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In Feral 9 yrs ago Forum: Advanced Roleplay
Still just sitting here and waiting for WK's reply to the PM he forgot long ago*smears lego blocks around*


Not sure what response you were looking for. We came to an agreement on how your back story would need to work, so I've just been waiting for a CS to show up on the OOC for review/approval.
In Feral 9 yrs ago Forum: Advanced Roleplay
And yes, I'm aware that last post really only has something for Hagumi to do, but until these trials happen I don't think there's much for us to do anyway
In Feral 9 yrs ago Forum: Advanced Roleplay
“The seven wonders,” Ardal began, stretching his great wings and fluttering to the council floor, “are one of our most sacred traditions. While Lady Hagumi should have, through her teachings, been made fully aware of the exact specifics of the trials she is about to face, I shall now briefly overview them here for her witnesses. I do not think I need to remind each of you that this is a sacred event, one of the highest of our people. What occurs here is not secret, nor is it forbidden to speak of it once the ritual has concluded. However, we insist that during the it all parties remain silent out of reverence... and for the safety of those performing the wonders. Many have died attempting these challenges, and it would be a terrible shame to lose yet another seraphim here this morning.”

Stepping back slightly, Ardal turned his attention to the council, his back to Hagumi. “To be a member of the council, you must first show you understand what it means to be a Seraphim. The first trial is a simple one: explain to the council what makes the Seraphim people unique from the other races.”

With a flick of his hand, a small ember burst into life and floated above his palm as he turned to face Hagumi. “Once you have shown you understand the seraphim people, you must then show us you understand yourself. The second trial is to demonstrate some small form of your latent magical talent.”

Ardal snapped his fingers and the flame vanished. “The third trial is to show the council you know your limits. Perform the highest feat of magic you can demonstrate within your realm of expertise, without injuring any bystanders.”

“From here on out, the true trials begin.” Justica said from the stands, taking over for Ardal. “To stand above your peers and judge them, you must first show you can stand above yourself. The fourth trial is to exceed your limitations. Transform some portion of you no smaller than a limb into ice itself. Let your magical energies flow through you and become more than just a seraphim.”

“The fifth trial is to show restraint, and is simply to undo the effects of the fourth trial. This is where most candidates fail.” Justica said sternly. “Consider carefully which limb you can live without before proceeding, Lady Hagumi.”

Libertas was the next to speak, taking a few more gentle tone than her peer. “By the sixth trial, you will have shown an understanding of the seraphim people, and an understanding of yourself. You will have shown you known your limits, can exceed them, and have exercised restraint in controlling your powers. To stand on the council, you must have all of these things, but a simple mastery of magic and an understanding of oneself is insufficient. For the sixth trial, you must show you have wisdom.” As Libertas spoke, guards entered from behind with a tightly bound wolf daeva in tow. The daeva struggled and snarled, flailing wildly at its restraints but unable to break them, eyes darting fearfully across all the members of the chamber. “This daeva was found to have contracted feralism and was restrained for the safety of the city.”

The daeva's restraints were fastened to the floor so it was unable to move. One of the guards drew a small knife and placed it at the foot of the feral beast. “This feral daeva has committed no crimes, and was restrained before harming or killing any individual. Under common law, as a daeva he cannot be executed. However, he has lost all control of his higher facilities and would no doubt attack and kill each and every one of us given the opportunity. The fact that he is a wolf is not lost to us, nor is it an accident, Lady Hagumi. For your sixth trial, you must show the council you are willing to do what is necessary for the good of all people, regardless of your personal biases, and be unafraid to dirty your hands in the process. He is feral, and unless you have a revelation for this council, there is no cure for his condition. Take up the knife at his feet, and slit the feral's throat with your own hands. End its misery and make the world a safer place. This is a reminder, not only of what we ALL fight against, but of the weight of the quest you have taken up until this point. A wolf dies today, because a cure has yet to be found.”

“And finally...” Ardal said sternly as he drew his blade, placing the tip into a slit in the very center of the room. The blade radiated warmth, permeating all corners of the room. “A seraphim of the council must be willing to go beyond their comfort zone in all things, from politics to social issues to magic. They will be faced with life and death decisions, not always simple and clean ones, and help guide the whole of the seraphim people in a positive direction. To do so means to understand not only yourself, but your opponent. As an ice mage, your final and most difficult test is to draw out the fire magic from Arach to create and embrace flame. You are ice: calm and collected. Fire is passionate and explosive. To sit among the council as equals, you must embrace your opposite and understand it. Should it consume you, the trial will have concluded, and you will be dead. Should you come to understand and respect your opposite, you will find home here among equals.”

Ardal stepped forward and placed a hand on each of Hagumi's shoulders. Gazing into her eyes, he offered a prayer in a language only the councilmembers understood. It translated roughly to “may the gods bless you on your journey and grant you the wisdom to find your way.” With a gently kiss to her forehead, Ardal took flight once more, making a grand loop around the chamber before settling back in his seat. Entwining his fingers and crossing his legs, he leaned forward intently.

“You may begin.”
In Feral 9 yrs ago Forum: Advanced Roleplay
The post is actually completely written, but the network is down at work for the machine I used to type it up. I was going to wait until later, but I may as well tether my phone to it and post it now

EDIT: Okay, posted.
In Feral 9 yrs ago Forum: Advanced Roleplay
Ah, cool, cool.

If our rp were a anime.. we'd be in one of those season long filler arcs like, I think, Naruto had, while our lead creator, wk, wrote more manga volumes.


Probably something closer to Hunter x Hunter or Berserk where the mangaka draws people in with story and then vanishes to play games because they're making a boatload of money on royalties.

Only in this case it's bloodborne and I'm not making a dime from any of this.

Going to try and have a post up tomorrow at some point. Classes resume on Weds so I'd like to keep things rolling before the homework beast reappears
In Feral 9 yrs ago Forum: Advanced Roleplay
So shall I pm details of the arc to someone or...?


I'm going to PM you details of what I'll be doing in parallel to this arc, but I believe you and Reaper will be driving things once we get out of the council chamber. Specifically, you two will be handling finding Vates' killer while I'll be further developing what the two capitol cities have been doing in preparation for war.
In Feral 9 yrs ago Forum: Advanced Roleplay
Name: Caelum Adalbern
Nickname: Hermit
Species: Seraphim
Age: 21
Hair Color: Lilac
Hair Style:
Short, shoulder length hair that is unkempt and naturally messy.
Eye Color:
Violet
Skin Color:
Pale
Height:
5’9”
Body Build:
Thin and wiry, with almost no muscle at all

Clothing:
A thick, navy blue robe with ornate gold gilding and an overbearing hood which shadows the majority of his face. A cape of midnight black is thrown over his shoulders, hiding his skinny frame and giving him great bulk, while he is physically very weak. His hand, however, are always covered in black leather gloves.

Physical Quirks:
He skin is unnaturally unscarred and smooth, although what remains under his hands can be anyone’s guess. However, an experiment early on in his life left the top half of his face paralyzed. While he can still blink, he can no longer show any expression from the nnose upwards, so that any genuine smiles always seem mocking and sardonic.

Weapons:
Grimoire, Rune cards and Rune magic

Background:
Rune magic is a very specialized field of magic. It has both the potential to be a great, destructive force, and also a benevolent healing power. Both ends of the spectrum, however have the same thing in common. The spells take a greater amount of time than can be achieved alone on a battlefield. While there are spells that can be quickly cast in the field, the strength of rune magic remains in preparation, and that preparation needs time, time which a mage does not have in the chaos of combat. It is for this reason that any of the few rune mages employed in the military are left to organize defenses, and so it should come as no surprise that the capital of Aldarich is heavily guarded by rune mages and their many, many traps, each layer more deadly and complicated to unseal than the last.

Caelum is the son of a pair of researchers who specialized in Rune Magicks, devoting their entire lives to improving that art for the sake of progress. They created powerful spells as they tried different rune combinations, some harmless, and even beneficial sometimes, others being so destructive that even the Council, the ruling body of the Seraphim, took interest for purposes of war and defense. Caelum, like his parents, had an insatiable curiosity to see what would happen when one did something or other to another thing, which, of course, led to many strange results, including one memorable occasion where he accidentally created an all-consuming mass of goo which ate a lot of their assets…and was subsequently researched as a possible weapon by the Council.

Eventually, as Rune Magic became slightly more popular as a school of magic, Caelum’s parent’s were called to the capital to act as professors in various schools of magic, meaning that they could no longer perform experimentation themselves without blowing half of the city to pieces in the event of an accident. Caelum, considering himself an independent adult now that he was 15, asked to stay behind so he could continue on with his experimentation. His parents were hesitant, but after much urging and reassurance, they allowed him to stay alone, sending him funds every month to sustain him.

Taking advantage of his newfound independence, Caelum experimented tirelessly, trying to figure out the secrets of rune magic as combined, deconstructed, arranged and destroyed runes just to see what would happen. It would on the ill fated night of his 19th birthday that he would lose the control of his facial muscles and, while healing magic was able to restore the bottom half of his face, his top half was forever relaxed into a strange, glazed look, although he retained the ability to blink and move his eyeballs. Still, this did not faze him as he continued with his experiment, and, in fact, it drove him to try and found out why the upper part of his face remained incurable, which was when he started to research Feralism.

Of course, as a learned member of Seraphim society, Caelum knew about Ferals and the ‘threat’ they posed, but he had never given it any thought until he stumbled across it in one of his great ancestors’ musty old tomes. According to that book, his grandfather, who had passed away oh so recently, had been researching a way to halt, and maybe even reverse the process. Enthralled by his research notes, Caelum read deeper and deeper, until he realised that the seraphim’s noble endeavour had slowly been perverted from its original purpose. Talk of progress gave way to hybridisation, and Caelum slowly grew more and more disenchanted by his grandfather’s words. Taking note of all his grandfather’s actual research, including the grisly part about daeva hybridisation, Caelum started to research the topic on his own, in a way, continuing grandfather Adalbern’s research before they turned into the ravings of a madman.

Years later, Caelum’s crowning achievement is his ability to temporarily reverse the physical effects of the feralisation process, meaning that while the body would still look humanoid, the mind would stay corrupted. He considered this something of an achievement as he wrote down in his own Grimoire, but it was still not enough. The process was costly and painful, for both the caster and the recipient (theoretically at least), and he didn’t even have any confirmation on whether it worked. Now, he remains in his little house, trying to figure out a way to slow down the process of feralism. He has had little contact with the outside world, apart from the occasional visit from a certain pirate…

Extra: Lives alone in a house on a mountain spire on the outskirts of Adalrich. Rune magic specializes in healing and boosting allies in combat, as well as traps, although it still has powerful offensive capabilities.
In Feral 9 yrs ago Forum: Advanced Roleplay
Fiora Garahel

Nicknames
Poison Ivy, "Ivy" for short. Called Succubus by some.

Age
21

Gender
Female

Race
Human/Seraphim Hybrid

Magic Specialization
Essence Thievery/Aura - Fiora drains anyone who makes physical contact with her of their life essence, converting it to physical and magical power. While not immediately fatal, she can drain someone to the point of death. The process can also be quite intimate, as she absorbs not only power but memories and emotions as well. She can channel this energy as magic empowering her punches and kicks, but is unable to channel this power more than a few metres away from herself.

Personality
Fiora is deceptive as a means of survival - her power ensuring that she must never draw attention to herself unnecessarily while ensuring she has a steady supply of life essence to feed on. She is very perceptive of people and observant of her surroundings, quick-witted and composed. She can be charming when she wants to but is often sarcastic and cold to others, but always blunt and brutally honest with her words. She does have a soft for the weak and oppressed, and an equally strong hatred for the powerful and rich. She likes singing and has a good voice, though she often uses it to draw in her next victim when she needs a quick drink of energy.

Abilities:
Fiora doesn't use weapons, instead choosing to fight with her natural weapon - her body. She is well-trained in most styles of hand-to-hand combat, and augments this with her magic. Her ability to drain energy from others provides her with superhuman speed and strength, enough to match even ferals, though it depends on how well fed she is. She is agile and nimble, allowing her to scale walls and navigate obstacles with ease while being virtually silent.

Background:
Fiora is the love child of a seraphim nobleman and her human mother. Her father was influential enough that the fact caused a huge scandal in the seraphim lands - enough to ensure her mother was exiled and forced to flee to Dumont. While her mother was given some coin in secret to live out her life in peace, it was hardly enough to raise Fiora alone in a land when an unmarried woman raising her own daughter was sure to be treated like scum - especially when her daughter carried seraphim blood. Matters only became worse when her abilities manifested. After the first time she nearly killed a boy she had been playing with, Fiora lived out the rest of her childhood alone and isolated. Any time she tried to find work or venture into the marketplace, she was chased away either by soldiers at spear point or by citizens with angry pitchforks. Her mother could never find work aside from scrubbing floors while Fiora lived sequestered away from public view.

Her mother passed a few years later, and Fiora resorted to stealing food and coin at night, befriending the thieves and sewer rats of the capital. Among the downtrodden and desperate, she found kindred spirits who didn't think of her power as a curse, but an asset. She felt useful for the first time in her life and continued this way for years - learning how to fight and how to stay anonymous. That was when she got her nickname of "Poison Ivy", when the citizens started talking about a woman who prowled around at night draining young men and women alike of their vitality and leaving them weak and bedridden for days, some even saying a succubus had been summoned by a cult and was plaguing them.

Extra Details:
Fiora starts glowing with a blue aura when she throws her power at full strength. She meditates to help keep her ability in check and keep her mind intact from any memory absorption.
In Feral 9 yrs ago Forum: Advanced Roleplay
Name: Cadogan Decimus Feraldo
Nickname: The Great Inventor of Dumont
Species: Human
Age: 34
Hair Color: Black with gray streaks
Hair Style: Long, wavy, extends past his shoulders, slight balding can be noticed on the temples
Eye Color: Gray
Skin Color: Very pale
Height: 6''0
Body Build: Fragaile, broad shouldered, very thin arms and long fingers.
Clothing: White fencing shirt covered by a black leather vest and a grayish green overcoat that extends down to his knees. Gray baggy pants and a pair of well polished kneehigh leather boots
Physical Quirks: To his favour it must be said that Cadogan is quite handsome man - well no, not handsome, beautiful would be the correct term. He has very effeminate facial features - well not just facial features... In other words his gender is quite difficult to detect before getting a proper look at him. He has a little scar on the left side of his mouth that gives him a permanent half smile. His thin, long fingers have little cuts and burnmarks all over them due to his little experiments with something he likes to call the Better Explosive Powder. Cadogan allso has to rely on a walking stick for support due to the fact that his left leg having damaged tendons.
Background: Cadogan Feraldo was born to a relatively rich family and recieved the best education he could. Over the years he has traveled all around the world and met all sorts of people - daevas and seraphim also. He was allways fascinated by how things work and at the age of 20 he had allready gained conciderable experience and fame as an inventor of both weapons and all sorts of appliances. He currently recides in Dumont in a relatively small workshop and is very rarely seen outside.
Extra: Has a craving for green apples.
In Feral 9 yrs ago Forum: Advanced Roleplay
Name: Garran Versathalon

Nickname: Cap'n

Species: Human

Age: 22

Appearance:

Hair Color: White

Hair Style: Protrudes wildly from his scalp in a strange, flame-like fashion

Eye Color: Green

Skin Color: Tanned

Height: 6'3"

Body Build: Tall, wide shouldered, and definitely packed full of muscle

Clothing: While not wearing anything above the belt per say, Garran drapes his (Stolen) royal purple captain's coat over his shoulders, and lets it flap in the wind. A thick strap of studded leather is wrapped diagonally across his body, and provides the only piece of armour on his torso. A large black eyepatch covers his right eye, which was lost in a boarding action early in his career. For pants, he chooses to wear loose fitting white trousers, held up by several strips of cloth and a fraying leather belt. On top of his thighs, he wears leather lamellar armour with steel plates woven on. Accompanying his jacket is a royal purple fauld that he keeps tied around his waist. For footwear, Garran prefers a pair of thick leather boots that help to keep him anchored on the ship's deck, though when hes on land, he chooses a lighter variety.

Physical Quirks:
* He's got a sweet eyepatch
* Very tall for a human
* Very muscular
* Freakishly strong, so much so that he can compete with Rolnak

Background: A pirate captain operating out of Boaz, he and his crew is known for its rowdiness and amusing antics. While the authorities hate them because of their pirating activities, and always endeavor to catch them when they're in town, he and his crew always manage to get in, get supplies from their secret dealers, and get out while making odd faces at the authorities. Yes, but while he is hated by the authorities, he is loved by the public. His roguish image and lust for adventure, among other things, puts him first and foremost in many a fair maiden's heart, while his deep coffers and ale-hungry crew puts him first and foremost in a merchant's. So much so that many send small offerings of ale in an attempt to attract his attention. Not that he cares. He's just getting free ale for no reason that he cares for.

Born the son of a pirate captain and a tavern wench, it was inevitable that he would grow into the life of piracy on the high seas. Though the days were rough and his education harsh, he still found it entertaining, and wouldn't have life any other way. Growing into adolescence, he started to sit with the men during meals and sing their bawdy songs while drinking watered down grog, trying to imitate the rough men around him. During actual combats, he was hidden in a chest in the coffers, so that there would be less of a chance of being discovered. There he would sit in darkness until the booming and clash of metal stopped.

One day, Garran emerged from his hiding chest to see the face of the pirates, but they were all grim faced. One of them beckoned to him, and he followed wordlessly. There lay his father against the wall of his cabin, blood leaking out of a wound in his left side. Calling him to his side, his last words were that he was to take over the family business. Being barely 14 at the time, Garran had no idea what to do, but the crew slowly nurtured him like his father would have, teaching his navigation, how to issue orders, how to steer the ship, as well as combat. Excelling in all those field, Garran soon started to take over the ship on his own. Under his leadership, his ship, the 'Bleak Dawn' became one of the most famous ships in the region of Dumont. It was to his joy when he found a wanted poster bearing his name, not something that most people would have wanted, but to him, it was a milestone.

His policy, however, was different from his father. Where he would have nothing to do with the villages, deeming them too poor, Garran approached them under the flag of peace, and negotiated with them, establishing secret trade and information routes which warned them about incoming navies and restocked them with supplies. Occasionally, a young lad would want to join in their crew, and Garran would take them on. Along with estab lishing his spy and supply network, Garran also started to save the villages.

While the authorities blow up their public image to be that of an infernal menace that plagues the coast of Dumont and her cities, they tend to gloss over his humanitarian aspects. It was he who transported several heads of cattle to a small village to save them from starvation. It was he and his crew that assisted in the defense of merchants against other pirates (Usually for a cut of the profits). But most of all, it was he who gathered several pirates to reinforce the Human navy when they were under attack from other pirates which threatened to take Boaz. They owed him. They just didn't want to admit it. And Garran didn't care. He was just having fun evading the authorities during his brief resupply visits.

Extra: Talks in a rather...strange manner that seems very common on the high seas.

After making friends with an eccentric inventor, Garran received his now trademark weapon: An anchor chained to a stick. On the press of the button, the chain would be released, and the anchor would go flying outwards like a giant fishing hook or a flail. The heavy weight of this weapon might explain his freakish strength...Upon another press of this button, the anchor wold retract.
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