never see again, Marth walks. He doesn't know his goal, only that he intends to live, live and when the day comes, die with his spear by his side.

Relations: Since no other characters have yet been made, at least compared to when I started writing this, there are no characters to link with mine's backstory. I am willing to adapt this to make room for other characters though if needed.
Hidden 8 yrs ago 8 yrs ago Post by Roleplayer001
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Roleplayer001

Member Seen 22 hrs ago

Burnell Guildamars

Age: 47
Human (Faucher)
Station: Former Sergeant of the Guard, now gambler.

Powers
"Blessed" by Morcar, Burnell isn't sure weather or not he enjoys or hates his powers.

Sensory Insanity
Burnell has the power to manipulate very large groups of sentient peoples sensory experiences, allowing him to effectively create extremely realistic illusions. Unfortunately, it doesn't work on animals or the mentally unstable, usually making them aggressive towards Burnell. Additionally, it takes great effort to cast it individually, making guard dogs very, very annoying.

Deep Pockets
Guildamars also has the power to store a virutlally infinite amount of items in his pockets. The more items to put in, the harder they become to 'find'. However, the more pockets he has the more 'entrances' he has to his pocket realm. Right now, it takes him between three and ten seconds to draw any item, depending on what he is looking for. The only downside is he can't use any pockets normally, making pickpocketing just another way to enter his own inventory.

Probability
Guildamars is able to manipulate luck, although changing it requires some luck, forethought, and preperation. Without proper care, Burnell has realized he can get very, very sick for trying to change the luck in a gambling match, much less a battle. With proper care, he has stood in front of a shower of arrows and not get hit. Additionally, he is capable somewhat of detecting the probabilty of success in a proposed plan of action, although not the outcome.

Mireille Aigle
Not the princess sort of pretty, she is extremely attractive but still approachable. Old enough to be considered but young enough to be in her prime, she appears to be about twenty. With a few freckles and some cuteness, she knows how to exploit the hearts of men and understands how others view her. A master of stealth and cleverness, she is capable of transforming into a bluebird and gathering information from above. The only appearance of this in human form are strands of blue hair mixed blended into her black mane. Bound to Burnell's soul, she always knows his location and therefore is able to tease him eternally.

Description

Following the 195 pounds of muscle moving Burnell's 5'10'' frame is a thick black cloak trimmed in blue. While a bit taller than average, Burnell remains approachable in both conversationally and visually. First approaching him one would notice the absurd amound of pouches this man has, possibly taking him for a peddler. His belt is completely lined in them, and fine needlework reveals they won't be going anywhere soon. The inside of his cloak has some very long ones, and his pants have probably fifteen pockets total.

Subtle laugh lines would next draw one's eyes to his lightly tanned skin worn from travels and cheerful green eyes and curly brown hair. A conversation quickly reveals that while this man won't force his knowledge on you, he is more than willing to deliver more than you ever asked for. Burnell's slight frown at his companion's teasing is an obvious lie, and he secretly enjoys the comfort and companionship that such casual conversation reinforces.

If meeting him in the tavern, he seems to be a daredevil, willing to make ridiculous bets. If on the road, he travels more cautiously than most, reinforcing that no amount of money is worth one's joy.

Biography

Blessed by a god that loves trickery and cleverness, and despises authority and tyranny, Guildamars would be a beacon of freedom for the oppressed if he made any claim for it.

Childhood
Son of an adventuring couple, Guildamars grew up on the streets of the majestic city of Villeroi. With some depotism, he was allowed to act as he beating pole for many a noble child. While not on the path of knighthood, Burnell managed to see many different attitudes reguarding combat. In his early adolecence he trained with the city guard, and joined when he turned fifteen.

The new guard was enthusiastic about upholding the king's justice. When not patrolling the streets or looking over the walls, Guildamars could be found at a tavern with his co-workers enjoying some ale and spending a constant trickle of funds on card games with both friends and strangers. However, no woman managed to capture his heart and Burnell was enthusiastic about his work, always looking to take on extra hours and do more than his fair share to keep the streets safe. His hard work was noted and the nineteen year old was promoted to sergeant.

Evidence
A few years passed with the usual workflow, although eventually Burnell was assigned to a rather high end case. Knowing of his loyalty to the crown, the Captain of the Guard assigned Burnell to personally investigate the robbery of a chailice owned by the crown. They suggested that he start his investigation with a noblewoman only three years younger than himself. He searched for weeks, looking for anything that could be used to damn the woman. Overtime began to stress the young man out as he was unable to find any sort of evidence that could be used to convict her.

Eventually the Captain pulled the Sergeant into the closet and heavily implied that there certainly was evidence. Burnell discovered the real reason for her investigation was due to the noblelady's activities with the princess. While legal due to a recent king's reign, such activities were considered taboo. The nobleladies activities were an embarressment among the nobility and the crown was being mocked. Disgusted and seeking to uphold the justice the king sought, the sergeant delivered damning evidence to the courthouses. The fabricated evidence resulted in a guilty sentence for the noblewoman.

The nineteen year old girl watched his green eyes as the sergeant drove the spear into the noble's heart. The King smiled. The crowd cheered. The girl anguished. The Gods watched.

Cursed
Two years passed as Guildamars did more questionable work. The sergeant grew closer to the king. Riches were involved. The king's justice was upheld.

Morcar noticed the lack of guilt in the young man. What the king called neccessary evil is what the god defined as authoritarian tyranny.

A knock on the door revealed the noblewoman on his doorstep, smiling innocently at him. The only change was small strands of blue hair, but her eyes were the same. Terrified, he stabbed her again, and hid the body. A week passed, and she arrived once more. He forcibly tore off her clothes, and noticed the stab was gone. He stabbed her again, blood spraying while she screamed.

He started to see her on the streets, on top of roofs, purchasing from the same merchant in the market, cooking his food. More stabbing. His work slowly crumbled as he couldn't sleep. It took him three months to admit to himself that he was guilty, and that the tyranny of the king was unjust. The sergeant resigned his position and left the city, and the absolute monarch was not overly pleased with that.

Travels
While turning around, Burnell could still see the girl trailing him. After a week of silence, the former sergeant finally spun around and begged for forgiveness, offering his life as penance for his crimes. The girl looked at him confused, not understanding. The two began to travel together, and overtime he realized his powers and the source of them.

Many small adventures, frequent visits to taverns for gambling, and the pair's assistance in small rebellions against tyrinical lords later, Burnell still wonders if this unaging girl knew what he did to her, and how many of those stabs were simply illusions from Morcar.

Currently
With the world crumbling around him, Morcar knows it is his duty to help keep as many people free from the demon's wrath as possible, even if that means turning to a lesser evil. Seeking to aid others, Burnell walks. He doesn't know his part, his role in the story of these troubled times, but only that he seeks to aid those he can.

Relations

Faucher: Having quit his job, the king has a small goal of keeping Burnell quiet and his kingdom in one piece. Recently with the demon invasion and all that, the king has more important matters to attend to.
Hidden 8 yrs ago Post by Zugzwang
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Zugzwang The Pentagon

Member Seen 7 yrs ago

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