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9 yrs ago
Current This all feels very nostalgic, I'm told.

Bio

I'm just some guy, don't worry about me too much.

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The offending line in question has been removed, and I was under the assumption it was a steep gravel beach...
Alaira Taenn

Alaira laid there, holding Lyn in her arms... Shaking, she reached in her pocket, and pulled out her two emergency Vitamancy runes. She got these several years back, but had never had them when she needed them. One for Lyn, and one for Meirin, if she lived... "I-I'm so sorry Lyn... So sorry..." She coughed out, tears running down her face as she pressed the rune against Lyn's forehead. The rune would heal any thing on her save the ridiculously life threatening, like getting severed in half. But she understood the child quite well, and she knew what she was thinking... She looked to her left, Ssarak had indeed saved Meirin... "Lyn... M-mei's fine, Lyn... Stop crying..." She said, coughing onto the ground some more as she ran a hand through her hair...

She shoved the other stone into Lyn's hand and set her down onto the ground beside her. "P-press that against... Against Mei's Head like I..." She paused, coughing some more. "Like I did with you..." It wasn't a moment after she finished directing her that she fell unconscious...
Welp, bolded it, and once again there's a little bit added to his bio.
Well YOUR FACE is a thank you! BOO YA!
*high five*
What do you mean by bonding section names?
I added a bit to bio, will reformat later.
Ellri said
One minor mistake, McHaggis: Amaryth is the Capital of Othea, not the capital of Kalnach. Other than that it should be good. By the way, nice to see you using formatting to make it easier to find different sections. Other than that one thing, we don't see anything that needs changing therein. Once that's fixed, feel free to post it up. First of all: nice to see you including numerous flaws that make sense and limit him noticeably. The one thing we feel is missing is his connection to the established lore. If the nations don't fit, tie him to the geography. While finer details change, its not likely that any major stuff changed. Mountain ranges may have wear, tear and growth, but they do not change on the grand scale in a span of mere centuries. Fix that, and we'd think it should be fairly good to go (unless, of course, the other GMs disagree).EDIT: would you mind adding some formatting to the CS to make it easier for people to browse? (bold, underscore, italics, those sorts of things)Lore:Anyone can write such. Other than Kalesia (which is a pet project of ours) and Da-Hyun and to some degree the Dominion of Idris (which are AlidaMaria's), most nations are entirely free for people to add to. Changes to those two-three should be checked with the people claiming them. Later we imagine that other places will have similar restrictions with different people. One of the chief goals here is that no lore contradicts other lore, and that it sticks roughly to the gameplans imagined by the GM-triune. Adding cities to Othea (and potentially other nations) is something people especially do not need to ask about. There aren't cities there yet because we've not defined them, not because they don't exist.


What do you mean, tie him into things? Specifically? I'd rather not try formatting at this moment, my PC is turbo slow right now.
Name: Baron Isaiah Markul, the Black Knight.

Age: Physically 37, as for the time between when he was born and now, it's around 550ish.

Gender: Male

Faction/Allegiance: Whatever he believes is right...

Relic Description: The Blind Maiden's Tear.

The Tear is a simple pendant composed of a silver chain and a bright green gemstone that glows with a soft inner light. This relic grants its bearer several benefits, including:
High physical strength, and a physique to match.
A reserve of magic power to draw on, like a battery.
And immortality. Note, that that is not the same as invulnerability.

But the Tear's greatest power is its ability to bestow life on any object (Save corpses), easily creating golems. Once, the Tear was powerful enough to create entire armies of such creatures, now it may only have one active at a time. However, using it this way drains it of energy, meaning Markul has less power for his Geomancy.

Markul's unique power is Geomancy, magic that manipulates earth, stone, and metal. Refined metal (such as most armor and weapons) is much more difficult to manipulate; it takes the same amount of effort to crush some uppity adventurer's breastplate together as it does to drop an elephant sized boulder on him. As you can imagine, Geomancy is very powerful, though it is taxing to perform. And, seeing as how Markul is weaker than he used to be he only uses it when he really has to. As for the largest object he can move right now, that would be a stone boulder roughly 6 feet in diameter.

His magic is limited in that he must have contact with the object in question. 'Contact' is defined as being in contact with him or any chain of solid objects he is touching. He cannot, for instance, do anything if he is suspended in the air for some reason, and he can't levitate something long enough to fly around on it... However, he only needs to establish a link first. He could lift a rock off the ground, for instance, so long as he remains on the ground.

One final note, the farther away on object is the longer it takes for it to receive his command. This isn't usually a problem, but a little lag can mean life or death.

Appearance: Markul is a very large man, owing to his Relic in some ways. He stands at just under eight feet tall, with the musculature to match. However, such a large frame obviously comes with drawbacks. He is never seen without his jet-black armor, a must for any dark lord. He never removes his helmet in the presence of others, and nobody knows what his face looks like (Likely to be all intimidating, appear less human. That, or shame...). He carries a large tower shield and a massive studded flail, the likes of which only he could really wield. Basically, big imposing villain, an image he worked on for over a decade.

Combat Flaws: He ain't the fastest crayon on the merry-go-round(...what?), and while quick enough to stomp you his slow speed is definitely a weak point.
Falling will likely kill him, thanks to his heavy weight and the fact he can't use his powers in the air.
His flail has a sort of 'minimum range' where he can't really hit you with it...
He can't use his flail indoors.
Heat is very bad for him in that armor, lightning especially...
It can be hard to see in that helmet...
It's hard to turn around in that heavy armor...

Character Flaws: He is stubborn, very much so.
He is also slow to trust, and has a defeatist attitude about most things.
He has a strong sense of honor that can override pragmaticism.
He is prone to bouts of indecisiveness brought on by his depression and guilt.
He tends to occasionally over/underestimate his opponents...

Skills: Being a big strong man, Markul has all the advantages that brings. He can hit stuff, he can lift stuff, yada yada. He is skilled with his chosen equipment (Heavy armor, tower shield, flail), and is a good smith to boot. He spends a lot of his free time putting 'vessels' together, though most people would call them dolls. Essentially like a blueprint for his golems. He finds such a task as designing a golem to be quite relaxing.

Biography: A relic of a lost age himself, Markul is very, very old. Once your stereotypical 'dark lord' He amassed an army of golems and was planning to do the whole 'take over everything everywhere' plan. However, a group of intrepid evokers went to stop him, yada yada. Sounds familiar right? it was all quite cliche, and the adventurers defeated him and sealed him away, but the exact details of this whole debacle were lost to time. Now, ages later, their spell has worn off and he has been released from his earthen coffin, only to find himself in a time he doesn't understand. The spell kept him physically preserved, but he has had quite a lot of time to think about things, as his mind was free to wander. He might not be what you expect...

Anyway, he nearly took over the continent five hundred and fifty years ago, and the legend of the Black Knight of Gorzun is known far and wide. Usually told in the form of a bedtime story. Most of the knowledge of the conflict has been lost to time, and now a large amount of the story is 'artistic liscence.' That being said, it is very much a popular story, and the church uses a version of it in which the heroes aren't evokers to teach kids of the evil destructive powers of relics...

Personality/motivation: Markul wishes for... purpose, and redemption. He seeks atonement for his sins above all, but he is also a relic himself, and he longs for meaning. He is a stoic sort of man, wracked with guilt for the atrocities he committed in the name of peace. The ends really don't justify the means, he learned. He is loyal to a fault, once one has earned it, and he views traitors of any sort as the worst kind of scum. He is a courteous man, and is known to show the proper respect to others that he demands of them in return. He is prone to fits of depression...

Relations: No, he has none. But he is very lonely, despite what he says...

Theme Song:
Fallenreaper said
The only question is this: Who are you hugging? ;P


Wuv you...
Fallenreaper said
*dragged by Echo into the OOC* I'll whip up a CS in a few days, Ellri. We've talked a bit about Roan and I'll also send you those answers in a pm if I remember.


*hugs*
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