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    1. IndianGiver 11 yrs ago

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Bio

Howdy,

New to the site, not to roleplaying. I do some writing on the side and find myself tending towards darker themes in both my RP's and original pieces. I'm a casul scrub who needs to git gud

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Arghast, Herald of the Abyss




Name
Arghast
Age
39
Gender
Male
Sexuality
Heterosexual
Land of Origin
Carim
Covenant
Darkwraiths
Personality
Arghast carries himself with a subtle confidence, seemingly unperturbed by the horrors of Lordran. He takes advantage of his sinister appearance, often unnerving those mild-hearted undead. His dealings with others are often shrewd, with Arghast making clear his absolute hatred of weakness, hollows and the gods. He may, at times, impart his knowledge from time spent in Lordran's depths and lend his blade to an undead in need. Something of a zealot, he speaks ill of the old gods, blaming the pantheon for the Darksign and the undead curse.
Despite what should be a transparent persona, the most oblivious conversationalist may still feel Arghast does reveal all. Among these concealed truths, his status as a Darkwraith is one.

While suspicious of the undead prophecy, he nonetheless seeks to unravel its meaning. All the while, engorging himself on the humanity of his fellow undead.
Arsenal
Fitting of his wicked nature, Arghast wields a serrated machete and a hatchet. When necessary, he will augment the edge of these weapons by slathering them in rotten pine resin, a foul substance that serves to poison the blades. An estus flask, in the shape of a goat's horn, dangles from his waist-side. As a Darkwraith, he can harness the sinister Dark Hand; dark energy envelopes either hand and allows him a degree of defense, while providing the means to enact the cruel act of Lifedrain.

"The Darkwraiths, incited by Kaathe, use the power of the dark soul to absorb humanity, an art shared by this weapon, which also acts as a special shield. The ancients, particularly, could sap the humanity of even a replete saint in the blink of an eye.

Magical Traits
Arghast buds with stolen humanity. This saturation of soul energy allows him to cast rudimentary dark magics without the use of a catalyst, all at the expense of humanity.
The art of Lifedrain allows the Darkwraiths a means to thieve humanity for themselves. By seizing an undead with in their grasp, the servants of dark leech humanity from their victims, bringing them closer to hollowing and empowering their own life force.
Biography
Those stricken by the dark sign are irrevocably cursed; pasts wilt away, leaving naught but a shadow upon a bleak mind. Of those few things which may slow this process, none can restore what has been lost. A purpose, something to strive towards, and humanity, fragments of the fateful dark soul, both may sooth the flesh and mind of the accursed undead. Arghast, once a nameless bloodletter in service to Carim’s court intrigues, found hollowing a more detestable demise than death itself. The Dark Sign made the great weak, the wise vapid and Arghast eternally spiteful of the gods for bringing it upon man.
Even while spilling over with humanity, he sees only fragments. Legions lead in chains to the Undead Asylum, escape to the land of silent gods and a prophecy he could not achieve. In time, his ventures through the netherworld of Lordran, guideless and hollowing, brought him to the feet of the Darkwraith, Caitlyn. From her, he learned to crave humanity, for it remedied his curse and weakened the gods of fire. When bestowed with the knowledge of Lifedrain, Arghast had found a purpose in Lordran.
Hunger soon gives way to gluttony, and Arghast found that seizing it from the inept undead around him all too tempting. And though his hollowing was deadened and his life force invigorated, there were virulent effects to harboring an abundance of humanity. Like the firekeepers that fed the bonfires, Arghast’s flesh grew malformed and ridden with sores, disfiguring his face. As his abhorrence for hollows and the flame grows, he may yet peer into the Abyss.
Miscellaneous
Arghast’s skin is riddled with horrid scars, sores and tears. Those who contain too much humanity within them, like the Firekeepers, are disfigured by it.
The Darkwraith loathes the use of his estus flask, and refuses to donate his humanity to kindle bonfires.

Are we open? At least for background posts? I've got a whole lot of nothing to do.

Updated on the character page.
@ Leslie -

Thanks! Once I finish work today I'll try to get my template ready. Like you I haven't RP'ed for years; got tired of good ideas getting burned out and abandoned. My BB code will need some work.

Oh no, there's no way I could take Priscilla out, she's too cool. I was mostly thinking she'd just have a scrap with him to try to keep the yellow garb contained, but realize one doesn't go without the other. That reminded me of something I wanted to bring up though.

How could we handle including From Soft's characters, bosses aside? Relatively minor characters (Andre of Astora, covenant leaders etc.) can be included for continuity, but should we include folks like Gwyndolin, Solaire, or Oscar at all? Each somewhat necessary for prophecy purposes.
There is no leaving the Painted World. Its denizens do not move past its boundaries, and those who enter never return. It's basically impossible for you to be from there.


Sorry, but there is no evidence to that effect.



Update: Finished the profile. To further the background on Mardrin I'll start him off either fighting Priscilla or having just escaped the Painted World. Let me know if you approve.
Borrowing from Demons Souls/The King in Yellow a bit, I've always loved the Monk's Head Collar and Xanthous set. I'll check up on you folks tomorrow, night!

Name – Mardrin
Age – Approximately forty years old
Gender – Male
Sexuality – Heterosexual
Appearance –

Land of Origin – Zena/The Painted World of Ariamis
Covenant – None, serves the desires of the yellow garb
Personality – In part to his near-hollowing and possession by the yellow garb, Mardrin has a very paranoid, defensive persona. His ambitions to both serve the yellow garb and fulfill the prophecy of the Chosen Undead drive him, and he may exhibit great hostility if his goals are obstructed. While harboring an innate distrust of strangers, he may cooperate with adventurers if the situation merits it.

Arsenal – Carries an estus flask in the shape of a goat's horn, several enchanted rings, a satchel of mosses and alchemical items
Magical Traits – The yellow garb provides a mystical foundation that is debased and unlike the known soul arts or miracles. It allows its host to summon bizarre, otherworldly tentacles, and change the physical state of things that touch the garb. Excessive use of robe's powers causes a strain on Mardin's sanity.
Biography – Mardrin is the current host to the mad yellow garb, an item of malignant occult power that has fluctuated in and out of history for ages, and may have been a product of Seath's vile experiments. Mardrin has been in Lordran for several years, having been imprisoned in the Undead Asylum for most of them. After escaping, he was drawn into the Painted World of Ariamis by accident, already in a half-hollowed state. It was there he encountered the cursed yellow garb amongst the other grotesque creations hidden there, and accepted its offer of power in order to escape the Painted World with his life, but not with his sanity. Having defeated the Painted World's guardian, he has escaped, and the threat of the yellow garb has been renewed. Mardrin now seeks to uncover the Bells of Awakening, while also being lead along by the twisted desires of the maddening yellow robe.
Miscellaneous – The yellow garb offers its bizarre powers to hosts of potential; typically ambitious, mystically-inclined individuals. The robe uses the sanity and free will of the host as a well to draw power from, ultimately leaving them vulnerable to the persuasion of the robe. While not enslaving them, it manipulates its wearer to achieve its own obscure ends. In this way, the more often the robe's power is called upon, the more influence the garb has on its host. While the worldly host may be destroyed, the robes themselves cannot. Morbidly, the robe grafts itself to the host's skin, making the evil contract permanent.
I registered because of this idea. No idea how to format here but you'll get a profile or sheet er whatever soon.
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