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    1. MonkeyBusiness 12 yrs ago

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I saw 6 is a good number. If everyone who has expressed interest can get a sheet up than I will move this out of Interest check and we can get going.
<Snipped quote by MonkeyBusiness>

Suppose that works too. Whichever you prefer. ^.^


I meant that Knight Commander would be the rank just underneath Knight Supreme. Like a Knight Supreme would be the head of the Order.
Oh, also since I'm co-writer, I think using the term Knight Commanders would be amazing ... at least for the those of the Revival and higher order knights, since there not be an army - persay - but I imagine the order of magical knights still being big enough that you'd need ranks.


I like that idea with the leaders of the Order being called Knight Supreme.
I see that this is a slightly different version.

It seems unlikely my undead satyr would fit into here so I guess it calls for a new CS. Will have one up by today.


Sorry the undead thing doesn't work out for this story. Though you can still make a satyr if you wanted to.
BackStory
The Empire of Sentrial is a landlocked nation with its back against a large impassable mountain range to the north and not very friendly neighbors on all other borders. Sentrial's land was envied by the other nations for its many natural resources and on more then one occasion had to fend off an invading force. Now Sentrial for all its wealth and resources did not have a large standing army and instead relied upon an order of powerful magical knights to defend the land from any that would cause it harm. These knights were driven by either a sense of national pride of defending the country or by the amount of power that was awarded to them by joining the Order.

Sentrial is not a perfect land thought as it is ruled by an iron fist monarchy who has remained in power for the several century by rewarding those who display magical power and lowering the worth of those who do not have any magic. There is also the division of the different races with the humans reining over all as they control the monarchy and viewing the races as inferior. Naturally this caused unrest with the non-magical population, but there was not much that could be done with the threat of the Order coming down on them if they ever stepped out of line. Within the Order was a small group of strong Knights that did not agree with the way the country was being run and vowed that they would change it by force even if it cost them their lives.

This group of Knights named themselves the Revival and soon went to used their influence from the Order to gain an audience with the King to discuss the problems of the peasants and if things did not change the impending revolt that would in sue. Everyone could predict that the King would not be please with what was told to him but they did not predict that the King branded the group as traitors to Sentrial and issued an a command to the Order to put them down. Thus began a long and harsh year of fighting between Revival and the Order with lives lost on both sides until finally Revival was overpowered and were forced to put down their weapons. Before the final blow could be struck, the leader of Revival sacrificed himself so that the rest of the knights could escape and go into hiding.

It is now seven years later and a call to arms has been sent out to all surviving members of Revival. It calls for them to meet up within an abandoned Knight's outpost located on the Northern outskirts of Sentrial.

Plot
You are a member of Revival and have received a letter telling you to meet at a abandoned outpost along the northern border. In order to fight against the Empire of Sentrial, you must travel the four corners of the land to retrieve your weapon from heavily guarded fortresses and magically sealed caverns.

Order of Knights
The Order of Knights has defended the peace of Sentrial for centuries with entire family lines being devoted to the Knighthood. Each knight is able to use magic without their weapon but not to the extent that would be allowed to them if using their weapon. The weapons that the knights wield vary greatly from each other with all serving the purpose of amplifying and focusing the magic of the knight to be more effective.

Character Sheet

Name:
Age:
Gender:
Appearance:
Skills:
Type of Magic:
Weapon: (What weapon did you lose in the final battle with the Order)
Personality:
Flaws:
Background:
Other:
Any idea when we will be starting?
I hope so.
My sheet is finally done.
Name
Varrik Frost

Age
29

Gender
Male

Race/People
Human

Appearance

Height: 1.78 meters
Weight: 146 pounds
Eye color: Red
Hair Color: Grey
Skin Tone: Pale
Dress: Varrik wears thick animal skin pants and jacket with a layer of bear fur on the inside to keep him warm at all times. His pants and jacket are a dyed grey color with his wool shirt being a light green color mimicking the color of pine trees. Over this attire is a large black hooded cloak that buttons up in the front and covers from his knees to a high necked collar so that when the hood is pulled over his head only his eyes are revealed.
Markings: Engraved into both palms with magic is the rune for ice

Traits
-Skills: Skilled Ice mage. Varrik has been trained in ice magic since a young age and would have been called a protege when he became a hero ten years ago but would now be called a master in the art of Ice Magic. Most spells that he can cast do not require an incantation with only a few master level spells still requiring him to use long-winded incantations. He is strong enough that he can draw on moister in the air to allow in to use magic when not around bodies of water.

-Flaws: He can be described as a sort of broken man who has changed in the ten years since the time of the Necromancer. While he kept his skills in magic honed, he also turned to drinking as a way to cope with the time of peace that they are in. The problem with him being a wartime hero is that he has had nothing truly worthy of his time since the fight against the Necromancer. He also has a bad habit of hitting on every girl that comes across his path weather he had been drinking or not.

-Personality: Varrik is a generally friendly person who would like to be nice to anyone that he meets, but for the most part does not care what others think of him. People that truly know Varrik would say that the friendly man is just a mask and they would be right as he uses the friendly side to distract people from the fact that he is one of the heroes from ten years ago as some of the things that happened during the fighting that earned him the title of Hero.

Background
Varrik never knew his family or even the town where he was born. The only family he has ever known is the group of fellow apprentices and masters that made up the Mage Academy that raised him from a young age. At the young age of three, the child was tested for magical affinity and when it was found that he had a connection to magic he was taken away to be trained at the Falik Magical Academy. On the outside, the Academy appeared to be a place that trained young magicians to control the magic for the greater good in ways to help the government and how to make a living as a mage, but in actuality the Falik Academy took mages from their homes at young ages to be raised as living weapons to be used as soldiers for hire.

Varrik's early life consisted of various tests to learn which affinity for magic would be suit him and by the age of seven he was learning solely ice magic. As he slowly grew up in the strict environment of training it was found out that he was progressing faster then any of the other students and he was soon declared to be a protege by his masters. When the Necromancer started to expand his boundary and waged war against the rest of the nations, Falik Academy put for Varrik as their pride and joy to help fend off the waves of undead that threaten the rest of the world. At the age of nineteen, Varrik was a powerful Ice Mage who was on the fast track to become one of the youngest masters to ever come out of the Academy and when he was sent off to the battlefield with his two high level fire mage handlers, he was given a powerful Ice grimore containing dangerous spells from some of the great races like Frost Giants, Dwarves, elves and even Demons.

The Ice Mage made a name for himself on the battlefield as he was known to take on entire legions of the undead by himself and leave only a desolate wasteland of ice remaining. He was found in a forward camp by the Adventuring group where they requested his handlers for him to join the group that was going after the Necromancer directly and the handlers reluctantly agreed to an arrangement where when the war ended Varrik was to be given back to the Falik Academy with the grimore intact as well. As the Necromancer fell at the feet of the Heroes, the mage sealed the grimore away in a powerful ice spell as he realized the power contained within and disappeared from the group before they had a chance to turn him back over to the Academy and struck out on his own for the first time in his life.

After three years traveling across the land adjusting to his new life of freedom the nightmares began. At first he was able to ignore the images but soon he was getting overrun by the memories from the war and the things that he had done during his time fighting. The solution that he came up with for ridding himself of the images was turning to the bottle for help as he searched for a more permanent solution for the nightmares.

Items
-Large eight hundred page black grimore hanging from Varrik's waist encased in a block of eternal ice.

Misc
-The ice encasing the book can only be dissolved by a master level Ice Mage. Also the spell needed to dissolve the ice is located within the book and committed to Varrik's memory.
-After the war, Varrik swore to never use his full powers ever again.
-During his time with the Hero group, he was a quiet person who did not interact well with the others in the group.
I shall get started on my sheet right now. In coming Ice mage with a drinking problem.
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