Ivan Angiel Suvorov. Also known as 'The Grey'
Paladin of Corruption
Kindly in his personal relations, an effective manager and brilliant strategist, Ivan displays all the characteristics of the ideal leader. However, this hides an extreme partiality to brutality that is unmatched in the whole of Allaria - a brutality that is backed with the conviction that he is doing the right thing.
An open savannah
a bottle of water,
pouches containing herbal medicine.
Ivan is an excellent swordsman, having been trained in the way of the knight. He often leads battle charges in displays of charisma, in order to inspire his troops.
As stated, he is also an excellent strategist, and can devise new ways to direct the flow of battle even whilst in the field.
Ivan was brought up to learn about the healing arts, and learned he did. He soon realized that his healing powers did not only heal - they also stimulated those areas which they affected; in other words, after being healed, his charge becomes stronger than ever, exceeding his or her own limitations in ways s/he could not have imagined beforehand. However, this effect is only temporary, as the other side of Ivan's abilities begin to exhibit itself - that is, the over-stimulation of the target's natural bodily prowess also exhausted his or her overall physiology, making them age and weaken much faster than normal. Not only that, this 'corruption' lasts until the afflicted succumbs to their own internal weakness.
This stimulation also has an intoxicating effect, effectively providing the afflicted with a 'high' similar to hallucinatory substances... except for the fact that every time they use it, they feed a part of their soul into it... which only hastens the degradation.
Ivan's greatest strength is the ability to inspire his troops and to actually lead them into any situation. This has instilled into quite a number of his followers a kind of die-hard fanaticism for him, who then act as his 'keepers', watching for any dissension amongst the ranks.
His knack for brutality, while usually an asset, sometimes turns into a liability, as it often serves to harden opposition against him. He does, however, continues to forge on this course, which is unusually stubborn of him.
He is, also quite inexplicably, afraid of carrots.
One bad ass healer you do not want to fuck with.
One Year - An experiment by Eclava
She was raised under the rule of Eclava, to be the perfect assassin - and the heir to the Chaos Executioner title. She is a very venomous person, and has been tapped to replace Edan-Es at Eclava’s side - indicating a more hands on teaching regiment, as well as a harsher rule for Eclava. With one as skillful of Sarahix, a lot more bodies will surely pop up.
Birthed to the Apotheoses, she prays to no God - though she has a obsession with Eclava.
Sarahix is not an odd case - in fact, her personality mirrors that of her creator. She is a violent sexual sadist - to some extent. She isn’t in it for the sex for the most part - just the feeling of excitement she gets when her target is suffering. She has a tendency to keep the subjects offered for her training alive for days on end, just to continue torturing them. Some believe that this is because of her extreme obsession with Eclava, as well as her child-like mentality - an excessive need to /prove/.
Cava was named after Eclava, to some extent, due to Sarahix’s infatuation with the woman. It was once a majestic deer, but due to the experiments Eclava heinously performed on the elusive snake woman, from a race that is even more exclusive than the dragoniod, her spirit animal was changed. It now resembles a deer with transparent flesh and viewable bones and innards. The animal is mute, except for a guttural yell that at times escapes it’s lips with another noise to breach into the real world. Her desire to kill is almost identical to Sarahix’s, though not for the same reason - she just likes the watch the spirit of another pass from the body and wander around the world.
Her world is a bit of a dreary forest, a light drizzle falls down though the clouds denote the appearance of holding back a mighty storm. Cava thrives in this environment, always hunting a prey that is not there.
A black whip, commonly left wrapped around her body when not in use. It’s hard to see due to it matching the deep black complexion of her scales. The tip of the weapon is barbed and poisonous. She prefers to use it to choke the life out of her victims - a slow, pleasing death.
A SkeletonBow, made from the strongest portion of bones from a varying amount of enemies. The string is that of a Elven WitchDoctor, magicked to be able to be used as such. The bow itself has been magicked to hold together despite the immense force she uses on it. It too matches the color of her scales.
As black as the darkest nights, Sarahix has been altered to be the perfect Assassin. She picks little to none, and mostly then only to Eclava. Her emotions have been all but stripped from her via excessive experimentation. None have been able to connect her to a assassination, but the Apotheoses higher ups know how high/low her count is. Their only qualm with her methods, however, is that she spends too much time ‘playing’ with her prey instead of getting the job done.
Being experimented on by Eclava left the girl with an unusual infatuation with the woman, to the extent she started picking up on some of her traits. The biggest one she picked up was the skill of execution. She has almost mastered this art, but is still a long way away from Eclava. Her preferred method is to use her tail, or a whip, to choke the life out of her target.
None - excessive experimentation has halted her magical growth, assuming she had any in the first place.
Her tail is remarkably strong, and her scales are highly defensible. Given her method of travel, she is very agile and quick, often using a combination of her own innate skills to attack, immobilize, and torture her kill. She is considered by the Apotheoses’ to be the successor to Eclava, perhaps not in rank, but in killing potential.
Her black as starless night nature allows her to blend in with the environment at night, combined with the chameleon genes Eclava used to experiment on her with, she can also change her color to match the environment around her. It was once stated that, after receiving the initial gene splice, she hid in the room for days, until Eclava came - she then immediately came out and coiled lovingly around the woman’s legs, until she was reprimanded horribly.
Sarahix has no threshold for empathy and sympathy - and this is often her downfall. She has a child-like demeanor when it comes to killing, even if a person is begging, she takes her time. This is due to being relative to a newborn. She’s been nearly caught multiple times, and is currently on probation for it.
Her obsession with Eclava has taken a terrible turn - she has been cited as willing to risk her life for the life of Eclava at any moment and Eclava has seemed to have no problem putting this to the test. Most of the missions Sarahix has been used on were ones that had a high risk of failure and death. She has no knowledge that she is being used like this due to her blind faith, and none seem interested in telling her, for fear of their lives.History:
Post Sample: (Can be a link, or a freshly written piece):
Personality: Markith, unlike most minotaur, has survived enough battles that his bold and straightforward nature has been tempered by a level-headedness that is relatively rare in his race. Markith’s straightforward nature makes him blunt, brutally honest, and lacking in any tact whatsoever during conversation. When he speaks, he says exactly what is on his mind, which is something that he’s noticed is a dangerously fatal flaw. Instead of gaining a bit of conversational tact, however, Markith has just learned to remain silent in an age where outspoken views got one killed at the drop of a hat and thus has become an overall quiet and contemplative-seeming individual.
He remains a devout follower of Sargas despite never having met the Unbreakable God himself. Markith, however, remains undaunted, and continues to worship and tries to be a morally upstanding symbol of his god. Though Markith yearns to preach about Sargas, he’s well aware of just how quickly such actions would get him killed, and thus has become very close-lipped about his religion.
Spirit Animal: A rugged, scarred boar.
Spirit World: A small temple to Sargas sitting at the summit of a mountain peak.
Equipment: Markith wears heavy plate armor over thin leather armor. His armor is simple and unadorned, but functional. His sword has been recently replaced, and is simple almost to the point of crudeness, though like his armor, it is sharp and gets the job done. His shield, on the other hand, is different from the rest of his equipment. It formerly bore the visage of Sargas on it, but after Rocoa was taken by the Apotheoses, Markith had it discretely altered by a blacksmith to be a more generic minotaur head to avoid punishment. Underneath his armor, he wears a simple tunic and baggy pants. Over his armor, he tends to wear a light brown cloak that covers his armor and keeps it safe from everyday dirt while making him slightly less conspicuous and imposing looking. and In a small hidden pouch inside the chest of his tunic, he has an amulet with the likeness of Sargas on it, a small token of his religion that he refuses to part with.
Other miscellaneous stuff he has…
-Rations and waterskin
-A couple of old, battered books (non-religious in nature)
-A stone from the Mountain of Sorrow about the size of a human fist. The stone isn’t anything special, just a rock and a piece of home. Though Markith could hardly be considered a skilled artisan, he’s managed to carve a few crude good luck charms into it.
Major: Combat skills. He’s trained in using two-handed weapons, but has specialized in using a sword and shield both offensively and defensively.
Minor: Religious knowledge. Being a man of religion, Markith is a wellspring of knowledge about the gods and Old Council. His knowledge of the new council, however, is little better than the average person’s.
Magic: Markith has several self-buffs that he can utilize, all of them defensive. He can temporarily bless his armor and own hide two separate ways, both of which adjust the properties of the object in question. He can either strengthen it to make it harder and more resilient or alternatively bless it to ward off undead, his hide/armor burning any undead that touch it. Only one “enchantment” can be active at any given time, and takes some time to recharge after deactivating, so he can't switch enchantments immediately. He can also regenerate from light to moderate wounds if he’s given a few minutes to concentrate (as in, not in combat). More serious and life threatening injuries, however, break his concentration, and he can’t regenerate from them.
Strength: -He’s built like a tank, and about as hard to bring down.
-Slightly above average strength for a minotaur…really freakin’ strong in the grand scheme of things.
-Less brash than the average minotaur...leads to a lesser tendency to fight suicidal battles.
-Ever get full on charged by a minotaur in heavy armor barreling down on you shield-first? If you have, it’s a miracle you lived to tell the tale. It’s a lot like a building falling on you.
Weakness: -Heavy armor and all the weaknesses that come with it. He’s very slow, very noisy, and sinks like a brick.
-Straightforward and blunt personality makes him fairly poor at politics and most forms of diplomacy. It also makes him dislike utilizing most forms of skullduggery, though he’s noted its necessity.
-Very little conversational tact. He knows well enough what he can and can’t say. The trouble for him is how to say it without being blunt as a stone wall.
-He’s big, he’s in plate armor, and he’s got a fancy shield. He’s pretty memorable.
History: Religion runs in Markith’s blood. The son of a priest of Sargas, Markith has been surrounded by his religion since birth. He was born in the minotaur’s native lands around the Mountain of Sorrow. He led an unremarkable childhood, raised as most minotaur have been. As he came of age, Markith decided that he wished to follow in his father’s footsteps and become a priest, but instead, wished to be a missionary of sorts and preach to the minotaur who lived abroad. He believed that those who lived outside the minotaur’s native territory had become somewhat misguided and were to be brought back to the “proper path” under Sargas.
And so, as a young, brash bull, Markith set out to find wayward minotaur to convert. In the years since, numerous experiences, including several duels of honor (most of which were started by his brutal honesty offending another) and a brief stint in a Menover prison for public disorderliness, Markith’s zeal and brashness have been pacified to a great degree, and he has become a much more levelheaded individual. Markith never found a fellow minotaur to convert. All that he met either already worshipped Sargas or had little patience or interest in religion to begin with, and he had never been particularly good with words, which were a missionary’s primary weapon. Markith was too ashamed to return home in utter defeat after failing to bring a single minotaur under the worship of Sargas and instead settled in Rocoa and became a sort of freelance do-gooder.
Since Rocoa fell, Markith’s life has taken a significant turn for the worse. He is no longer allowed to freely practice his religion, and must instead pray in secret, which is a cause of unending chagrin for Markith. He is forced to live a life rank with dishonesty, secrecy, and concessions his pride can only stand out of necessity, and he’s having difficulty adjusting. The only thing that keeps Markith in line is the fact that facing the Apotheoses alone would be suicidal. He needed allies, which was something he didn’t have. Or, at least, he didn’t until recently.
During one of Markith’s nighttime prayer sessions, one of the Apotheoses, Fananatu, “stumbled upon” him. Though Markith suspects Fananatu has known of his religion longer than he lets on, he has no way of proving it (GM’s discretion on whether Fananatu has known for a while, or legit stumbled upon Markith). Markith expected death, but instead received an alternate and far more appealing proposal: help kill Eclava, or his secret would be revealed to her personally. Markith allowed Fananatu to believe he was being blackmailed, but he was more than happy to do whatever it took if it meant he could wring the leader of the Apotheoses’ neck before he died.
Dialogue Color: Cornsilk
Post Sample: http://roleplayerguild.com/showthrea...-kingdom/page4 (first post, right there at the top)
Last edited by BlckDmnd; 11-22-2012 at 08:45 PM.
"With colors never faded, reckless and unabated. They may take me but never take us all."
This is terrible.
Get it out.
Now, lemme read it.
- - - Updated - - -
1) Seems good.
2) To keep you from switching enchantments every moment. I'd suggest a dead period between switching them. So, say you have... the undead one.. once you stop it, it'll be a turn of no enchantments, and then a you can switch to the other.
Otherwise, looks A-okay to me.
Alrighty. I'll pop a sentence in about that, and then get to posting, though I doubt I'll get it up until tomorrow.
"With colors never faded, reckless and unabated. They may take me but never take us all."
That's fine, you people have a few more days to get your posts in.
Name: Mars Murthull
God: None, she used to worship Lloth with Damian in her childhood... but she forgot about that pretty quickly.
Appearance: Just like Damian, she is quite beautiful to the standards of humans. She has a delicate and pure appearance that calls a good amount of attention to her, and she knows how to use it to her advantage.
Personality: The terrible events of her life have left her with a very cold and sadistic personality. She has a great deal of hatred towards the apostheoses, knowing that it was their agents who murdered her family and held her captive for most of her life, and kills any of their soldiers she is given the chance to, preferably slowly.
Spirit Animal: The Mythril Golem
Spirit World: Home of the Colossi
Equipment: She has a wide variety of beautiful dresses and clothing that help accentuate her beauty. She also has 5d6 giant golems in her inventory at all times.
Construction: She has a natural talent towards any kind of construction/engineering, whether it be magical or nonmagical. She can usually understand how buildings, machines, and constructs work on sight... She can also see their weaknesses....
Beauty: Her amazing beauty will make most creatures think twice before killing her... no one wants to be the one who took such a pretty thing from this world.
Magical Construction/Spirit Spreading (Creating Constructs): Her magical ability takes 2 forms...
Construction: First she has the ability to use her magic to mold elements to her will. She can construct barriers, pillars, or her golems through this magic. She is able to mold Stone, sand, dirt, wood, metal, bone, and even flesh into the form of constructs, along with a variety of other materials that might require a bit more energy. This magic cost more of her spirit depending on the detail/size of the creation and the hardness of the material to mold.
Spirit Spreading: By bringing a piece of her spirit into her creations, she can give life to them. Her creations would remain completely loyal and subservient to her once given life. The spirit left inside the construct would return as soon as: the construct is destroyed, the spirit inside the construct or her body becomes too weak to hold it up any longer, the construct goes too far away from Mars, Mars simply wants it to return to her, ect. . The spiritual cost of bringing life to and holding the construct would depend on how big the construct is and how much time she has to bring life to it.
Strength: She is very beautiful and she can create constructs... She is also incredibly intelligent.
Weakness: She is not worth shit in any form of combat, she isn't that fast of a runner. If she is caught without anyone to protect her, she could be in trouble. Also her beauty can attract some... unwanted attention.
She is Damian's sister who was kidnapped by bandits when Damian was 20 and she was 10. She watched her mother get raped and her entire family get killed (To her knowledge, since when she was taken... Damian was lying on the ground mortally wounded.). After that she was taken as the bandit leader's personal slave. The bandit leader didn't have a taste for little girls so he didn't rape her for the first few years of her captivity... Maybe a few times after that.
She eventually noticed her ability to magically construct things and bring them to life... for a good while she kept that hidden until one night, when the bandit leader was attempting to rape her, she created a snake out of the earth around her and tried to have it bite the man's dick off... She succeeded in castrating the fuck.
Instead of killing Mars, the bandit leader (Who was a low rank leader of the Apostheoses) decided to give her as a gift to the sadistic Eclava (in order to further his development in the empire.
She has been living as one of Eclava's sex slaves since... going through torture after torture for Eclava's pleasure.
Dialogue Color: Spring Green
Name: Eryx Baird
Appearance: Eryx Baird is a medium sized human male, with gangly arms and thin legs. His flesh is a sickly gray with hints of gangrenous rot around his nails. A wild shock of bone white hair crowns his head. Deep set, red-rimmed eyes accent the hollow cheeks and aquiline nose giving him an unsettling appearance.
Personality: Eryx is a quiet, introspective man who is bookishly fascinated by death and the transformation the body goes through after the spark of life leaves the body. However, his passion is to bring life back into those bodies, by taking fastidious notes and recording his experiments he hopes to bring back the dead, no matter how long they have departed for other existences.
Spirit Animal: The Condor is his spirit animal because among the peoples of the south the Condor represents death and rebirth, the mystic cycle of transformative life. The Condor also represents prophecy and knowledge concerning the death of a loved one. The last spirit link that the Condor offers is the ability to understand the cycles of life and death with dispassionate eyes, understanding that death is merely the purification of life to advance along the spiritual path.
Spirit World: A dark, mountainous region where as a condor he can soar on the thermal updrafts watching the games played between life and death.
Equipment: He wears black and gray robes on his frame and black fur-wraps on his feet. He wears a black wide-brimmed hat upon his head that has a black and white condor feather that rakes back on the right side, attached with the sinews of a Minotaur. A six-foot knotty black oak staff that is inlaid with bone fragments and crowned with a human skull, adorned with large gleaming rubies inserted in the eye sockets. The Black Codex of Asclepius, the Grimoire of the Dead. He carries a long, black dagger with a bone handle in a sheath made of minotaur flesh on his left hip.
Skills: Major- Necromancy. A necromancer is the mortal practitioners of death magic, commonly referred to as necromancy. By channeling their knowledge of the arcane into manipulation of the forces of life and death, necromancers are the Black Chuirgeons of Asclepius, a twisted following who strive to bring back and command the dead.
Necromancers are spell casters whose magic manipulates the power of death. In calling upon this power, necromancers risk being consumed by it — until eventually they join the ranks of the undead. Necromancers twist arcane magic to manipulate the power of death. Commanding the undead, generally as servants to carry out their foul and nefarious desires, the necromancer gradually takes on the characteristics of the dead — hollow eyes, shambling gaits, pallid and sunken skin, foul odors, and so forth.
Minor- The anatomical knowledge of pressure points and meridians. By studying and understanding anatomy, Eryx is able to apply touches and pressures to help alleviate pain or conversely inflict pain on those same points. Using this skill is how he primarily makes money as well as studies the effects of pain upon the body.
Raise dead. Eryx is able to raise a recently dead body as a servant that lasts for several days at the expense of his health. To raise the dead requires an intense ritual that requires Eryx to spill his own blood upon the corpse to animate and bind it to him. This ritual takes about fifteen minutes to complete but once completed, the body will rise and serve Eryx for a maximum of 96 hours or four days. If the ritual is interrupted in any way, he cannot attempt to raise the dead for a full 24 hours as his body needs to rest and recoup the energy spent. Currently he can raise a human body or smaller but as he grows in power larger beings and creatures are not beyond his power.
Speak with the dead. Eryx is able to speak with the recently dead, as long as he has some artifact that held value to the dead while they were alive. He creates a circle and places the item within it, beginning the ritual spell of summoning. The dead appears as a translucent image within the circle and whiles others can see the summoned spirit, and it can conversely see them, it cannot respond to anyone except Eryx.
Bone Binding. Eryx is able to fuse bones together and to other objects to create armor or weapons.
Strength: His most obvious strength is his constant seeking of knowledge. He craves understanding of life and death and what lies beyond. This focused nature helps him work through complex problems quickly. A second strength is the fear that he can instill in people once they realize what he is and what he can do.
Weakness: The major weakness of Eryx is his detached and often insensitive demeanor he has toward all living things, seeing them as objects to be studied and experimented upon rather than creatures with feelings. Another glaring weakness is the lack of actual martial skills possessed by Eryx, while he looks impressive in his black garb, unless he has a minion he is quickly overwhelmed by even those with the most meager of martial training.
History: Eryx, a curious young boy found himself wandering a battlefield after a savage raid by the Minotaur upon his village. Dazed and bloodied he stumbled upon a Black Chuirgeon performing a ritual to raise the dead. Hiding behind a pile of bodies he watched in fascination and horror as the necromancer brought back a rather large Minotaur to serve him. The Black Chuirgeon quickly discovered Eryx as he huddled behind the stacked bodies, trying to raise a small dead cat, by imitating the necromancer’s words and movements. The Necromancer took him under his wing and began teaching him the Black Codex of Asclepius, the Grimoire of the Dead that all necromancers carry with them. It is their book of rituals and rites that help them understand the mysteries of life and death.
Dialogue Color: Golden Rod
Post Sample: What?
Last edited by Skallagrim; 11-28-2012 at 03:11 PM.
The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.
"Grieve not, wise warrior. It is better
to avenge one's friend than mourn too much.
Each of us must one day reach the end
Of worldly life, let him who can win
glory before he dies: that lives on
after him, when he lifeless lies."