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Accepted. You may now post your character in the character section. Also, if you need any more information, or you have any questions, please proceed to the OOC thread.


Name: Kirva Zaenmihr
Race: Human
Age: 30
Gender: Male

Skills and Abilities:
Marksmanship - Skilled with the use of bows and arrows, Kirva can do accurate shots with ease. He is also able to curve his shots, enabling it to do amazing feats.

Swordsmanship - Also skilled in swordplay, Kirva fight excellently in melee range whilst equipped by such weaponry.

Predator Instincts - As a hunter, Kirva is used to chasing his targets as well as being stealthy. He can also sense one's fear, though it does not work well with other races.

Enchanted Arrows - Using magic, he can enchant his arrows, allowing them to do more than just hitting the target. Enchantments are color coded, and will be explained below:
•Poison I - This arrow has a green glow, and will poison its target once the arrowhead sinks in. Such poison will make the target paralyzed in a matter of time.
•Fire - This arrow has a red glow, and will slowly ignite once target is hit. The fire will spread slowly.
•Poison II - This arrow has a brown glow, and will make the target drowsy once the arrowhead sinks in. Drowsiness will be gone in a matter of minutes.
•Ice - This arrow has a blue glow, and will slow down the target once hit. It will also make the target feel chilly.
•Pierce - This arrow has a silver glow, and will pierce through any material, creating a small hole on the target's body.
•Light - This arrow has a yellow glow, and acts like a torch. The brightness of the light increases when it hits something.

Equipment:
Teriwood Bow - Made from Teriwood, a rare material used to make tough wooden shields, his bow can withstand the strike of a sharp blade. Its string is made from the finest silk that the elven people produce, allowing much flexibility as well as sturdiness.

Teriwood Quiver - Made from Teriwood, this quiver is as tough as his bow. It can fit a hundred arrows without increasing its weight, due to an enchantment spell done by Kirva.

Teriwood Arrows - With its arrowheads made from iron and its body made of Teriwood, Kirva had secured these arrows sturdiness and had proven their use in his hunts.

Iron Sword - Made in reinforced iron, this sword had withstood many close encounters in Kirva's hunts. Its sharpness can cut a tree branch in one swing, which is very useful in chasing situations.

Appearance:
As seen in the image, Kirva has medium-length black hair. His eyes are of the same color. He wears a bear's hide, which allows him to easily blend in woodlands as well as serve as a source of warmth. Beneath it, he wears a black leather shirt and brown leather pants supported by a belt. He stands firm and erect, giving him a height of 5'12.

Backstory:
Born in a family of soldiers serving under the Ahrimian Guard, Kirva was exposed to the military arts at quite a young age. Instead of playing with toys, he had to train using several different weapons. Instead of playing outdoors and pretending to be something, he had to do field training, where he battled captured boars and chickens. Yes, chickens. Instead of receiving gifts, he would be given survival tools.

Though his childhood seemed to be a pain, his adolescence was much much worse. He was sent to a military camp, where he will be trained and disciplined harder than he ever was. Field training, weapon mastery, positioning, there was too much information for such a young boy. But to the surprise of many, he excelled and returned home with many achievements.

Then came his adulthood, and it was about time that he joined the Ahrimian Guard. But something in himself had made him change his fate.

"I do not want to be part of the Ahrimian Guard."

His family was surprised at what e just said. They started to question him, why he had not told them sooner, why he still continued his training and many more. His mind was going through an array of answers but he could not choose. He certainly did not want to be part of the Ahrimian Guard, but he could not decide on what he would be. He though for days, as his family waited for his decision. And then one day, he had found it.

"I will be a hunter."

And so, he packed his things, brought some money, and left his home with no trace, no notes, no goodbyes. He went off, and started with a bunch of average gear. Day by day, he adapted to living in the wild, until he was used to being nomadic. Eventually, his hunts had made him quite a fortune. And with that fortune, he decided to ask some crafters to make him tools that could last his whole life, and ended up getting his gear, which he uses now.

It was then that he pondered what to do next, what to look forward to after his long nomadic life in the wild. Until now, he still thinks of what the future has for him as he travels through the wilderness of Ahrimia, and eventually making stops in some cities.

Ahrimia

The grand kingdom of Ahrimia lies far in the east, where its territory cover half of the lands. This is the place where heroes are born, where adventures begin, where the great stories originate. Rich with snow-capped mountains, lush green forests, blue rivers and lakes, many have built their homes here, be it in a secluded area, in a small settlement, or a city. This land is packed with a lot of people, as well as different creatures.

The Inhabitants

These many beings are the ones who have found refuge in the lands of Ahrimia, and formed the civilization which is now a huge part of the kingdom.

Humans - Mortals of flesh and blood, and in some cases, metal, these beings have proven that their versatility is what makes them truly a wonderful race. They are also the race which occupies a large part of the kingdom's population.

Elves - Long-eared humanoids who are said to age forever, these beings have shown their greatness in the field of magic, nature, arts and even warfare. Their artistic minds have allowed them to create structures that are beautiful is many different perspectives.

Dwarves - Boasting their differently-styled facial hair, and height half that of an average human's, they are usually seen as either workers, or rascals. Despite this, their great sense of unity, their great metal crafts and bravery have earned them their rightful place in the mountains and cities of Ahrimia.

Drows - These dark skinned creatures have been called the Dark Elves due to their similar appearance to the elven people. Their amazing combat skills, weird rituals and worshipping of the moon had entitled them to be a mysterious race that is rich in culture.

Orcs - Slightly larger than the average human, these green skinned beings have shown that their strength and mastery of the art of war are not meant to be questioned. They usually live in large groups that are called clans, and are bound by their honor.

Magic and Technology

Magic in Ahrimia is very common. It used in many ways - as a tool, as a means of combat, as a leisure material, and many more. Here, magic is done by manipulating the energy of the caster and the caster's environment. By doing so, spells are formed, such as the generation of light, the restoration of wounds, and even the revival of the dead.

Technology is as common as magic, however it is run by the use of coal, water, fire and steam. This allows the people to do tasks in unbelievably easy ways. Though it is not as reliable as magic, due to technical errors and lack of materials, it is still used very widely. The highest form of this so far is the creation of artificial life through the use of man-made golems.

Religion and Organziations

Though there are many kinds of religion and belief, the only one that is the most known is the Holy Order, which worships the goddess of light, Lumina, and other gods related to the goodness in the world. They also have their own heirarchy and as well as their own military force.

The Magus Guild is an organization which specializes in the creation of law of the public use of magic, as well as enforcing them. This organization also is responsible for the licsensure of magic-users, which allows them to use magic publicly.
Levels of Licsensure:
•Novice
•Intermediate
•Expert
•Master

The Ahrimian Guard is a military organization who seeks to keep peace and order by enforcing the law of the king and queen. They do everday patrols around the border of Ahrimia to prevent any invasions as well as illegal entry. They are respected by all, and they are loyal to the throne.
Ahrimian Guard heirarchy:
•Squire
•Defender
•Knight
•General

Character Sheet


Name:
Race:
Age:
Gender:

Skills and Abilities:

Equipment:

Appearance:

Backstory:
Hello, everyone! I invite you to partake in my roleplay, a story where a great adventure awaits, where our characters would be able to interact with each other, face great trials and many more amazing stuff.


Ahrimia

The grand kingdom of Ahrimia lies far in the east, where its territory cover half of the lands. This is the place where heroes are born, where adventures begin, where the great stories originate. Rich with snow-capped mountains, lush green forests, blue rivers and lakes, many have built their homes here, be it in a secluded area, in a small settlement, or a city. This land is packed with a lot of people, as well as different creatures.

Character Sheet


Name:
Race:
Age:
Gender:

Skills and Abilities:

Equipment:

Appearance:

Backstory:

*If you are interested, then post your CS here. If approved, head on to the ooc at http://www.roleplayerguild.com/topics/79079-ahrimian-chronicles-the-legend-of-the-dragonslayer/ooc
@Revans Exile, you can now post it the cs section.
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