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    1. Remnant 10 yrs ago

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Haha, I'm not quite dead yet. Just quietly stalking the thread, and still very much interested.
PrinceOfQuills said
You plan on rolling a magically-inclined character somehow? :)


Am I running the only non-magical character in here? xD
Sicarius said
I enjoyed it and found nothing terribly wrong though did want to mention two things for general knowledge. First is that casting a spell doesn't require any magic words, I only say this as in your history you mention the mages in it "uttering words" leading me to think you think it's necessary. Even a mute mage is a dangerous mage. Second, is that both incidents of magic involved fire. Fire magic is essentially dead as Suomyns, the God of the Sun and therefor fire is dead. It still exists though it's a very weak force, it'd be a very difficult and taxing task to do the type of fire magic you spoke of. You can keep it as it is if you wish, just for future reference for everyone involved.Anyway, I liked it and accept it.


I've kept in the 'uttering words' bit as it just reads better, though I understand what you mean about a mute mage being deadly as well. As for the effects of the magic, I've changed it to what I would personally attribute to the works of a death mage, albeit I added a little bit of a visual cue for dramatic effect.
Okay, CS is finished. Let me know if anything needs changing.
“Smile, or I'll take my time making you scream”

Name
Krei Feidan

Age
27

Nationality
Krei remembers very little of his heritage, his earliest memory is hunting with his father in The Feydusk.

Affiliation
The Vigil

Occupation
Mage Hunter, specifically Field Interrogator

Favored God
Krei forgoes the belief system shared by many, instead he sees the gods only as the ones that tarnished the land with mages. The only belief he has is that true peace will not be reached until the last of the gods are dead, and the mages are cut from their influence.

Weight
170lbs

Height
6'4”

Build
Standing at over 6 foot, Krei is a rather tall individual. Despite this he is still rather toned and has a suitably athletic build from his many years of hunter training.

Hair Style
Dark, unkempt and matted brown hair falls just past his jawline, and over his right eye. It is very dull to look at, as though very rarely washed in any measurable fashion.

Hair Color
Very dark brown, not in any way shiny and almost dirty looking until closely inspected.

Eye Color
In vast contrast to his dark hair and almost grey complexion, Krei has bright, vivid and piercing green eyes with a golden halo around the iris. They are so intricate in fact that many have said they must have been crafted by the heavens themselves, a remark that Krei only sighed in response to.

Facial Features
His eyes not withstanding, Krei is quite unremarkable to look at, he has quite thick stubble and is quite ordinary at a glance. He prides himself in being able to disappear into the crowd, although upon closer investigation he does have a single scorched scar resting just above his right eyebrow. How he got this is a mystery even to him, his assumption is that he took a spell a little bit too close to face while he was on a hunt sometime.

Personality
Upon first meeting him, many would think Krei is nothing but cruel. His sadistic, yet joyous, mannerisms while hunting, the fact that he seems to enjoy his terrifying job, his complete lack of compassion for the mages he hunts all point to someone that has given up on the concept of redemption. In truth, he has just found a way to make the atrocities he commits into more of a sport. This view of hunting has allowed him to distance himself from guilt, sorrow, depression, you name it. He simply doesn't feel any more compassion for a mage, than he would a boar.

He is, however, deathly loyal and would put his life on the line for any member of his team. His outlook on the afterlife is bleak at best, and so he tries to take pleasure in things that most would find abhorrent.

Clothing
Krei wears a long semi-blackened cloth trench coat which reaches down to brush the ground as he walks. It is often extremely dusty and fine layers of dirt are generally clinging to the lower portions of it. Tarnished silver buckling adorns the front allowing for the upper portion to be fastened up to prevent outsiders seeing the straps which hold Krei's twin chained hooks.

Under this coat he wears a dusty pale grey shirt, buttoned at the front with a collar that covers his neck. He is almost never seen without a dark brown bandanna which covers his mouth, nose and neck and because of this is generally seen as quite menacing, a view which may hold true to some individuals. He wears trousers that are similar in colour to the bandanna and equally as dusty and unkempt as his coat. Holding them up is a leather belt with a dull silver buckle, and laying beneath them is a pair of thick, black, heavy boots covered in dirt with specks of what appears to be dry blood that he 'just couldn't get off'.

Weapon
Krei carries two weapons, each with their own purpose. Firstly are his tarnished hooks, each hook is attached to the end of a serrated chain that Krei carries inside his coat. The primary use of this is for when the hunt calls for close up interrogation and close quarter combat. The hooks themselves are quite plain to look at, but each link on the specially crafted serrated chain is adorned with the name of a hunted spell slinger. Krei is very proud of his prior hunts and sees these etchings as trophys.

Secondly is his closest ally and most trusted partner, his clockwork rifle. This rifle was custom made for Krei by Vigil's finest craftsman. Krei has fashioned specially crafted ammunition, of his own design, that is specifically tailored so that the shot does not kill the target, but instead shatters the bone inside the flesh. Causing immense pain and incapacitating the hunt without causing a killing blow. Upon moving in on the target Krei would place the rifle onto his back, using the leather straps attached to the barrel and butt stock, and take out the aforementioned hooks which provide a much more 'intimate' interrogation process.

The rifle uses a clockwork firing mechanism which allows for a semi-automatic firing rate of up to five loaded shells. The long barrelled rifle is just over 4 foot long, with the barrel using almost 3 foot of that length. The gun itself is a combination of steel, brass and wooden construction, and is very ornate in design with intricate engravings along the length of the polished steel barrel and on the antiquated wooden handle. The brass cogs and clockwork inner workings are visible, but encased within the structure. The brass work of these cogs is seemingly well kept as though they had been newly polished to a mirror shine.

Miscellaneous Items
Krei carries an antique pocket watch attached to a chain in an inner pocket of his coat. If the watch ever stops, then he knows that magic has influenced the area. He also carries a leather-bound journal, documenting all that he knows about hunting mages, as well as a sharpened pocket knife and a number of general survival items; rations, water flask etc...

Magically Talented
Krei has no magical talent that he is aware of, though through intensive training and sheer power of will, he is capable of much more than the average traveller.

Skills
Expert Marksman:
Krei was raised with a rifle in his hands, albeit a rusted and barely functional one. He has been trained intensely by his father in the art of precision shooting and has been known to very rarely miss a target.

Survivalist:
Krei grew up in The Feydusk, and as such was taught to hunt for food and fight off the nightmare inhabitants in order to survive.

Tracking:
Krei has been hunting those who are magically gifted for a long time, and as such as learned the basic patterns of magical influence. This generally allows him to track and capture a mage that he sets his mind to.

Athletics and Acrobatics:
From his early life in The Feydusk, Krei has learnt to use his surroundings, this includes the ability to acrobatically traverse higher ground as well as doing it in a subtle way.

Interrogation:
Krei has studied the body. He knows it's weak points. He knows it's pressure points. And he knows how to get information from those who are unwilling to give it. The mere sounds of unintelligible screams that come from his victims have led other hunters to be very wary of working with him.

Biography
Krei's earliest memory is of fire, in his father's shack deep in the forest of The Feydusk, turning a hog on a spit over a roaring flame. Since he can remember it had always just been the two of them; his father taught him to read and write, the way the world works and most importantly the taint of the mages. As a child these talks scared him, whenever his father would mention the very existence of the mages there would be venom in his tongue and a white hot ball of wrath in his voice. And on every hunt that his father would take him on he would make sure that Krei understood that while food was important, the hunt was a lesson. A lesson on how to track, how to chase and how to kill.

Eventually Krei began to ask of his mother, a conversation that his father was just as venom tongued about as mages, and so the talks would always end the same way; with Krei being told that she is dead and gone and to focus on what killed her: the spell slinging scum with power beyond their own control. This led to Krei beginning to turn to his father's opinions, mages had torn his life asunder and that each and every one of them should be made to suffer before being extinguished. By his teenage years he was a very capable hunter and was often going out on his own while his father began to slow down in his older years. It was on the eve of his eighteenth birthday that Krei caught wind of a travelling group making their way through The Feydusk. In the past his father had always told him to watch the occasional passers but never to engage on them, and he had always listened, but this time was different.

He watched as they slowly and cautiously made their way, stopping occasionally for food and rest, as there guide made her way ahead in order to plot a path. Krei kept the woman in his sight as he noticed something was wrong. She was being stalked by an abomination, one which would not even allow a scream to escape her lungs. Krei raised his rifle and began to train his sights on the creature. An act which was deemed unnecessary when the woman uttered a few words and pitch black veins began to work there way across the beast's body and it's lifeless corpse dropped to the floor

Instinctual rage began to flow through him, this woman was taint. Her kind was to blame for the life that he and his father were resigned to. She had to be extinguished, but she may have valuable information first. Krei set his sights on the woman, lowering them slightly and unleashing a single round into her right leg. She screamed in pain as the bullet ripped through muscle and flesh, shattering the bone and leaving her bleeding on the ground. Before she could begin to spit out words, Krei dropped from the tree and knocked her unconscious. He set her on his shoulder and made his way back to the shack, throwing her on the floor and looking to his father for guidance on what to do next.

His father took a chair and set it down, gesturing for Krei to place her into it and bind her down. By the time she awoke, Krei was sitting in the corner of the room putting together more ammunition for a hunt later in the day. His father entered the room with a box of tools, hunting implements and other such devices. He set it on the ground and began the interrogation process, the woman was not at all compliant at first but with each instrument he used, she began to become more loose lipped. Through the unintelligible screams for mercy, she had given up the location of her tribe.

It was a few days travel away, and so once the body was burned, they put together what rations they had and made their way. The tribe itself was quite small, mostly comprised of the elderly. An easy hunt, but one that was necessary. They began to streamline their approach, Krei and his father would make their way into the camp at opposite ends, methodically eliminating any they could find then torching the camp to the ground.

The plan went off without a hitch until Krei's father underestimated the power of an old sorceress. It was over in seconds, his father's smouldering corpse lay broken in the centre of the camp. In one swift motion, Krei wrapped his serrated chain around the woman's neck and with a sharp twist, cleaved her head from her shoulders. Krei continued the plan, he burned the camp to the ground, and took his father home. The digging of his father's grave seemed to be the longest and most taxing task he had ever had to accomplish, but once done. Krei made his way out of The Feydusk for the first time.

He travelled as a wandering hunter for years, and with every hunt and every kill, he found himself enjoying the process more and more. It became a sport, something he was good at, his life was the hunt and he wouldn't stop until the tainted nature of this world was cleansed. But despite his motivation and drive, he never had direction. He would stumble upon hunts based on hearsay and rumours, and it was becoming tiresome.

That's when he was found by the Vigil, and the Vigil gave him direction.
PrinceOfQuills said
Are you pushing through with your archer, Remnant? I'm excited to see your CS. So with everyone's, for that matter. :)


More of a sniper than an archer. He uses a clockwork rifle for range and twin hooks attached to each end of a serrated chain for CQC.
CS is almost done. Just waited on a reply from Saber in regards to some back story stuff.
Bunnita said
~BOING!!!

~Wowwwwws~~!!^^ Look at all the new peeps interested like!! Hiiiiiiiiiii peeps!!! xDDD We needs to see the charrie sheets! Nows!!!

K, byeeeeeee~~!! ;D


Hey Bunni, I had a puppy as excitable as you once.

Saber said
Remnant: Welcome! There's always more room! You're free to shoot me a PM concerning your questions about your character idea; I'll do my best to answer them with haste.


I've sent you a PM, it's nothing major, just ironing out some concepts.
PrinceOfQuills said
Hmmm . . . I think that's a great character idea, Remnant! I believe, however, that he wouldn't get well together with my character at first haha. I kind of find it easy to imagine, too, how such a weakling my character would appear facing combat with your character, unless my character resorted to magic to help even out the odds. But since we're on the same page I assume my character would just try to steer clear of yours as much as possible. At least, until they get to know each other more closely :)


Well as I imagine him in my head, he is very loyal to his team. And as much as he would detest the thought of losing out on a hunt and not being able to carve another notch in his rifle, he would rather let a mage escape than lose a member of his squad. Of course, when he finds out you're a closet spell slinger then there might be... tension. xD

I think he would've been trained to hunt from a very young age, maybe at some kind of institution or monastery of some kind? (I'll have to discuss that possibility with Saber) This is what leads him to being so cold and uncaring for the lives he takes while on the job. That would also explain why he has found ways to make it more of a sport, you do a job for long enough and you find ways to make it fun.
Peik said
Instead of making clockwork weaponry why not just make them early muskets?


Clockwork allows for explainable semi-automatic firing rates, muskets require barrel loading and would be incredibly slow and cumbersome for combat against spell slingers.
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