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[Sign-Ups] Gaelach Basm: The starting point


Kurotsune

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Please only post character profiles in this thread.

For any inquiries, send me a pm or post in the ooc thread.

There is also information about the RP and profile examples to help you craft your own in that topic, so go read it!

Current Approved Profiles:

- Dorian Mcallister, the oafish druid.

- Ayak Tanahmas, the elderly fistfighter

- Wintershed, the surnameless witch hunter

- (Kha')Zix the entitled birdmanthing

- Mayanna Colbez, the flaming white chick.

- Silef Asterflux, the shiny ex-noble

- Kryst Blare, the faux cryomancer

- Ayla, the third original magic archer

- Roland, the OG non-magic archer

- Raven, the golden-fingered thief guy

- Karn Jael, the water dancer

- Richter Belmont, the miserable little pile of secrets

- Bride Glas, the unwed bride.

Back-up character list (Will join once a valid checkpoint is reached and a spot is avaiable)

- Jared Shallicor, the member of the mandatory mysterious organization.

- Seyt Karthage, the single member of the not-really-a-druid-but-kind-of-one-plus-a-shaman-and-a-cleric-too class

Note: If your profile is approved and you edit it, send me a pm with what you've edited so I'll be aware and not totally flip out later and be like "this wasn't here when I first read it! raaaaaage!" dramatic representation

Also don't edit your profiles after the rp starts kay? Kay.

Feel free to post your profiles, but keep in mind. You will only be able to join or roll new characters once one of the three parties hits a checkpoint. At that point, you will only be able to join the party which did.

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Name : Wintershed


Gender : Male


Age : 25


Physical Appearance: 6'2'' lean, bed head brown hair, deep green eyes, narrow face, has one massive green tattoo of vines that spans his body, a little bit of the tattoo peaks on his cheek.


Character Backstory: Was born in the town of Helnsville, Went missing for 12 years, Tattoos are a result of a curse, Learned magic from a witch, Extent of magic is unknown, Hunter, Outcast, Has been arrested on 6 accounts of hexing people he has gotten in disagreements with, Poaching, Brawling in bars. Has been known to seek out vampires.

Relative Event: It's been theorized that the boy has Stockholm syndrome for the witch that cursed and captured him, the same one that taught him magic, No one has seen the witch in 2 years, Status of the witch is currently unknown.


Character Abilities: Enchanting Bowman, Good with a bow and arrow and often enchants his arrows to do magical effects like setting fire, letting of a small electric zap, or effects such splitting in the air, lock on, Paralyze foes, confuse foes, stun, Blinding foes, Explosives and cripple a part of a foes body for a small amount of time(If it is within reasonable aspects IE he cant paralyze or cripple the Leviathan) He knows basic dark Magick such as Pyromancy and Cryomancy, Controlling dead spirits, and basic hexcraft such as the hex of silence, a hex of toxins and a hex of hemorrhage (Slowly bleeding a person to death) he also knows about basic poisons. Basic survival skills such as setting up a fire, a tent, finding food.


Current Belongings: Steel Enchanted Bow, 25 Arrows, Dark green hooded cape, Linen shirt and brown leather vest, finger less leather gloves, hunting belt, loose dark green pants, Leather boots.


Reason for joining: Has been known to deal with vampires in the past, Killing, Tracking and Negotiations. Scout believes he will be able to help the team in both combat and survival.



Did i do that right? gah so many things to add but cant cause of the format well hopefully we will find out in the story.

Edited by Rielly987
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Name: Mayanna Colbez

Gender: Female

Age: 24

Physical Appearance: Mayanna is 5"6, possessing a lean and slender build and fair skin with hair blacker than night. A heavy band of freckles running across the bridge of her nose and somewhat onto her cheeks in a haphazard manner as if they were repeatedly splattered randomly there by some drunken painter. Her eyes are a deep Cobalt Blue in color with small flares of golden green around the pupils, with a rather piercing gaze that seems to linger behind even long after she has left the area. Her locks are cut in a short and rather hastily looking style, the hair disorderly towards the back as if suddenly cut, seemingly to as not hinder her in a fight or obscure her vision, though it should be noted that two short bangs frame her face. On her left hand is the mark of the Priestly Order she serves, A tattooed image of a white phoenix in flight, wings outstretched wide and a star held in either of it's taloned feet. Her nose is straight, roman, one could call it, and the shape of her eyes are quite reminiscent to almonds. Her body is well toned.

Backstory: Born in a village known as Whytlock, Mayanna and her twin brother Freyl were orphaned after their parents both succumbed to malady. They took their survival into their own hands the best they could manage, stealing what they needed to keep going, though the two eventually ended up having no choice but to wander from town to town in search of food and shelter. It was during this pitiful point of their existences that they attempted to steal from a man bearing robs of white embroidered with crosses of Crimson, and failed miserably, being caught before they could even check the fellow's pockets. Rather than beating them both senseless though, as so many likely would've after having found them in the midst of pickpocketing them, the man instead gave his meal to the two, introducing himself as something neither of them were familiar with; A priest.

A priest of the White Fire, he proclaimed himself to be, a member of a religious order dedicated to a harbinger of light; The White Phoenix. And the strangeness, or rather the good fortune, they knew that day did not cease there, for the priest saw their squalor and mediocrity, but yet through it also their raw cleverness and will to live, and so generously insisted that both of them come with him back to his order, promising food and shelter... and the chance to become something so much more than they ever would on the streets. Needless to say they didn't even have to think before answering with a resounding yes.

Years and years passed by after that fateful day, and Mayanna and Freyl were taken in by the Order of the White Flare, as their priestly friend had promised, and raised and trained by them in the their signature special Fire magic; The Phoenix Arts (Magic which used white fire for major healing purposes, but also had some battle applications) as well as being taught in their signature weapon, the bow and arrow, alongside training in their doctrines and mythology. The two proved to be naturals at it through hard work and diligence(Mostly out of fear of being kicked back out onto the streets if they didn't do well and impress their benefactors), becoming highly proficient both in their bow skills and in their magic, soon becoming known as being among the most talented pupils that had ever been raised by White Flare.

They eventually came to be of age and were fully initiated into the Order, becoming full fledged priests of the White Phoenix, Ryder, as it was known as.

Character Abilities: Priest of Ryder: Able to use a magic energy known as "white fire" either in conjunction with or separate from Bow skills. Agile and Proficient with both Magic and Marksmanship. "White Fire" is a magic discipline mainly focusing on healing with a few techniques that have been developed by the order over the centuries for self defense applications and mundane tasks, such as cloaking an Arrow in the energy in order to cause damage and burn targets or start fires (Think of like the first time Eragon used the spell "Brisingr" in the movie of his namesake. that basically sums it up when it's used in conjunction with a bow and arrow.) or the inverse of this and using the fire to heal anyone the arrow strikes, though if used with a bow, while the range is greatly increased, the power of the magic is somewhat diluted the farther and farther away the target is, as more and more energy is lost during the arrows flight. when used independently of a bow though, the range of the magic is far shorter, but is also far more powerful as less of the energy is lost than there would be during the Arrow's flight. Used without a bow, White Fire can be applied in a variety of ways, for example, such as damaging bursts of fire(though, Offensive potential is somewhat weak in comparison to healing capabilities, can cause moderate burning damage and thats about it), or healing individuals by cloaking them in the stuff or the laying of cloaked hands(Healing potential: can repair even mortal injuries, can also heal conditions such as serious illness or poisoning, and even heal and reattach severed limbs if they can be found and put back in place before the limb dies), or even a mundane task such as creating light to illuminate dark areas or lighting of flammable objects, etc. White Fire can serve as shield of sorts against fire as well and grants a rather considerable degree of resistance to heat and other flames.

It should be noted however that the general strength of White Fire tends to grow weaker during eclipses or in heavy rainfall. It's strength can be boosted however if exposed to Holy Oil or something coated in it.

Current Belongings: A carved oak Recurve Bow with slight metal reinforcing, a white hooded coat embroidered with Crimson Crosses, some emergency funds in the form of gold coins, approximately 50 arrows in her quiver, 2 vials of Holy Oil good for one use each (for coating Arrows), and a Cudgel hanging from her belt, which is coated with Holy Oil (Only boosts her ability when she's actually holding it)

Reasons for joining: Following the beginning of the effects of the Lunamancer's spell, both her and her brother were sent out by The Order of the White Flare in order to gather as much information as they could and try to find if it was reversible. Along the journey they became separated at some point, with neither knowing the fate of the other, but Mayanna has resolved that she must see her mission through to it's conclusion and put off searching for Freyl until it is complete.

Additional: A very bright and observant individual, Willing to provide her healing services to those who genuinely need it free of any charge. Prefers being called Maya for short. Also, if she falls during the course of the quest, I intend to use her twin brother Freyl as a new character to carry on with.

Let me know if anything needs changing or editing.

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  • Support Squad

Name : Dorian Mcallister
Gender : Male
Age : 24
Physical Appearance: Incredibly tall and built like a brick house, if you saw him you'd be reminded more of a bear than a man. He has light brown eyes and hair to match, hair that covers most of his face in a scruffy combination of hair and beard.
Character Backstory: Information gathered from his family and townsfolk, as well as those he studied under.

An odd one since birth, Dorian grew up in a rural village in Eilne. He was the slow child, always slowest when learning, but not made fun of due to his kind nature. Life passed uneventfully for him for quite a while, he grew to be one of the biggest men in the village at 16, to the pride of his mother and father, and most assumed he'd be brought into the army for his strength, until a mage took up residence one day in order to take charge of the education. In his last years of education, Dorian had given up on intellectual pursuits until he took his first lesson with the mage, who had taken to teaching some magic to the youth. All of a sudden, Dorian was the first to grasp the knowledge, Dorian was the one to excel in his studies. After two years, Dorian had learned much from the Mage, and after a lot of consideration, the Mage sent Dorian to learn more under the tutelage of other more experienced mages. 3 years passed and Dorian had learned of the art of Magic, mainly how it suited him best. From here, he took on his own studies of the art as he traveled. Many state that he was content to explore and discover the world and magic, but he devoted little attention to the cultures of cities or other more conventional academc arts.
Character Abilities: He is a mage who specialises in using magic to boost his own physical limits as well as heal, this healing ability stems from the need to recuperate after going past the bodies normal limits (Unable to heal serious wounds such as organ failure or disease.) He is also capable of minor magicks, such as elemental abilities and the manipulation of energy. Magical abilities do not extend to intellectual or focus based skills such as telepathy or clairvoyance. Reportedly had some interaction with Druids and has some knowledge of Druidic magic, though accounts say that it is no more complex than interaction with animals and plantlife, thusly has knowledge of different animal and plant species. whilst diverse, these magicks are not complex, and he doesn't seem to have the raw magical power to perform large feats. This is compensated by his large physical prowess and minor, self-taught skill in hand to hand combat.

((Tl;dr, Dumb, magical brawler with healing capabilities up to healing broken bones and healing minor internal bleeding. Has experience with animals and plants.))
Current Belongings: leather gauntlets and boots he had enchanted to be more durable and resistant to hazards and dirt., Steel dagger, bear teeth necklace enchanted as a magical focus for natural focus for elemental and natural magic.. Not necessary, but aids his casting.
Reason for joining: A combination of morals and a desire to travel.

Additional: rather stupid, but kind and understanding. He is accepting of everyone around him and is incredibly friendly. Has an uncanny capability when it comes to magic that does not require a lot of mechanical understanding (He had to work very hard to learn healing magic)

((Not sure if the vague nature of his magic makes him too OP. happy to change it if needed))

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Name : Silef Asterlux

Gender : Female

Age : 19

Physical Appearance: Angular facial structure with high cheekbones (think Warcraft elves). Medium-length blonde hair and bright green eyes. Slightly on the tall side. She has a lithe and agile build.

Character Backstory: Scion of a small but proud noble house, Silefwen worked from day one to develop the ability that had made her family's fortune in decades past. She was raised with all the privileges that the firstborn heir would expect, alongside the rigor of her training. However, her entitled life was not to last. Being that the family was primarily known for their hereditary magic of light manipulation, they were a prime target for the vampires of Eiru. The Lunamancer simply gave them the opportunity to strike. Their countryside estate was destroyed, the family nearly exterminated, with Silef only surviving because her guards gave their lives to allow it. She travels, searching for a way to destroy the creatures and return her house to its former glory.

Character Abilities: Silef is talented in the manipulation of light in combat, using it to create solid objects such as blades or barriers. She can also attack using beams of light to burn foes. Silef has a lot of practice and training in moving about the battlefield and is highly mobile. Being left-handed also confers an advantage against some foes. However, much like any wizard or sorcerer, using her power causes a fair amount of fatigue, and she focuses on avoiding rather than enduring hits, which her armor is not particularly effective at blocking.

Current Belongings: A finely worked set of armor taken from the family estate with the accompanying helmet, a set of once-fine riding clothes, and a dress that hasn't been worn since her home burned, as well as a few coins. The armor is intricately worked and almost appears to be more ceremonial than functional, as many portions of it are decorated with silver. It covers the chest, wrists, shoulders, feet, and shins.

Reason for joining: Seeking vengeance, wealth, and glory to restore her family's name.

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Name: Ayak Tanahmas

Gender: Male

Age: middle aged, nearing 60

Appearance:

Lean, wiry, of medium height, with skin bronzed and hardened due to a lifetime of living in the south. Body bears evidence of scars throughout, ranging in length from that of a finger joint to almost that of a forearm. Moves with an alien grace, yet always seems like a coiled spring, ready to leap at any moment. Upon observation, one sees a weather worn, age lined face shaped like a sunflower seed, sporting a somewhat stubby nose and slightly slanted eyes set somewhat apart from each other. Unexpressive, tightly closed lips. Sports a tightly plaited beard of about 2 handspans in length and rolled into a bun, with peppery grey hair cropped short and close to the scalp.

Backstory and abilities:

Hailing from the Lamay peninsular in the far south, Ayak was born to a caste of warrior monks under the service of the prophet king Jokowira, also known as the conduit of the Great spirit's will. Dedicated since birth to carrying out the will of the spirit, Ayak was trained in the disciplines of the monks, among which included conversing with the spirits, the knowledge and legacy of their people and of the world, as well as the time honored martial art of pencak silat. Upon coming of age, Ayak went forth into the world as one of many field operatives, to better guide the world along its course in line with the great spirit's revelations.

Preferring the ways of the pen rather than the sword, his modus operandi is to seek out individuals in pivotal positions, be they great leader or lowly handmaid. Backed by his many years of experience and extensive knowledge, along with some exposition from the spirits, Ayak sets their course with a gentle gesture or diplomatic speech. Eventually like a well guided arrow, events would align and destiny would move along its intended course. However, this does not mean that Ayak is unprepared for hostile confrontations. In such situations, Ayak relies on his well grounded training in pencak silat, and wielding his kris taming patta, he possesses more than ample capability to fend off many threats in his line of work. And if even that does not suffice, Ayak has recourse to the ancient skill known only to some and mastered by few- spirit sieving.

Spirit sieving is a door open only to those who have gained the trust of the spirits. Upon arriving in an area, practitioners are able to commune with the local spirits. Upon obtaining consent, a spirit sieve can then absorb certain spirits to reside within him for a time, gaining powers such as increased strength, faster reaction times, even control of the elements as well as the wisdom and knowledge of the local spirits. However, unlocking these abilities take time, with about one month being required to fully unlock the complete range of powers. This is due to the fact that absorbing spirits require much time and energy, and one has to sway each spirit individually to their cause. Furthermore, upon leaving the area, all resident spirits have to leave the body, causing temporary physical weakness and fatigue, much like the action of sieving.

For all his strengths and abilities, Ayak is not without his flaws. For one, although he understands the function of most machinery, he is utterly unable to operate even the simplest contraption. Even a child's plaything turns to broken cogs and screws in his hands. Another failing is that Ayak is utterly terrified of heights, refusing to enter buildings even 5 stories off the ground. His advanced age also plays a factor, seeing as he no longer enjoys the vigor of youth. However, such problems are rectified when ayak absorbs the appropriate spirits, allowing him to shore up his shortcomings.

P.S. Ayak is not meant to be a powerhouse without his spirits, and will be played as more of a diplomat and info gatherer.

Belongings:

packed rations to last for a week, a few gold coins, Taming pata the kris, a travelling cloak, two sets of monk's robes, a straw hat, a flute, a box of joss sticks and a box of matches

Reason for joining:

Travelling to see the world is what would be told to the other adventurers, but for actual reason, just read above backstory.

P.S. kurotsune, do feel free to make any adjustments or corrections you deem necessary

Edited by finkeltinklewinkle
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Name: Zix, "The Caller of the Silent Winter."

Gender: Unknown ((will be using Male Pronouns for Zix, as he will respond to them, but Zix actually has no determinable gender. Most assume he is a male and he doesn't correct them.))

Age: Unknown

Appearance: Almost sickly, his hands end in nasty cobalt blue talons. Whether they are natural claws, or just protrusions fashioned onto his skin is completely unknown. He seems other worldly, and almost unhuman, in fact he barely resembles any race ever known to exist. Zix always wears a Dark Cloak that covers most of his features and most assuredly makes him stick out like a sore thumb. And yet his frame is unassuming. He is ignored by most passersby some won;t even recall him after dealing with him. All sources point to it not being a magical machination, but that he simply just has a quality that makes him overlooked and forgotten.

Backstory: Zix is an anomaly unlike the world has seen. He recalls nothing of a past as we would know it. He only knows that he has a purpose, but that purpose he will not divulge no matter the length's taken to get him to. He is known to be dismissive and sometimes hard to deal with. More is known about the being's abilities than himself.

While not an active ability, Zix has an uncanny knack for going unnoticed unless he acts in some way. Most normal people won't even remember talking to him or even seeing him despite the crazy get-up. He tends to go unnoticed in a fight until he makes an action of some importance. Most beings of a demonic nature or of a more magical incline however notice him as if drawn to him, whether for ill or in helping him. He seems to silently call most being towards him. Demons and Fae are affected above all others, with Elementals next in the list, followed by trapped spirits ((ghosts/undead including vampires.)) and lastly other beings of magical origin.

As such Zix has the ability to summon demons, fae and elemental beings into the world from other planes of existence or from what theorize, is hell itself. The beings he summons have their own free will and Zix can only implore them to act a certain way. Demons will only complete the task they are given before immediately disappearing. Fae tend to be more easily influenced, but are unpredictable in the ways they choose to complete the tasks. Elementals function much like machines, responding only to logic and directly to the letter. It is said by focusing he can fully control what he summons, but he cannot move an inch of his body. Zix also won;t use this ability freely, and only in dire situations. It is well known he despises controlling beings with free will in any way.

Some spirits he summons enough that they are known. These ones are easier for him to control and some are even his friends.

Name: Caprion ((Cap-ree-on-))

Species((genus)): Satyr ((Fae))

Caprion is known to be a free spirit. He is wily and a bit crazy. However, he plays a mean Pan-flute. He isn't usually summoned for fighting tasks, but can fight with the magical music of the Satyrs. It is unknown why Caprion is so fond of Zix, but the 2 have not been observed enough to know just how deep their connection is. Caprion is better at entertaining or affecting the emotions of others, rather than directly fighting, but a sleep spell can be handy in combat.

Name: Fuego,

Species: Imp ((demon))

Fuego is fiesty, and known for his love of fire magic. He is well known for screaming BURNINATE!!! at the top of his lungs while melting the flesh off foes.

Name: Tremble

Species: Rock Elemental

A giant brute of raw Earth energy. Tremble is not known to be overly smart, but he is good at smashing things.

Name: Matilda

Species: Pixie ((fae))

a trickster and a thief. Her sticky fingers are known to be some of the best in the land. She combines a bit of magic and her small size to accomplish most tasks. Though she is fond of Zix she rarely ever listens to him and prefers to do whatever she wants. ((which is usually dictated by the last shiny thing she saw.))

Belongings: ZIx carries an orb, it's purpose is unknown. Inside of it swirls a miniature blizzard. It changes colours randomly and dynamically, or so it would seem. They tend to react to his emotions becoming hot colours when angry, or cold colours when in a more subdued frame of mind. Or.....is he using it to talk to the creatures he summons? It is unknown and only Zix would truly know, but it could be inferred that is what it is for. Nothing else of note.

Reason for joining: He says some mumbo jumbo about it being part of his purpose....not knwoing what this purpose is...makes it hard to discern why he truly is.

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Name : Kryst Blare

Gender : Male

Age : 23

Physical Appearance: 5, 11. Blue, medium length hair, usually messy. He has bright blue eyes, Caucasian and medium build and weight, with relatively smooth skin. He has little to no scars besides small scratches here and there.

Character Backstory:

Kryst is from a decent sized village and he was highly known is said village. He was one of the popular people in his town and grew an ego because of it. Also, being part of the Blare family he was taught their technic, Soaring Tempest, which only helped his ego grow. When he was 18, Kryst went through his grandpa's old belongings in his attic. As he searched he found a pendant hidden under some old books that glowed with a blue shine. This pendant allowed the user basic use of ice magic. Seeing as how his grandpa was deceased and it's not like anyone would notice it was missing he took it. Kryst then decided to pretend he had learned Ice Magic to, as he puts it, 'Make me cooler then I already am'. Later, at age 21, he joined the town guard where he used his sword skills to protect the town. But he left after hearing about the possibilities of fame and riches given to those who helped in their endeavor. He headed to the meeting point, pendant on hand, to join the cause and maybe have some fun along the way.

Character Abilities:

Kryst wields a two-handed sword and his great point is his strength and speed, though he usually wears either very light armor or just his casual clothes because he doesn't feel the need to wear any. Though, just brute strength isn't all he has, he can create wave of energy by swinging his sword in any direction, called Soaring Tempest. This attack gets stronger the longer he charges it and the longer he charges it the more energy he uses thus making him get tired faster. Smaller, less strong wave can be created without charging though they don't travel very far before dissipating into nothing. This attack is passed down the Blare family line on his father's side. ((The Grandpa from before was on his mother's side thus not knowing sword play))

Kryst also has the ability to create ice attacks through a pendant around his neck. This pendant grants the user to control ice magic as long as the Pendant is on said user. He doesn't know much about the pendant other then a few tricks his Grandpa learned about it before he died. He wrote it down in an old journal which most of the pages had been turned to dust except a few. Seeing as he found the thing he thought, 'why_not just learn a couple of things that sound cool, it's not like I'm going to use this anyway,'

He can stab his sword into the ground to create spears of ice that come out of the ground though they can only go a certain distance and while he's doing this he can't protect himself from attacks because his sword is in the ground and is wide open for attacks. With the Ice pendant Kryst also can for a small ice spike projectile in one hand that be shot at short range before breaking and melting into water.

Current Belongings:

Night Slasher: A black two-handed sword that is Kryst's main weapon. It's a double edged long sword that has one gaurd. There also a saphire gem on the hilt of the sword in a circular shape, it has no purpose except for design

Ice Pendant: Allows creation and control of ice through basic magic attacks. It is a blue gem, in a rhombus shape that is attached to a sliver chain that goes around the neck. (Barely knows how to use said pendant)

He wears light leather armor under his clothes to provide little protection. His shirt is white with Black highlights and lines going down the side. Black pants with black shoes.

Reason for joining:

He wants to walk away rich and famous

Edited by EXLink32
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Name : Raven Capashen.

Gender : Male

Age : 26

Physical Appearance: 5'11 athletic built body,messy white bleached hair, complex skin tone, cold brimstone colored eyes and he has this cheeky smirk that makes you wanna punch this guys face, same goes for his mischievous and sly personality.

Character Backstory: born and raise in Eire by mercenaries, Raven became one of the famous grave robber there is, he was a maverick explorer, a traveling thief, earning his reputation wherever he goes, his background is unknown, all of the people knows is he is the slimmest lowlife there is, this is the kind of person that your mother warned you about. and he is no push over either, Raven is very proficient in wielding two katars, and excels most in close range combat.

His story starts on one fateful day, as Raven's greed got the better of him as he explores the one of cursed tombs of Sigeto, after hearing rumors that it's loaded with valuable relics and unlimited gold that can corrupt even the purest of man. Raven disregards the warnings and still continues his search for riches in that tomb anyway...Big mistake. he never got back from that expedition and was never heard from ever since.

2 years after. he finally return to Eire in search of something, something that is more valuable than the riches of gold. Rumors has it, he receive a gift or curse from that time he was still inside that tomb. The thief landed in the small village of Arthfae, hoping to find answers there.

Character Abilities: this Katar wielding thief has the Touch of Midas in his left hand. meaning, anything that he makes contact with left hand turns into solid gold. this skill is very risky use. as he barely thinks of using it in terms combat, sure it has its pros. but even slightest mistake can turn himself into a petrified golden statue. he can also suffer from gold poisoning if he uses it too much.

Besides from his gift/curse.. Raven is very proficient in wielding two katars at the same time, he is very dexterous at it and is very mobile when it comes to close combat. Raven can dish out swift and multiple jabs with these push daggers without taking a hit from his opponent. what he lacks in defense, he makes up for his speed as he can easily dodge attacks(i hope.. lol).

He is also a professional thief and a swindler.

Current Belongings: a pair of customized katars as his main weapon(s), the blades on his katar has very good reach and it is almost good as a short sword. a leather glove for his left hand, given to him by a witch doctor to prevent his curse from activating. some throwing knives in his belt, As for his armor, Raven only wears light fitting clothes that is build for mobility. (a black tunic, some leather padding on his joints, and a black bandanna on his forehead)

Reason for joining: to find answers and a cure for his curse.

Edited by typhlosionrulez
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Name: Karn Jael

Gender: Male

Age: 23

Physical Appearance: Karn is 6'1" tall, with a medium built, leaning towards the bulky side. He has light brown skin, almost as if it were a tan. He has an oval face with deep set eyes, a deeper shade of brown than chocolate, under thick, low eyebrows. His high cheekbones and prominent jawline give him an authoritative look. He has a genuine smile, with a medium sized mouth. He maintains a full beard and has medium length, wavy hair. They are often unkempt and as such look shorter than they really are. He has a rather large religious tattoo on his left arm, depicting an unknown god enraged, in a pool of blood and surrounded by the bodies of hundreds of demons. He also wears a steel ring on his right wrist, which he considers luck for him.

Character Backstory: He doesn’t remember much of his childhood and life, except the name of his parents, Shaev and Arllyn. After his parents murder, he spent his teenaged days as a nomad, travelling around the world, in search of a purpose. To survive, he would beg, steal or do any menial labour he could. He would often get into fights with youngsters, showing a degree of skill with a wooden sword he managed to scavenge. During one such fight he met an old hermit, who upon learning of his life, took Karn as a student and taught him combat magic. Here the old man revealed himself to be an excellent swordsman, who uses unique magic involving water and his swords.

Years go by, and Karn learns highly advanced magic from the old man. He forges his own sword and armour, with the guidance of the hermit. Using this sword he learns the hermit’s signature moves, the Air Slash and Shard Strike. The hermit also tells him of the death of his parents. The hermit says that his father and he, Gaern, were friends. Gaern tells him that a powerful mage was involved in the murder of Shaev and Arllyn. He suspects that the man now known as the lunamancer has knowledge about the event. Finally learning the truth, Karn sets out to avenge his parents’ death.

Character Abilities: Karn is good at fistfights due to his teenaged scuffles, and an excellent swordsman. He also knows a unique brand of combat magic, which allows him to attack using his sword from a distance as well.

The Air Slash is a very fast short to medium range attack, in which he uses his sword to slash the air and create tiny crystals from the moisture. These crystals are then carried through the air towards the target. They can cut through all soft armour and chainmail. Heavy armour however, completely protects the wearer from it. If perfectly aimed, it can decapitate a man from 25 yards away.

The Shard Strike is a long range attack, however requires more magic and time for Karn to use. He is still perfecting it and thus needs time. When his target is more than 25 yards away from him, Karn transforms moisture and minerals from the ground into sharp shards which he then uses to attack. These shards are light and can easily be deflected from shields and medium to heavy armour, but pierces through chain and light armour. They can also be tipped with poison.

The other magic Karn can do is to draw pure water from the land. While he knows how to manipulate water, he has varied success with it. Gaern however is able to control all water around him, an ability which Karn is practicing to perfect. Using this he can crystallize water in the air around him to act as temporary shields. In dusty areas, he can use moisture to mix with the dust and create fog, helping conceal him and restrict the visibility of his opponents. His control of water can help him control his own blood and is able to protect him from poisons. However due to a large number of particles in the blood, he loses control of it outside his own body. Gaern told him that the closer he gets to the lunamancer the stronger his power will become, however more violent and uncontrollable as well.

Current Belongings: His steel sword and armour, forged with guidance from the hermit. They are his most prized possessions. The sword is a thin longsword and has a hollow ground cross section. His armour has many markings on it, but no dents. However it is obvious he has been repairing it for a long time. Aside from this he wears completely black garb. A shirt, pants and a heavy cloak.

Reason for joining: While strong in his own right, Karn alone is no match for the lunamancer. His few excursions have taught him that much. Upon learning of Iain’s movement he decides this is his best chance to kill the lunamancer. All he wants is to avenge his parents. The gold and glory that will come are just added benefits.

Additional: He is generally helpful, having mended his past ways of thievery. Those he considers his friends are very important to him and he is always loyal to them.

EDIT: Its still a work in progress.. Let me know if any changes need to be made..

Edited by Yash
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Name: Richter Belmont

Gender: Male

Physical appearance: 6'2 tall, athletic body with good physical strength. Caucasian, short brown hair, blue eyes, small nose.

Character backstory: Richter lived a fairly normal life in his village. He went to school, had good friends, and never backed out from a fight. He got good at combat quickly, though he lost as many fights as he won. At the age of 13, his parents told him to pay a visit to his grandfather, because there was something he should learn. Richter went, and his grandfather bestowed upon him the family's whip. He heard stories of the whip and how it defended the village, so he was keen on using it. His father used it often in his service for those who were having trouble with dark creatures. His family had a history for this, for it was a special whip, that protected humanity from the uprising of the Vampire Lord Maolmhuire. His grandfather trained him for a week, and his father for years after that, until Richter became a skilled wielder of the whip. At the age of 21, he was then allowed to set on his journey throughout the world. It was a rather normal journey until he was nearing his 25th birthday, when he received a letter from his family. A descendant of the Vampire Lord has allied themselves with the Lunamancer. He hurried through the villages, seeking those who knew about the Lunamancer, until he arrived at Arthfael. Here, he learned that in 3 days, there would be a meeting that would discuss the matter of the Lunamancer, so he stayed for it.

Character abilities: Excellent at using a whip. He can jump rather high and run fast. He cannot take many hits, however, and is a bad swimmer. His whip is particularly good against creatures of darkness. The whip is about 2 feet long. He prefers not to use magic, but if it is needed, he can cure certain ailments, like poison. This costs him a lot of his strength at the moment, so he uses it only if there's time to rest. He also has throwing knives, if he needs to battle from a large distance, and has good accuracy.

Current belongings: The family's whip and some green robes. He also has a few throwing knives.

Reason for joining: To burn the Vampire Lord back to dust, and the Lunamancer as well.

Additional information: Has an outgoing nature and will give help to those who need it.

Edited by Red'sCharizard
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Name : Ayla

Gender : Female

Age : 55 (Appears around the age of 20)

Species: Elven-human mutt.


Physical Appearance: A modest young woman without too many sexualized curves and definitely lacking in the rack department, she breaks away from the cliche associated with her kind by appearing almost childish interms of development. That being said, she is still quite young and inexperienced.


Her hair, white and akin to silk, falls down her body like water, bending at every curve, and staying close to her frame until it fizzles out just above her rump. Despite it's beautiful appearance, she often dismisses her hair by tying it away in a ponytail, or sticking it behind her hood.


As to be expected from someone who is, effectively, in her teenage years, her tone is sharp and holier than thou. Sarcastic quips and eyerolls are a packaged deal with almost every response of hers.


Character Backstory: Her young childhood remains an enigma to her, with her oldest memory being of when she was ten and "adopted" by a strange, farmer couple. Assumingly abandoned by her true parents, she Ayla grew up as a maid and general chore-doer for the farmer couple, never treated as a child, but rather a sort of being to do the gross chores when conveinent.


Timid in nature and not one to fight for herself, she was sort of content with this life, but as time grew on and naivete took hold, she rebelled against the "slave driver" parents she had and ran away.


Young, without much talents, and a foreigner in this world, she found it hard to get a footing in this vagabond lifestyle. That is, until she realized she could shoot arrows. With a talent to hone and her magical powers starting to take hold, she realized that she had an innate skill in terms of combat.


Character Abilities: In terms of combat, her only real strength lies in archery. While not the best in the world, she's not to be frowned upon when handed a bow and three arrows.


Sadly, shooting arrows can only get her so far. So, in most cases, she has to rely on what little magic she inherited from her elven side to be really useful in combat. Ironically, her powers don't lie in the clerical department, as most elves do, but instead the more paladin-esque field. For short bursts (Approx. 5 secs with a 30 sec cool down) she can "supercharge" anyone within reasonable distance (5 or so meters), making all of their attacks and her own considerably stronger.


Because of her limited magical abilities, if she uses this too many times in succession she will become drained and substantially weaker, thus promoting a sort of "right moment timing" style of magic useage.


Current Belongings: She typically wears robed clothing with darker colors, allowing her to blend into the shadows. That being said, her "armor" is a cloth robe that shrodes all of her body down to her shins. Beneath the robe she wears light, leather armor that's studded with some steel for added protection on those sweet spots.


Crossed over her back, she keeps her bow and quiver, neither of which stand out beyond being a typical long bow with standard arrows.


Reason for joining: Freedom and a sense of honor.

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Name : Roland Charleson


Gender : Male


Age : 30


Physical Appearance: 5'10", athletic build. Short, pale blond hair in a crew-cut. Full blonde stubble. Gentle light green eyes. Deep tan complexion. Fairly subdued nose and a brow that denotes wisdom beyond his years.


Character Backstory: Place of birth unknown. Family ties unknown. First recorded incidence of Charleson's appearance was during his late teenage years. Garnered local fame for his role in various werewolf hunts throughout the Sigeto continent. Expertise derived from years of survivalist living and subsistence hunting. Once the Leviathan was first sighted, he was one of the first volunteers sent to combat it. The last that was heard of his group was that they had left harbor. One years later, tales of a survivor from the early days of the fight against the Eternal Eclipse began to surface in the coastal town of Pescatia, in Éire. It was said that he was a lone ranger, a man who used a bow and arrows to protect the small town from the evils that threatened it. However, there was little sign that he existed save for the vampire carcasses found close to town.


Character Abilities: Superb marksman with a longbow. Crafts his own "trick" arrows including poisoned ones, explosive ones, and blunt ones. Skilled close-range combatant, but does not carry anything larger than a long knife for this purpose. Expert tactician and survivalist. His people skills, for a loner, are surprisingly good. His proper speech and dignity have lead those few who have met him since the first excursion to believe he is of noble birth.


Current Belongings: Mottled gray cloak, brown leather armor (jerkin, leggings, boots, and bracers). One longbow crafted from the wood of a 200 year-old yew. Two daggers (one 20" in length, the other 12"). Three throwing knives. One quiver (can fit 32 standard arrows or 24 mixed trick and standard). Travel pack.


Reason for joining: His experience with the Leviathan will be helpful to the group, in addition to his experience slaying werewolves. He was initially hesitant to return to action, but realizes the world's fate is ultimately more important than his own.

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  • 2 weeks later...
  • Support Squad

Name : Jared Shallicor

Gender :Male
Age : 32
Physical Appearance: 5"7, slicked back black hair, a single silver earring with a black gem. Has a solid build, though lacks a lot of muscle. prefers to wear simple black attire.
Character Backstory: Very little is known about Jared, aside from rumours that he offers the patronage of an unknown organisation for a price. Who this organisation is remains unknown, but several public figures have been threatened or eliminated by this organisation. We know of their existence due to the fact that several other individuals have been found to work with Jared in the past. As for Jared as an individual, it was a struggle to find his last name, let alone any other information.
Character Abilities: A jack of all trades, he is skilled with a variety of weapon types, ranging from swords, axes and clubs to crossbows, throwing knives and staves. Seems to possess some form of magic relating to his blood, allowing him to strengthen himself at the loss of his blood, manipulation of that blood or the use of this blood in a ritual to contact otherworldly beings. However, reports from witnesses, those left alive, say that these beings aren't subjected to his will, and often run rampant, only attacking Jareds enemies whilst killing any other bystanders.
Current Belongings: Has two daggers, a shortsword, a crossbow and steel-tipped bolts, two dozen throwing knives, several lockpicks, a set of leather armour and binoculars,
Reason for joining: Claims he is working for his groups interests and won't reveal anymore.

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Name: Seyt Karthage

Gender: Male

Age: 47

Physical Appearance: Seyt is 5"9, possesing a strong and lithe build and a clear complexion with hair brown like tree bark with strands of gray beginning to peak through in some places. He possesses rather high cheek bones, with A scraggly and unkempt beard and mustache siting upon his chin and upper lip, looking as if they haven't been touched by either comb nor brush in years. His eyes are an unsettlingly deep shade of amber, with a mysterious scar running across the left one, long since healed but still faintly visible from up close. His hair is shoulder length and near as unmaintained as his beard is. His nose is Straight, and a bit large compared to the rest of his face. a long, jagged scar runs diagonally across his stomach up to his shoulder blade.

Backstory: Place of birth and early life unknown. however, was a once powerful warrior who possessed impressive skill with a blade of any kind, Seyt is little more than a wanderer following his suffering a mortal wound and being left for dead in the middle of a wild grove while pursuing a man he once thought of as a dear friend, but had proven himself to be nothing more than a traitor. It was during his time hovering in and out of consciousness, bloodied and nearing his end, that instead of the reaper, an ancient looking man appeared before him, offering a way to escape the fate that was looming so heavily over the swordsman's head.

Left with little other choice, Seyt did not hesitate to accept the offer, willing to hear the old Geomancer out. The bargain was simple one, Seyt would be healed by the elderly fellow, but in return he would cast aside his blade and the way of the warrior and take on the man's mantle and power as a Geomancer so that the druid may rest at last and leave this old and withered life behind. Though his heart burned with fury and contempt for the one who'd left him for dead like this, the desire to not have everything end so young burned even stronger, and Seyt's fear of death won out over his desire for vengeance... and on that day he laid his sword by his side and took up a staff and the knowledge of the grizzled old hermit instead.

There was one other clause to the agreement the two made, however. The hermit had used his power and all that he had learned for selfish and oft times petty reasons when he was younger, and having grown old and withered, found himself unable to go about making amends for the past. And so with the staff and the knowledge, Seyt also inherited the old man's sins, made to wander the land using the abilities he'd been bestowed for better and more just purposes than the man who came before him... not due to a threat or curse or anything of the sort if he accepted and then didn't follow through... but simply because Seyt keeps his word.

For twenty years now he's wandered, traveling from town to town, city to city, port to port, hamlet to hamlet. For twenty years he's born the task of atoning for his predecessors blatant and widespread misuse of the power he had, going from place to place and setting a few things right occasionally if he has the capabilities to, helping those who cross his path who need it. Without complaint he goes, silent about his workings, and simply focused on where his feet shall take him next, and what he shall do there... and not even bothering to spare the time to think of the lies and betrayal he suffered two decades before...

Character Abilities: From his years as a Hermetic Wanderer Seyt has gained a great deal of knowledge about many places across both continents, and years of traveling almost exclusively by foot have left him in strong physical shape and given him impressive stamina and endurance.

His most notable assets however are his vast knowledge of Nature and Natural Magick, both of which he inherited when he became a Geomancer in return for having his life saved, being well versed in herbs and botany as well as poisons, though he his knowledge of the former far more often than he does the latter.

His Natural Magic is mostly oriented towards harnessing energy already present in the environment around him rather than conjuring up a new force, such as life force from plants or animals or the energy of a fire or of the earth. Though this manipulation using his magic allows him to put to quite a few versatile uses such halting a rivers current for a short while in order to cross or using fire as a weapon to incinerate assailants or the Earth as a shield, or harnessing the air to create winds and guide a ship, he focuses most on the harnessing of Life Force for the purpose of healing others, able to repair even mortal wounds and serious illness or envenoment if he is able to draw enough from his surroundings.

Of course, his magic is near fully dependent on the surroundings for it's power, and as such Seyt himself is often limited to working with what's around him; No fire burning anywhere nearby? Can't use fire then. No water nearby? can't control or manipulate it then. Not standing on solid ground (ex, on a ship) then can't harness earth, etc. In addition, the amount of energy he needs to draw is directly proportionate with how big of a task or effect he wants to achieve. In addition, he must be within the rough viccinity of an element in order to manipulate or harness it, (EX. standing by the river bank or at most a couple meters away, or the standing by a brazier for fire, etc.) and for Earth he must have an actual connection to the ground in order to manipulate it (standing on Natural stone and other minerals count as being connected to the ground, but standing on man made ones like cobbled stone or bricks don't)

Current Belongings: Geosyg: an ancient looking, blood red walking staff made out of warped wood which noticeably curves at the head like the bow of a boat almost. Has numerous names burned into it's length in a multitude of languages, presumably those of all who held the staff before him, some of which Seyt can manage to decipher but most he can't. Slightly boosts his magic when he's holding it, but he's become more than adapt overtime at using his nature magic both with and without the staff in his hands.

Aside from Geosyg, in his possession is leather bound journal containing a log of his journeying, Quil and Ink a morter and pedestal, and a pair of iron shears for harvesting herbs, and a leather satchel which he uses to carry it all, as well as a worn travelers cloak coated in the dust of the road.

Reasons for joining: Felt a moral obligation, believes that if he contributes to the fall of the Lunamancer, then his side of the bargain he struck years ago will finally be paid in full... though as to whether he would abandon this way of life or just continue afterwards are unknown.

Additional: He prefers not to draw too much from one source when harnessing life force, instead making an effort to spread out the draw over multiple ones so as to not induce too much stress of the contributor. He can harness the life force of himself and other people as well, but refrains himself from doing the latter and never resorts to the former unless in a dire situation where there's no other source.

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  • 2 weeks later...

Name : Bride Glas (Prefers Lady Glas)


Gender : Female


Age : 20


Physical Appearance: Long blonde hair, almost reaching a platinum color, spread like a cape behind her. In battle, she ties it up into a pony tail and combs her bangs out of the way of her eyes. Which speaking of, are colored an eery amber and look almost outlandish. Her skin is a pure white, and her body is very hourglass like with a large bosom. She isn't too tall or too short, and has a beauty mark under her left eye.


Character Backstory: Bride was born fourth out of eight children in the Glas family. They are a noble family in the Eire that hold a significantly large part of farmland, part of a river, and a keep. Common people whisper of the Glas family having ties with demonic beings, and that the most recent lady (Bride's mother) bred with a demon herself. In the kingdom the Glas family are respected in court, and known for supplying beautifully made clothing and musical instruments. Bride at a young age had trouble being recognized by her parents. Took all lessons befitting a person of her status such as horse riding, history, and sword fighting. Even after excelling at these, she was still ignored. Took up music, and went to study at different schools to master the art. Developed the art and graduated first of her class. Has been summoned back home as request of her lady mother. Set out on a journey to represent the Glas family in the recent conflict.


Character Abilities: In combat, Bride is the pinnacle of grace, skill, and concentration. Being brought up in noble combat, she is a perfect dueler, being concentrating on a single target, reading it's moves, and only attacking at the correct time. This leaves her weak against multiple foes, but at an advantage against a single one.



She has learned to apply her profession to combat as well. When playing her violin, her ocarina, or her castanets she finds herself and any ally hearing it becoming stronger. Different melodies and beats bring different effects from faster movements, stronger blows, or even affecting the opponents from making them drowsy with a lullaby, or distracting them with an upbeat tune.



Using magic Bride has also learned how to play an instrument, without even touching it. By enchanting her instrument with some of her magic she can make it float and play by itself. However, she still needs to keep feeding it magic, as well as concentrate on the beat and melody. She can fight with her sword while doing this, but it will require even more of her concentration than usual. She will find it difficult to communicate with her allies in anything more than short sentences. If she plays two of her instruments their effects are doubled, but she will be completely unable to concentrate on anything other than her magic and her sword fighting. Playing three at the same time or more becomes impossible for her, and she must completely focus on her music. Distracting her while she is channeling music can and will make her magic fail.



When more than sword fighting is required, her magical music brings the edge. A melody from her violin focused on one ally can bring their strengths to the level of a giant, or set an opponent on fire. A rondo from her ocarina can summon violent cutting winds or empower a tailwind to hasten one ally. Her castanets can make armor shatter, or protect someone with a magical shield. Overall her magic has several uses.



Current Belongings: She comes with a case where she holds her violin, her ocarina and her castanets. On a leather pouch she brings bear essentials such as a simple first aid kit, and coins. Bride also brings with her a golden hilt steel longsword, and wears a black frilly " battle dress", with skirts ending at her knees.


Reason for joining: To represent the Glas family and show the strength of the house, personally to finally make her parents proud.


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Name : Aku (and Sin)


Gender : Male


Age : 30


Physical Appearance: Aku is tall, large, bulky, and extremely strong. Due to his extreme physical training Aku's body is heavily muscled. His hair is very short, cut like a soldier's and pitch black, and his eyes are sky blue. The parasite that dwells within him is a completely black fur ball about the size of a soccer ball, with four tentacles, a large canine filled mouth, and two yellow feline eyes.


Character Backstory: Aku was born under another name, but now it is unknown. He joined an eastern school of martial arts near the border of Sigeto, and trained there his whole life. He has done odd jobs here and there until he took up teaching at the martial arts school as a full time job. He was often challenged for dominance over the Dojo and never lost a match. He won his black belt at age 25, and mastery over the three teachings. As a challenge he set off to prove himself in a nearby forest said to be haunted. He went in and after 6 days, returned. He claimed to have defeated "The Great Black Thing" that haunted the forrest, however the Dojo claimed he had been possessed and branded him with the name Aku and ran him off. Reports say he has been traveling the world ever since, talking to some being called "Sin".


Character Abilities: Aku has reached the peak of the human physique. He is able to channel his will, life, and spirit into "chakra". This allows him to fight unarmed on par with monsters, mages, or armored and armed men. He has a great strength, and is big enough to execute grabs and throws.



He has mastered his Dojo's three teachings: three stances that power up one's chakra. The first is known as the Dragon's Coil, where the user is able to channel chakra into a blast. It appears as yellow fire that flies through the air and feels like a punch to whoever gets hit. The size and power of it depends on how long he charges it.



The second teaching is the Tiger's Pounce. The stance powers up chakra, and makes it surround his fists giving them a blue hue. His next attack will be double the power, from all of the chakra charged up. He normally either uses Tiger's Pounce with an uppercut or a punch. The results are always destructive.



The third teaching, is the Demon's Influence. Aku will stand completely still in this stance, emanating a red aura. By concentrating he ignores pain, and absorbs the momentum of enemy attacks. As long as he is not backed, he follows up with a counter that is powered by red chakra and the damage he absorbed.



Additionally, Aku has his "partner" Sin. Sin is a parasite who has chosen Aku as her host. Since she deems him worthy, their relationship is more symbiotic. She aids Aku in battle, healing his wounds over time from inside. She can move inside Aku without damaging him, and sprout her tentacles from his skin to damage enemies. She can also sprout her eyes and mouth from his skin, either biting opponents or letting Aku see through her eyes.



Aku however suffers from Sin's parasitism. If he makes use of her healing too much, or simply over exerts himself he will be left too tired to even walk after fighting. He always has too eat two times the portion of a normal human, and must sleep 8 hours. If he doesn't get enough sleep or enough to eat he will be unable to use his chakra, and Sin's healing will be weakened. Sin is also crucial to Aku's survival: from the tunnels she has made inside his body, if she dies or is removed, Aku dies.


Current Belongings: Aku wears nothing but white robes, and his white belt. He walks barefoot, and carries a pouch filled with food.


Reason for joining: He joined at Sin's request, she has an extreme interest in the Lunamancer.



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