Avatar of Raineh Daze

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5 mos ago
Current i'm not sure the appropriate use of an OLED TV is to play random scenic train videos but here we are
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7 mos ago
swish
8 mos ago
Being truly on my own is a bit of a weird feeling. It's never really happened.
2 likes
9 mos ago
Let it never be said that sometimes extreme brevity isn't the most appropriate post, though. Everything is a tool.
2 likes
11 mos ago
a loaf is a surprisingly hard thing to make
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@Raineh Daze, can Osamu and your character be allies?


One of them is solely allied with the church, the other hasn't been in town for a decade. So no. On the plus side, neither of them are going to kill what's basically a child.
I'm willing to write up the humans too, if nobody else has a burning desire to do so.
  • Name: Sister Lucrezia, High Executor
  • Age: 27
  • Gender: Female
  • Appearance:
  • Personality: Easily described as 'lacking a sense of humour', Lucrezia seems to have something of a blind spot where relaxation is concerned. She's utterly concerned with her duties, even to her own detriment, and unwilling to argue matters of morality. On the plus side, she tries to hew to the spirit of things even where the supernatural intrudes.
  • Abilities: A magus as well as a member of the church, Lucrezia's affinity is Light. Whilst this provides her with a wide variety of spells to obfuscate, displace, or entirely hide her position whilst in wait for an enemy, it also has offensive potential through the simple expedient of using lasers. Being slower to cast than simply shooting someone, they are rarely her choice of weapon, but with time permitting she does have a magical trump card: six wings of light capable of rapidly bombarding a target. The Latin chant to cast it is far too unwieldy to manage whilst actively fighting, however.
    Her favoured technique, in the end, is one that simply shifts her apparent position a few feet to either side.
  • Skills: Lucrezia is both a skilled marksman and more than capable of holding her own in melee. She's also rather good at getting into a good position to hide, even if her general attire hardly favours blending in.
  • Equipment: Both Lucrezia's rifle, and the bayonets she carries as a backup, are blessed, making them far worse for vampires or the like to be stabbed by. Not one to underestimate her opponents, she's long eschewed using anything less than armour-piercing rounds... overkill for a person, but witches can be hard to bring down.
  • Brief Backstory: An orphan raised by the Catholic church, Lucrezia's magical ability was noted at a young age and, with her devotion, she was inevitably brought into the church. In the long term, this lead to her joining the branch of the church dealing with exorcisms... a job at which she excelled, further being promoted. When the White Night ritual came to her attention, Lucrezia immediately moved to get involved: such a power should wholly belong to God, thus either the church should wield it or one of its members should receive and return it.


  • Name: Sister Lucrezia, High Executor
  • Age: 27
  • Gender: Female
  • Appearance:
  • Personality: Easily described as 'lacking a sense of humour', Lucrezia seems to have something of a blind spot where relaxation is concerned. She's utterly concerned with her duties, even to her own detriment, and unwilling to argue matters of morality. On the plus side, she tries to hew to the spirit of things even where the supernatural intrudes.
  • Abilities: A magus as well as a member of the church, Lucrezia's affinity is Light. Whilst this provides her with a wide variety of spells to obfuscate, displace, or entirely hide her position whilst in wait for an enemy, it also has offensive potential through the simple expedient of using lasers. Being slower to cast than simply shooting someone, they are rarely her choice of weapon, but with time permitting she does have a magical trump card: six wings of light capable of rapidly bombarding a target. The Latin chant to cast it is far too unwieldy to manage whilst actively fighting, however.
    Her favoured technique, in the end, is one that simply shifts her apparent position a few feet to either side.
  • Skills: Lucrezia is both a skilled marksman and more than capable of holding her own in melee. She's also rather good at getting into a good position to hide, even if her general attire hardly favours blending in.
  • Equipment: Both Lucrezia's rifle, and the dagger she carries as a backup, are blessed, making them far worse for vampires or the like to be stabbed by. Not one to underestimate her opponents, she's long eschewed using anything less than armour-piercing rounds... overkill for a person, but witches can be hard to bring down.
  • Brief Backstory: An orphan raised by the Catholic church, Lucrezia's magical ability was noted at a young age and, with her devotion, she was inevitably brought into the church. In the long term, this lead to her joining the branch of the church dealing with exorcisms... a job at which she excelled, further being promoted. When the White Night ritual came to her attention, Lucrezia immediately moved to get involved: such a power should wholly belong to God, thus either the church should wield it or one of its members should receive and return it.

I have a bad habit of not mentioning something if I have nothing negative to say about it when it comes to worldbuilding.
Living, for the most part, on an island far to the north of Marduk, the dark elves are one of the most isolated races in the world. Given their relatively unsettled lifestyles, it is generally assumed that the dark elves and wood elves are closer to each other than either are to the high elves.

The choice of ‘dark’ is rather a misnomer, as they are—if anything—paler than the other elves, referring more to the way that their large island spends much of its time in darkness, or alternately the tendency to build downwards (or utilise natural caves) and consequently spending a lot of time in the depths of the earth. This has given them a vision in darkness equal to the subterranean dwarves, though the prevalence of green eyes is an unrelated oddity.

Due to the climate and geography, agriculture would be effectively impossible—especially without effective ploughs. Instead, the dark elves derive sustenance almost entirely through animal sources—either hunting the large game that can survive on the grasses, ferns, and other vegetation that manages to survive; fishing in the cold waters for everything from mackerel up to whales and giant squid; or the odd mix of domestic livestock and used for other uses than meat. This mostly animal-derived diet is supplemented by an array of cave-grown fungi, along with honey from the bees that somehow managed to survive the winters.

Due to having few easily-available natural resources other than furs and whale by-products, the dark elves often find themselves as traders, comfortable with navigating river systems to reach more populous lands, or outright raiders at times. Some choose to instead become mercenaries—many forming the human emperor’s elite guard, uninvolved with their politics.
In a rare turn of events, my backstory is the only thing I have complete so far.


That was the first thing I got down, too. XD
Okay... hmm... Does anyone want to do an idepth write up of one of the races? (I know there have been some before, I'll take a look.) I'm thinking we could vote on that then knock some more out in a similar fashion. If you've got a write up to be voted on, say the word.


I'll do the Dark Elves. Not really invested in the other races and I'd start doing Roman history if I went near the humans. XD
@Dead Cruiser Vampire #1 was severely weakened by a group of vampire hunters. Vampire #2 has been a vampire hunter at times. Possible connection? :P
  • Name: Elizabeth Cooper
  • Age: ~500
  • Gender: Female
  • Appearance:
  • Personality: Despite being an old vampire, Elizabeth isn't what you would expect. She's not built up any sense of superiority, nor any sort of lingering affection for the past. She's outgoing and wears her heart on her sleeve: a thrill-seeking vampire that has no compunction about getting into fights and relishes those that actually present a fight. Yet at the same time, she's too moral to just start them with someone blameless, or to ignore anything hugely wrong.
  • Abilities: Elizabeth has the traditional vampire abilities--speed, strength, regeneration, sex appeal--and one other that's a bit more unusual: a mesmerising gaze that, though weak, is pretty good for getting normal, non-supernatural people to stop asking awkward questions that might lead to revealing the 'undead blood-sucking monstrosity' problem.
  • Skills: A lifetime of odd jobs has given Elizabeth a wealth of manual skills, particularly when it comes to sailing and, as her most recent job, driving cars fast. She's also got a large, large amount of experience in fighting--and wasn't someone to pass up learning better technique than you could pick up through the magical equivalent of barroom brawls. She's also unsurprisingly multilingual, though in a lot of languages her speech can be more than 'antiquated'.
  • Equipment: The most overtly supernatural thing that Elizabeth brought with her to the ritual are a pair of apparently-unremarkable knuckledusters, which you wouldn't think a super-strong vampire needed. Their main benefit, simply 'being magic' aside, is that each punch is accompanied with a concussive blast (and eerie blue lighting), which makes staying in position if she hits you considerably harder even if it somehow doesn't hurt. On the more mundane side, she brought along a rather expensive car, a wardrobe that seems to involve quite a few long, heavily hooded coats, and her bank details.
  • Brief Backstory: A long time ago, in an unromantic fishing village along the north sea, a vampire took an unhealthy interest in one of the girls. Said girl, unaccustomed to well-heeled strangers flirting with her, was easily taken in and shortly found herself bereft of her humanity. Not that she cared too much, even after he grew bored with her company: she wanted thrills, anyway.
    One way or another, on her travels the girl found herself as a sailor, present on the Western discovery of Japan. It was a journey she'd travel on a lot, even while the country was mostly closed off. Thus, it wasn't a huge surprise when a small group of mages looking for an experienced crew for their illicit journey landed Elizabeth. It was the first major experience with the rest of the supernatural the girl had ever had and, on the long journey, she learned a lot from them once their secrets were outed--disposing of her discretely wasn't really an option. General supernatural experience aside, she learned rather a lot of more mundane knowledge--such as literacy.
    Her greater familiarity with the country they were targeting caused her to be hired for the rest of their journey--starting the White Night ritual. Given the character of some she'd travelled with, along with the goal of the ritual, was enough to put some sense of responsibility into Elizabeth's head, which caused her to come back every time it was being held. Despite its intention of being a magi-only fight, she's been meddling with the ritual's outcome since the inception, trying to make sure that nobody of ill intention--or even better, who'd want to use it--gets the power at the end.
    Getting involved in the conflict gave an answer to her thrill-seeking: look out conflict. Not humdrum military matters, but supernatural enemies that could actually make it fun. Other vampires abusing their abilities, magi doing the same, or even a few homunculi built to fight with a dead creator. Not willing to lose all contact with the world she'd been raised in, Elizabeth kept doing high-risk jobs for more mundane cases when things were peaceful and, in recent years, took up racing. For once having a job that doesn't pay the bare minimum, she's showing up to the ritual with more than the clothes on her back.
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