The creation of Velwin is shrouded in mystery. Gods came and went, shaped the world as they pleased, and dueled each other in our realms. Cultures rose and fell, disappearing into obscurity as if they never existed. The planet was anything but stable. People, cities, and entire stretches of land changed daily at the whims of the gods during their disagreements.
Soon, it grew to be too much for them to handle. Their battles grew in intensity, as did the dramatic changes in landscape. In an act that effectively ended a stage of history in a violent and devastating way, the gods had a final duel. Some fell immediately. Others went on to fight over the course of a century, tirelessly and ceaselessly, backed by armies of their faithful followers. They all had the same fate, and all of them eventually died in this battle.
This was not the last the world had seen of them. Remnants of their powerful spirits collected, while their bodies became catalysts for the development of landscapes. As they became one with the planet they fought so hard over, their souls coalesced. From their combined power came a 'seed' of life, meant to repopulate the planet after it had been so devastated by their wars.
This seed became a figure of legend. A tree of life, a symbol of bounty and restoration in many cultures. The tree did as it was made for. From the scorched earth, life began to return. It was a slow, grueling process. Unfortunately, there was a fatal flaw in the tree's existence. Technically, it was a god. It reacted to the prayers of the needy, without bias or hesitation. It was shaped by the thoughts and love of those it answered. But it was also shaped by their hate.
Hate was a very powerful force. As time went on and cultures grew, so did disagreements and skirmishes. Wars broke out, and with all sides praying to the tree, it was unable to comprehend what it should have been doing. Many prayed for destruction and death of their enemies. Few prayed for salvation. It had no choice but to oblige all sides.
The tree became a corrupted shell of itself. It twisted into a form that allowed it to usher in destruction, and roamed the world. None in its path were spared. Empires that had ruled for centuries were hopelessly crushed, tribes that lived peacefully on their own were removed from existence. It was an unstoppable force, and many began to accept that the end had come.
Not everyone wanted to cower and die without a fight. While few and far in between, some brave souls stood up to fight. Their names have long since faded into obscurity. All of them took up arms, and intended to do what was thought impossible. They planned to kill a god.
Years of preparation built up to the battle. It was thought to be the world's final, conclusive fight. The weight of the world was on their shoulders, and the fate of the masses rested in their hands.
What exactly happened has been lost to history. All that is known that few survived the encounter. The spirit of the tree had been sealed away, and its body rooted to the earth and remained in place, an eternal reminder to the world of what had occured. The land around the twisted tree was abandoned, and with time, became an uninhabitable wasteland.
Millenia passed, and with no threat from a primordial force, people rebuilt. Some races died off due to natural causes, while others rose from the ashes left behind. Eventually, a golden age of prosperity and peace began to form. People had taken to worshipping gods again, and technological advances were commonly made. It took time, but finally, culture had reach a point of all-time stability.
Recent news of disappearances have begun to spring up, however. The only evidence linking them have been a small metal coin left behind where they were last seen, decorated with a lotus flower and a saying. "Nothing shall last."
Investigations have led to nothing. No bodies are ever found. The people who disappear are usually completely unrelated. Merchants, wandering adventurers, librarians. Links between the victims are generally nonexistent. The only thing that could be done to try to prevent more disappearances was to increase city security.
Unfortunately, even that isn't enough. People continue to disappear. Tensions rise as kingdoms accuse their enemies of assassination. The world is threatened by another looming war.
The current and dominant species of human, the Teryn are well known for their tenacity and ability to expand in even the most unlikely situations. Since their initial appearance in Velwin, they have been survivalists. As a result of their adaptability, physical appearance varies wildly, depending on what part of the world an individual is from. Culture is just as varied as appearance, and dozens of different religions are followed. There is a predominant religion, however, that focuses on the worship of the goddess Alesia. Followers of her have constructed massive and beautiful temples of worship, and belief in her has even spread to other races. One of the accomplishments of their faith was the creation of an entire kind of magic fueled by belief, variably called white magic or miracles. They are often centered on healing, but offensive ones do exist, often specially crafted to combat 'evil' creatures.
Generally shorter than other races, which has earned them the nickname 'dwarf,' Dvergar are easily the most advanced race in Velwin. Their society mostly centers around trade, industry, and a long tradition in their culture, smithing. Common exports from Dvergar cities are firearms and golems. Religion as a whole has little place in their belief system. They prefer celebrating achievements of their ancestors, and a common fortress has no temple. Not all members of the race are inherently atheistic, but to meet a Dvergar monk would be rare. Males of the species are noted to have beards, and the association has reached the point where their helmets are decorated with beard-shaped designs. Dvergar ale is something they are particularly proud of. Its brewers brag about its potency, with a common description being 'strong enough to knock an ogre on its arse.' The boast isn't far from the truth.
The telltale signs of an Alftar are their ears, claws, and height. One of Velwin's elven races, the Alftar are generally considered some of the best alchemists in the world. Cities constructed by them are very often buried deep in forests, giving them a sense of isolation. They are never invasive, and are built from stone and still-standing trees. The people themselves are noted as being deeply spiritual and at peace with nature. The goddess Seraan is their primary focus of worship, but many smaller religions focused on various nature spirits to exist. Their fingers and toes end in small, hooked claws, which while not useful as weapons aid them in climbing trees and walls. An interesting part of Alftar tradition is their bond with forest drakes, small dragons that inhabit the woods around their cities. At birth, an Alftar infant and a drake hatchling are introduced. They gain a lifelong bond of companionship, and should one of the pair die, it's common for the other to take their own life soon after.
A race of giants from a land to the far north of Velwin. They are a rare sight outside their freezing homeland. Very often dark-skinned and heavily muscled, they are renowned for their skill as incredible warriors. Their strength is demonstrated simply by their ability to move while wearing heavy plate armour, and their weaponry is often too large for a lesser race to even dream of wielding. Magic in their society is rare, but incredibly respected, as it is generally only used by their shamans. Religion focuses on an unnamed goddess, and little is known about their ceremonies other than the brewing of a special tea and the offering of wooden carvings. They are distrustful of outsiders, but they are incredibly loyal to a fault. In their culture, names must be earned. If a Jotun calls someone by name, especially a member of another race, it is a sign of utmost respect.
A fairy reclusive race, the Oghren are a female-dominated society that generally stays within the mountainous regions to the east. Many stereotype them as brutal and barbaric, due to their ferocity in battle, but below that lies a surprisingly respectful and artistic culture. While hardly seen outside of their cities, they are masterful sculptors and jewelry crafters. Their main religion focuses on worship of a goddess of fertility and peace, and while many would prefer calm lives, warfare is an inescapable part of their culture. Animosity with Alftar and local wildlife have resulted in them becoming expert weapon makers. Their armour has a distinct appearance to it, utilizing layers of cloth, leather, and metal scales rather than full plates. They are not very advanced, but their weaponry rivals the strength of Dvergar-made equipment. They are physically imposing, and their skin often ranges from dark gray to a greenish shade.
One of the more inhuman races of Velwin, the Meerah evolved from a race of intelligent felines. They only recently have come to be known by the general public, and as a result, are fairly rare outside of their homeland in the jungles to the south. Stealth comes naturally to them, and more than a few Meerah rogues have surfaced since their introduction to the public. They are not very tall, averaging five and a half feet tall, and they are often not very strong, even in comparison to Alftar. While they have an upright body shape, their faces are an odd halfway point between humanoid and feline, and their limbs are proportionately long in comparison to their bodies. Their culture mostly focuses on hunting and gathering, but they are integrating into society relatively quickly.
Short, thin beings that somewhat resemble a cross between Oghren and Alftar. They only reach about four and a half feet in height, and have proportionally large heads and even larger ears. A common name for them is 'goblin,' but they find it offensive. In their language, it means 'stupid one.' Their skin colour varies greatly depending on where they live, but the most common shades are brown and green. They are smaller in build than most other races, so their armours cannot be used by them. However, their weapons are of surprisingly good quality. While not particularly beautiful, they are built to last, despite being constructed from bone and iron. Magic in their society is seen as distasteful, but it is not impossible to find a Velkrin mage. They are generally much smarter than their more mundane brethren, to the point of sometimes exiling themselves from tribes due to disrespect and finding average Velkrin intelligence infuriating.
Large sentient insects native to the swamps of Mortyon. They take on a somewhat humanoid form, but are noted to invariably have hunched backs and digitigrade legs. Due to their size, they cannot fly, but their wings are extremely useful for making long jumps across bodies of water and canopies in their homeland. Their faces, while not very humanlike, have non-compound eyes with a wide range of movement. They have two pairs of arms, a large set of 'main' arms attached at the shoulder, a smaller set of secondary arms below the chest. They can be folded away when not in use. Their main religion worships no gods, but the swamp itself. In some less civilized Korris villages, live sacrifices are made. Most prefer to offer small ornaments made of wood or beads. Their home making is extremely unique, as there is little dry ground to work with for stable wooden homes, they instead grow a kind of enormous fungus native to certain parts of the swamp into large, hollow buildings with supports built on the insides. In addition to excellent camouflage and protection from weather, they're very cozy and easily grown in weeks.
The descendants of a clan of Alftar that started a war long ago. They resemble the Alftar on a whole, down to having similar claws and ears, but their height, skin colour, and hair are all starkly different than their forest-dwelling cousins. After the clan lost the war, a powerful druid cursed them with a blight for their crimes. Their skin and hair became sickly pale, and their eyes became extremely sensitive to the sun's light. They became nocturnal, and while they tried to stay in the forests of Eridis for as long as possible, they eventually moved into cave systems. A great majority stayed there, while some ventured out to make other settlements. Over time, the blight faded, but their bodies remained the same. They are shorter than Alftar on a while, more comparable in size to the average Teryn, and usually have more muscle. Skintones are invariably some shade of grey, with individual families known to have slightly purple or blue tinges to it. Males commonly have white hair from birth, rarely having other colours, while females tend to have hair that's shades of silver, red, or very dark purple. Commoners wear clothes made from leather, due to the rarity of cloth in their home. Dokalfr weapons have a distinctive curve to them, and are almost always made from either steel or the black metal that comes from their mines. Religion is a touchy subject. Many worship Seraan, but many others dislike the Alftar goddess for not aiding them when they were cursed. On a whole, however, there is little animosity for the race. They've been known to offer respite to wounded Alftar soldiers and hunters found during night travels.
Feel free to suggest your own.
Various places in the world. This list will be constantly growing with adventures.
Ardon, also known as the Midlands due to its geographical location, is the most densely populated part of Velwin, and one of the largest countries in it. Most of it consists of comfortable fields, woodlands, and mountains, littered with small villages and large kingdoms alike. Rivers are common, and one in particular nearly bisects the country. Its main inhabitants are the Teryns, who separate the land into kingdoms. Larger ones may consist of multiple cities, ruled by kings and queens, while smaller ones may be ruled by dukes and the like. Despite the idealistic beauty of the country, it’s by no means completely safe. A variety of monsters, both magical and mundane, litter the less explored wildernesses. And while less monstrous by some definitions, warfare between enemy kingdoms is common.
Falone is a kingdom that lies within the midlands, well-known for its large port connected to a river that nearly bisects the country.
Due to its location, it's both a great trading spot and travel post, and the local farms are very fertile. The farms consist of both food and the city's main export, grapes for both food and wine. Its construction is rather grandiose in style, with high arches and bridges over the water that flows through the city. Travel by gondola is useful for those who can afford it. The kingdom's army is notable for their unique warhammers, named after their place of origin. It's a comfortable place to live, though they have a rivalry with Krendall.
Goldenburgh is a smaller city outside of Falone’s borders, ruled by a duke and his family. A popular trade post, its attractive decoration and high standards of living make it a common stop for weary adventurers and traders alike. New to its development is a Dvergar train station, built help from the inhabitants of the fortress of Stormfang. It’s a single rail that only goes one way at the moment, but with time and money, it could prove itself an invaluable asset for inter-city relations and economical growth.
Krendall is a kingdom whose industry mainly revolves around fishing and trade. It lies south of Eridis, near the sea. Its location allows for a culture and industry revolving around sailing, with special respect for fishers and sailors. It is a very pleasant place to live, for the most part, but vicious rivalries with Falone make for hard times on citizens, as nearly all resources are dedicated to the soldiers. Its architecture consists mostly of stone, with small arches and sloped roofs being common decoration on many buildings. It has a very large docks district, which boasts an impressive capacity of 200 full-sized ships.
Marveila, a kingdom to the southwest of Ardon, is a melting pot of culture. It shows influence both from southern Teryn culture and northern Mizuho culture, mainly in fashion, cuisine, and music. Stringed instruments of various types are commonly made here, and recipes originating in the kingdom have proven popular across the country. Seafood and pasta are both staples for rich and poor alike, and due to their close relationship with a Mizuhan trade port, ships are set out on an almost weekly basis.
Eridis is the native country of the Alftar. It is divided up into twenty-five territories, generally referred to as forests. Each territory is represented by a King or Queen in a Council that discusses affairs of state and is led by the Emperor or Empress. The titles are inherited. While each forest technically has equal say in the Council, larger or more influential forests can easily sway the weaker forests to their side by applying pressure.
Alftars generally feel more loyal to their forest then they do to their country. There is constant infighting to gain more power and control in the Council for the good of the King and Queen's home forest while generally disregarding the rest of the country's welfare. Certain forests in fact openly despise each other due to old wars before all the forests came under one ruler, although the current Empress is attempting to unify the country.The forests are divided by natural boundaries, such as rivers and particularly hostile areas. Customs tend to vary from forest to forest, although some overarching systems and values remain the same, such as the bonding of Alftars to forest drakes at a young age.
Eridis is a largely self sufficient country, and prides itself on this. It's main exports are lumber and crops, and native plants that are said to enhance magical ability. It imports little besides metals, due to Eridis' lack of mines.
The forests are named after the current ruling family. The most influential ruling families are generally considered to be the Li'crises, Alderodes, Zylants, and the Hmat. The Imperial family is the Delantis.
Yllaid, while not the capitol of Eridis, is a large and very notable city within the forest. Travelers commonly come to its gates, where they are greeted by a beautiful city carved from green-tinted stone and wood. Homes are integrated into the trunks of ancient trees, hollowed either naturally or artificially, or built from stone at ground level. Stairways and walkways stretching above the streets are common, as are multi-level apartments and bazaars. A temple lies near the eastern gate, housing an ancient and sacred fauna called a crystal tree. They're believed to be the source of the magic crystal that Alftar use for making weapons, armour, and tools.
Ilianta is a smaller town, located near the border of Ardon and Eridis. It, like a majority of the towns in Eridis, is made primarily from stone, or built directly into trees. Despite its smaller size, it can be just as busy as Yllaid during certain times of the year, depending on merchant routes and seasonal trades. One of its attractions is the very large and extensive library, an archive of history that dates back thousands of years. The library is attached to a building that sees use as a university, where many aspiring young people from around the country come to study magical arts.
Beneath Eridis lies a large underground community called Svaltar. It acts as the home to the Dokalfr, and while previously quite barren, it's grown into a thriving home for them. Wood and the exteriors of large fungal pods are used for construction purposes, and crops are almost exclusively for food. Cloth is a luxury, reserved for the flowing robes and cloaks of Dokalfr nobility. A great majority of citizens have taken to wearing leather made from a species of worm-like reptile that lives within the caves. Mines have been dug deep into the cave, where a light black metal has been discovered and put to use by the city's inhabitants. Most of the cave is illuminated by giant glowing fungus, rumored to be inhabited by Fae spirits, and the few rays of sunlight that reach the underground through holes in the ground. Temples do exist, but many see disuse.
The Dragon's Ridge
The Dragon’s Ridge is a range of high mountains surrounding sunken valleys to the north of Ardon, named due to their resemblance to a massive dragon skeleton covered by stone. A popular tall tale for travelers, the myth may have some credence. Ancient dragon bones, a valuable smithing material, are occasionally found in the mines. The cities, called ‘fortresses’ by the royals and guards, are mainly inhabited by Dvergar, and are almost always demonstrations of technological genius. The weather on a whole is much colder than that of the Midlands, and snow is common.
Each fortress has a specific purpose to further the progress of the Dvergar race and the world on the whole. Some are meant to be simple colonies, others are used purely for mass mining and smithing. Particularly large fortresses consist of multiple levels connected by elevator for easy travel. They may extend both deep underground and into the mountains, and almost invariably, the palace and high-class homes rest on the mountain peaks.
Stormfang is by far the largest Dvergar fortress in the world, a multi-level city that is the grand statement of the race’s advancement. It’s home to airship ports on various levels near the mountain’s top, train stations on the ground, and rails around the mountain for scenic travel around the fortress. Below it lie the mines, so comfortingly called ‘The Hollows’ due to their massive size. They have broken into various cave systems, many of which are still unexplored. Sightings of mysterious creatures are reported commonly, and while altercations with them are rare, many miners are worried.
Even further north, the weather gives into sub-arctic conditions. The mountains on the furthest edge of the Dragon’s Ridge form a natural border, but open up in a few places into a land called Isvarlden. Near its southern edge, it is thick with taiga forests, large rivers, and gently rolling hills. To many, it’s a beautiful and ideal place to live, if a bit chilly. Large cities are nearly nonexistent, and for the most part, settlements are small villages or tribal camps. The occasional big city has been constructed, however. Strewn through the wilderness are large, mysterious ruins. They show evidence of magic and advanced construction in an ancient society that once inhabited Isvarlden. The locals, however, lack the knowledge or motivation to decode their secrets.
Nemeta are quite common, in simple sacred grove and decorated temple variations, and often see use by the local Jotun. Henges also exist, though many are uncared for and have become dilapidated with age. They’re an attractive destination for many, whether for religious study or simple exploration. Some people feel emotions of enlightenment while within them, but others have reported feelings of fear.
A large valley exists to the northeast, surrounded by tall, black mountains. The highest of them is apparently home to a dangerous beast that resides in a large ruin.
Further north, Isvarlden’s forests give way to icy tundras and barren glaciers. It’s almost completely uninhabited except for dangerous wildlife and feral beasts such as minotaurs and manticores. Only the hardiest tribes of Jotun dare to venture there, and few of them ever return from the journey. Survivors occasionally speak of a large temple frozen into a glacier, but nobody who’s gone to investigate it has found anything.
There is no single empire in Isvarlden. Governments consist mostly of independent tribes, though inter-tribe relations do exist. Some have come together to form loose kingdoms of sorts, led by the chief of the strongest tribe involved. War between tribes is also very common, whether for control of territory, supplies, or simple sport. Most of the cities built by united tribes have high walls surrounding them. They're meant to protect both against hostile wildlife and enemy Jotun.
Riverhelm is a larger city near Vorstad lake, which flows into the river that bisects Ardon. It's built along the eastern shore, and has a few docks used mainly for fishing or pyre boats. The walls are thick and tall, reaching 14 feet upward and 6 feet thick. As with most of the architecture, they are carved from dark stone harvested from the Dragon's Ridge's northern side. Pine wood is used for frames, porches, and other such additions to the buildings within. It has a surprisingly stable economy, and a large market selling a variety of objects. It's usually the first stop of adventurers going past the Taiga to seek treasures.
Grayveil is a city built into a mountainside, buildings carved directly into the stone. Some of them are too small for Jotun to enter, and are left alone except by other races. It was built in ancient times and rediscovered by a wandering tribe, where it was eventually rebuilt into a nearly impenetrable fortress. Strange sculptures of metal used to stand in the city's center, but they were melted down and used to reinforce the buildings. Of particular note is a large building that was used as a library, near the upper district of the city. It's gone untouched, simply because the Jotun inhabiting Grayveil can't fit through the doors.
Ebonvale, as the name suggests, is a deep valley notable for having large amounts of black stone. The outer rim of the valley is incredibly imposing from an outside view. Large hills of black stone and ice are enough to deter hostiles, but if one bothers to reach the top, the valley leads to an extremely fertile part of southern Isvarlden, with weather similar to that in northern Ardon. A fairly large city has been built in the valley, and unlike many places in Isvarlden, its inhabitants are mostly Oghren. In the past, it was victim to many attacks from nomadic Jotun tribes, but the landscape proved too treacherous even for them to pass. Near the city, a tunnel has been carved through a hill to allow for easier entrance and exit, for those who know where it is.
To the south of Ardon, past a sea, a large island roughly in the shape of a cresent rests. It's host to a variety of climates not commonly seen on the mainland, mostly jungle and desert in the southernmost reaches. It's notable for having extremely diverse wildlife and strange inhabitants. It's called Mizuho, and is notable for being the birthplace of many exotic weapon designs. Few of the natives have come to Ardon, save for the Meerah.
Magic functions differently than the Teryn-dominated schools of magic from Ardon. It's less practical for battle, and mostly used for everyday life. Levitation is commonly needed to traverse cities in the jungles, and enchantments are more often applied to clothing than armour and weapons. Ruins are extremely common, as climate changes often necessitate evacuations in the harsher areas. Most are not particularly old, but some ancient cities still stand.
Southwest of Ardon, bordering a range of mountains and the ocean, once considered a place of great beauty, its proximity to the Deadlands created by the tree have warped it into a place of horror and death. Disease and undead creatures run rampant in the most dangerous areas, and even the civilized places are not much better. A race of quiet, out of the way natives acts as either an aid or a hindrance depending on the tribe, and only the bravest or most foolish adventurers would dare to venture into it. The church of Alesia has sent forth many groups of clerics, paladins, and priests, all hoping they could purify the swamp and return it to its former glory. None have been successful.
Land exists in narrow 'bridges' between large, dank marshes and dark, humid forests. Fog is extraordinarily dense, masking dangers and acting as camouflage. While it's a harsh and dangerous land, sanctuaries do exist. Whether they are natural or man-made is unknown. Statues, worn away and covered in moss and vines, dot the landscape in haphazard, unorganized lines. They constantly emit a form of holy energy, keeping out the swamp's undead and monstrous inhabitants.
Some legends speak of an area of the swamp that resembles it in its old days. A mystical place full of life, extremely alien, yet comforting. Few put any credence behind the rumors, but that doesn't stop particularly faithful or gullible people going on a search for the place. The lost city of Dramen has indirectly claimed many lives.
Monsters are generally separated into categories. Mundane, Mystic, Undead, and Demonic. Each category of monster has its own weaknesses and strengths, and typically vary greatly in power.
Mundane monsters are, simply put, animals. Very dangerous and potentially mythical animals, but animals nonetheless. They bleed, they heal normally, and they fight for survival just like any other creature. While some may be the result of magical experimentation, few Mundane creatures can cast anything resembling magic. Despite their lack of magical ability, some are prized for their usefulness in crafting weapons, armour, medicine, or jewelry. Bounties on particularly troublesome Mundane beasts are common.
Mystic monsters have self-fueled magical abilities. Magic is a common threat when battling them, and some of them are immune to certain types of weaponry or spells. A surefire way to slay a Mystic creature is to use a weapon that includes silver in its composition. Pure silver works best, but engravings or plating on steel weapons will do in a pinch. While some are less hostile than others, they are not to be underestimated. Angering a friendly Mystic creature is usually the last mistake a person will make when dealing with one.
Undead monsters are exactly what their name suggests. Once corpses, they have been reanimated and cursed into becoming the living dead. Theoretically, any being can become an undead, but few are capable of becoming more than simple-minded, uncontrollable cannibals. Some Undead are instead made from the spirits of the deceased rather than their bodies. They are invariably more intelligent and dangerous than reanimated corpses, and special measures must be taken to slay them. Silver works well, as do blessings and exposure to sunlight.
Demonic monsters are, thankfully, very rare beasts. Few know their true origin, but many believe them to be the denizens of whatever hellish underworld their religion may include. For the most part, they are incredible threats. Summoning hordes of undead, brainwashing entire kingdoms, possessing the living, and causing natural disasters are typical behavior of demons. Some are intelligent, but there are also many demons that act simply on instinct. This does not make them any less dangerous, and dealing with them is a monumental task. Anyone who slays a demon is typically held in high regard.
==Magic and Miracles==
Magic spells and holy blessings may have some similar effects, but are considered distinct enough from each other to be separate. The main driving forces behind them, while not mutually exclusive, often clash due to conflicts in belief.
Magic is generally fueled by how intelligent the user is. Study, schooling, and power of the mind are all ways to increase one's magical ability. Some people are naturally inclined to magic use, and have an easier time using it, while others struggle to use even the most basic of spells. Magic has potential for great variation. Whether a spell consists of pure magical energy or has an element infused into it depends on the intent and training of the user.
Arcane magic is the art of harnessing mana in its purest form. It is often used to form projectiles. Single high speed bolts, multiple 'seeking' projectiles, shields, or weapon augmentation are all effective uses of it. While it can be used to protect, Arcane magic cannot be used to heal. As such, many mages trained in its use are also masters of potion making and herblore. Some even 'enchant' their potions to boost the effects. At its highest levels, Arcane magic begins to exhibit crystal-like growths in its spells. It's a natural result of more concentrated mana in a single area. Arcane magic harnesses the power of the soul, bringing the force of the user's entire being into particularly powerful spells. Arcane magic can also be used to create permanent augmentations, as opposed to casted spells, to both armour and weapons through the act of enchanting. A mana crystal is needed for this, though some forbidden arts speak of enchanting with captured souls.
Elemental magic infuses mana with elemental force. It allows for creation and manipulation of fire, water, wind, electricity, and other such things. Some spells can be combined to further enhance their effects, but some cancel each other out. They are less often used as shield or cloak spells, they make for better enchantments and situational projectile spells. Elemental augmentations for weapons are harder to keep maintained, but many believe they’re more effective than Arcane augmentations. As to be expected of the name, elemental magic harnesses the magical forces of nature in their purest form. Its wielders can create waves of flame, gale-force winds, bolts of lightning, and many other offensive applications. Fire magic is the most common starting point for many, as it causes good damage against many foes and is relatively easy to control.
Psionics magic is the use of latent psychic energies to bend reality to ones will, this form of magic is most often associated with the dream realm, or the Astral plane. It is also associated with the far realm, the realm of strange demons and nightmares. In terms of pure long range direct destructive power, Psionics pales in comparison to more common forms of magic, but still has a wide array of applications, such as extra sensory perception, telepathy, and telekinesis. The various applications of psionics is broken down into several disciplines; Clairvoyance, the art of discerning information beyond the five senses, Shaping, the art of creating constructs out of ectoplasmic matter from the astral plane, Egotism, the art of manipulating ones own physiology, Kinectism, the art of manipulating energy, Traveling, the art of bending space and time to transport things over distances both great and small, and Telepathy, the art of interacting with and manipulating the mind. Unlike other magics, intelligence and study will not increase ones psionic abilities, as it is based purely on concentration and force of will. Much like mana, psychic energy can be condensed into a crystalline form, called psi crystals. These crystals often give off a subtle hum that is barely noticeable by most, and can exert a number of effects on their surroundings.
Psionics is a rare form of magic, most prevalent within the Teryn of House Banar. While it is an innate ability that cannot be taught, some individuals can gain psionic powers by coming into contact with a skilled practitioner, who can "unlock" their latent potential, or by coming into contact with a psi crystal of a certain quality. Though neither method is a safe road. Psionic practitioners suffer a few drawbacks from their mental gifts, as they are often prone to possession by demonic entities from the far realm, as well as insanity.
Miracles are considered holy by many, and their use requires strong faith. While religion is a common catalyst for the faith needed in their use, some have managed to use admittedly weak blessings simply by believing they could. Followers of religions that use blessings detest their nickname of 'white magic,' and instead use the term 'miracles' to give them a more impressive and godly presence. A common cleric or priest can cast a healing miracle, while more advanced users can rain down the force of their god with destructive results.
Light miracles and blessings are holy protection and force manifested. Shields, healing, and boosts to physical ability are common uses. However, they also make very strong offensive projectiles and augments. Light miracles are characterized by a bright, heavenly glow of white and gold. Weapon augments make them more effective against the undead and demons, but also cause more damage to mundane beasts by adding physical force to each strike. Healing can be cast on the self or on a partner, and due to them being fueled by belief, its users can, if they are sufficiently faithful, battle indefinitely.
Nature miracles, while rarer, do have some very interesting effects. They are characterized by a white-green glow, and their most common uses are healing, summoning spirits of animals and nature, creating plant life, or shapeshifting into various forms. Mainly used by paganistic religions of druids, they rarely see use by larger, more organized religions. They are most effective against mundane and mystic beasts, but they do still offer bonuses to the undead and the demonic.
Dark miracles are without the doubt the least common and most stigmatized class of its kind. While still powered by faith, their effects are anything but what could be considered holy. Necromancy is perhaps the most well-known type of dark miracle, used to revive the dead to do the caster's bidding. Spells with vampiric effects are also common, draining the target's health and giving it to either the caster or a target of their choice. Offensive miracles commonly manifest as pillars of dark hellfire, black fog, or tendrils made of condensed shadow. With this class of miracle, it's possible to capture the souls of others. Dark miracles, especially Necromancy, are banned by most cities and considered an unforgivable sin by many religions. Practitioners are often hunted down and killed by the church. Most of its users have a contract with an imp, or some form of undead. If their owner dies, so do they. On the other hand, if the familiar dies, the practitioner feels the pain of their partner's souls being torn away from their own. This usually doesn't kill them, but it takes time to recover from.
Honestly, just basic roleplay stuff. Godmodding and autokilling is a no-no. Autohits on bossfights or large-scale battles are acceptable though. Gotta get dat DPS in somehow.
Also, if you're going to suggest a race or something similar, run it by me so we can work out the details. Once we work it out and it fits, then I'd be happy to add it to the list.
History: (Don't need an essay, just enough to let us know your character.)
Equipment: (Armour, weapons, fancy gadgets, or just random crap your character owns.)
Companions: (Pets, mounts, familiars, favorite summons, whatever.)
Other: (Anything that doesn't fit the other sections.)
Keep in mind that these are merely guidelines. General suggestions to base your characters on. You're by no means obligated to follow these if your character doesn't fit the criteria, but if anything here resembles your choices, then all is well.
A common class of melee fighters in Velwin. Nearly anyone in good shape that has a weapon and a suit of armour can become a warrior. They're fairly well-trained, and in groups, they can make up the main forces in combat. Any given army's rank and file soldiers could be considered members of the warrior class. One-handed weapons, shields, polearms, and in the occasional two-handed weapon are common equipment in a warrior's arsenal.
Inexperienced mages that haven't become powerful enough to be a wizard. Light clothing and jewelry, often enchanted, make up their 'armour' most of the time. They mostly focus on their spells, but since they aren't quite masters, they still have to rely on some melee combat. Daggers and shortswords, enchanted to hold augmentations better and sometimes even weigh less, are never far from a magician's hand.
Bandits are commonly found wandering the countryside, stealing from the rich and giving to the poor. The 'poor' usually being themselves. As a rule, they wear light armour, usually leather, and almost invariably wield bladed weapons. Shields are extremely uncommon, and instead, dual-wielding is their signature style. Some are extraordinarily good at it, while others just thought holding a second sword would make them look intimidating. Ranged combat is also sometimes used, usually a shortbow or a crossbow.
Followers of a God of their choice, dedicated to the cause of spreading word of their religion and helping the weak and needy. In battle, they aren't very physically impressive, but their true strength lies in numbers. They can provide healing and status boosts to their allies, and call upon protection from their God to keep them and their friends safe. Commonly, they wear robes with some very light armouring, usually a shirt of mail beneath their cloaks, and are armed with a blunt weapon or axe.
Skilled musicians with experience in magic. Most of them are trained in alchemy to create potions as well. They can't really cast offensive spells, but they can certainly help out their allies through status boosts and healing. Flamboyant clothing and hats are often joked about as a requirement among bards. They've become so ingrained in their image that most of them would display such outfits proudly. Despite stereotypes of spoony attitudes, they're a powerful ally to have, by your side.
Unarmoured archers that focus on speed, stealth, mobility, and shooting. Magic is used in small amounts, either to augment their weapons or to slow down any pursuers. Melee combat skill is almost nonexistent, but their skill at a distance is unrivaled. Bows and arrows, crossbows, firearms, and throwing weapons are all common weapon choices, and while they rarely wear armour, some reinforced leather on the limbs or chest in the form of jackets, chaps, and boots are common.
Followers of pagan religions that use both miracles and magic, but only certain kinds. Nature-based miracles and elemental magic are blended with the use of staffs in melee combat. Armour is generally cloth and fur. They can act as both healers and fighters, depending on the spells and miracles they decide to use, and their abilities to command and control animals, along with shapeshifting, prove extraordinarily useful in otherwise hopeless situations.
A melee-focused class that uses light or even no armor, Barbarians trade protection for brutal strength, speed and tenacity. They focus on heavy weapons like great swords, battle axes, and war hammers, but some of the more blood-thirsty barbarians have been known to fight with nothing but their bare hands. They lack proper ranged weapons, but their massive strength enables them to turn a large rock into an improvised missile in a pinch. While they have a natural resistance towards physical damage, they have next to none against magic.
Skilled and (usually) honorable warriors, trained in the use of heavy armour and various types of weaponry. Often they dedicate themselves to a church or a kingdom. Sometimes, their only loyalty is to themselves. Along with melee combat, knights are known to be intelligent and faithful to their cause. As a result, some take up the use of magic or miracles to aid them in their quests.
Mages trained in the use of weapons and armour, focusing more on melee combat aided by augments and close-quarters spells than ranged battle. Heavy armour limits mobility and the natural flow of magic through the body, so medium armour paired with robes is the most common form of armour for them. Weapons are almost always single-handed, and in their opposite hands they wield their catalyst. A particularly clever Spellsword's weapon may be the catalyst itself, able to spontaneously augment or shoot projectiles.
Specially trained fighters that are skilled in fighting magical beings and monsters. They have extensive knowledge of trap making, potion making, and melee combat. Light armour is used for the sake of mobility, usually enchanted, and they're never seen without multiple weapons. One for mundane targets, the other for mystic ones. Any magic used is either for magical traps or weapon augments, and some have great knowledge of ranged combat as well.
Assassins skilled in the use of magic, used to cloak themselves, trick people, control minds and move around stealthily. Summoning of weapons is common, and in desperate situations, they may summon arcane armour to give themselves better protection. Most belong to an order of assassins from the kingdom of Marvelia, but freelance Nightblades are out there.
Holy knights that fight for order and the good of mankind, at least as defined by the church. A majority work for a section of the church that focuses on the destruction of evil creatures, but freelance ones do exist. Heavy armour, miracles, and large weapons are the telltale signs of a Paladin. Most have access to high-level miracles that offer them a surprising edge in battle.
Magically-inclined fighters that have mastered a perfect blend of close-quarters battle and the use of spells. Heavy armour and robes are usually worn together, and along with their magic, they're skilled in the use of heavy melee weapons. They invariably combine their catalysts into their weapons, and while they are limited in range and speed, they're devastating to any close targets that have a weakness to mana.
An advanced form of Druid that foregoes melee combat in exchange for stronger spiritual and magical abilities, along with the unique power to summon spiritual creatures and warriors. Alchemy is a common skill for them to know as well. While they aren't skilled at melee combat, most of the time, they don't need it. While normal Druids can command animals, Shamans can summon their spirits as familiars whenever needed. In addition, they can offer the gift of shapeshifting to another.
Magicians who focused solely on their spells and mastered their use. They wear no armour, and the only weapon they require is the catalyst for their spells. Alchemy is often used, but by some particularly skilled wizards, it isn't needed. Their spells outclass any other type of mage to make up for their lack of physical ability. Oftentimes they are aged due to their experience, but having high mana naturally extends the lifespan, making them older than they look.
Skilled in the arts of stealth, deception, espionage and assassinations. A Master Assassin has at least some skill with most weapons known to man, and can kill as easy with his/her bare hands as with a blade or a blunt object. An assassins body is his weapon, the rest is just tools to expedite the process. While most don't wield magic per se, it is however more common than not that they carry several items with enchantments tailored to their line of work.
Feel free to suggest your own!
Name: Magnus Alondite
Appearance: A man of fairly typical appearance of the midlands of Ardon, Magnus has light skin and dark hair. He's not terribly short, standing at roughly five feet and eleven inches, and weighs about 170 pounds. As part of his job, being at least in average shape is a requirement, so he has some noticable muscle in his arms and midsection. His hair is generally kept neatly combed, and he doesn't have any facial hair if he can help it. He inherited his mother's eye colour, a pleasant shade of dark blue, and is said to resemble her more than his father. That being said, he still has a masculine appearance in general, but is sometimes mistaken for being younger than he actually is due to his features.
For clothing, he tends to dress in things that both stylish and functional for wearing beneath traveling gear. His most common outfit consists of a white collared shirt, a pair of somewhat tight pants decorated with vertical black and dark grey stripes, and a blue waistcoat embroidered with floral patterns made from silver string. Knee-high leather boots with large buckles are his most common form of footwear, both for staying around towns and for travel. He wears a gold ring on his left hand's middle finger, a gift from his mother.
Personality: A kindhearted and deeply faithful man, Magnus' demeanor is generally one that is friendly and easy to get along with. He enjoys having company and playing music with others, and when he gets the chance to do so, he usually takes it. While it isn't his best skill, he also enjoys a bit of fencing in nice establishments, or alternately taking and giving beatings with wooden swords while joined by his friends in the park. He has a passion for exploration and travel, and knows the local kingdoms like the back of his hand. All of this is coupled with clever mercantile skill, due to his occupation as a merchant, and loyalty to his religion. This loyalty causes biases against demons and undead, along with anyone who uses them. He's also not overly fond of magic constructs, such as golems or elementals, but they aren't on his 'list of things to hate because religion.' However, dislike isn't the only emotion he feels towards undead. To put it lightly, he's terrified of them.
History: The son of a soldier and a cleric, the buildup to Magnus' life was a sweet little romantic story. One of many injured soldiers left behind during a war between the kingdoms of Falone and Krendall, Magnus' father dragged himself through fields of corpses and monsters until he reached a church of Alesia. He was on the verge of death, but the local priests took him in and did their best to tend to him and any others who found their way there. Previously an atheistic man, he slowly converted to their religion. He never returned to his home in Krendall, leaving behind his old life in favor of beginning again.
Over time, he and one of the healers took a liking to each other. They bonded over time, both through their faith and through telling each other's past experiences to one another. He found work in the church while he recovered, and after he was fully healed, she chose to go with him when he moved into the nearby city of Goldenburgh.
After five years, they married, and Magnus was conceived. They settled down in a small house, and after some time, the two opened a general store. It gained them a good amount of money, comfortable lives, and an expanded house. Like many other store owners, they kept their shop next door to their abode. They gave their son a comfortable and happy childhood, teaching him about their religion and their profession.
Throughout his younger years, Magnus had many friends in the local children, and also a few rivalries. It was to be expected of young boys in the town. It caused some trouble when they ended up breaking a few windows in a fight, but nobody came out of it seriously hurt.
When he became a teenager, his father gave a gift to him. His old weapons from his days as a warrior, a simple blessed longsword and a type of polearm unique to the kingdom of Falone, taken from a killed commander. It was around this time Magnus began taking an interest in combat, a skill that would prove invaluable during his future as a traveling merchant. His father trained him in using the weapons effectively, and his mother began teaching him the art of miracles.
While he trained, he learned of the paladins, holy knights dedicated to the protection of the innocent. They acted as an inspiration for him, and while he wasn't strong enough to hope to become one, he always kept them in mind. They were secondary role models for him, the primary ones being his parents, and helped shape him into the man he is today.
The news of recent disappearances has worried his parents, and while Magnus doubts that his family would be affected by it, he does his best to keep them calm by not traveling quite as much.
Equipment: A variety of equipment for travel is never too far from Magnus' hands. He knows enough about potion making to create basic healing poultices, so he carries empty bottles and a small pestle and mortar in a bag. Other basic equipment he always has is a map, a compass, and a length of rope. Some blank scrolls may be carried, but he occasionally forgets. All of this is kept in a small leather rucksack strapped to the back of his waist.
For combat, he carries both his father's sword and polearm. The sword is a basic straight sword with a 40 inch blade and polished wood grip. Its handle has a crossguard style, and the grip is long enough to be held with both hands. Its pommel and guard are both plated with gold, and a small sapphire is contained within both the pommel and above the grip, in the crossguard. Due to its blessed status, the gems glow in the presence of unholy creatures.
The polearm is known as a 'Falone hammer,' named after the kingdom it originates from. Magnus' is actually a modification of the original design. They're usually about 7 feet long, but Magnus' father cut off the bottom foot and a half of the handle and added a rounded metal cap to it. The head of the weapon is interesting, a mix of warhammer, spear, and war pick. It's all compact, but very effective. The spike at the top of the head can be used for stabbing, the spike on the reverse for snatching limbs and armour plates, and the blunt end for general smashing. Due to its shortened length, Magnus can wield it one-handed if he wanted to, but it's slightly too top-heavy to effectively do that.
His armour is of medium weight, as full plates are a bit too heavy for him. The cuirass is simply reinforced hardened leather, and while it's somewhat effective at stopping strikes, it's still pierceable. For some added protection, it has light steel plate armour on the left arm. He wears leather gauntlets with steel plates on the forearms, and also adds some light plating to his boots. His helmet is a simple close helm with a pointed visor and a slight ridge down the middle of the head. He also has a round shield, made primarily of wood with some metal reinforcement on the outer edge. It's painted blue, and bears the crest of Goldenburgh, an eagle with spread wings.
Finally, he carries a talisman bearing a visage of Alesia for religious purposes and a wooden 'sweet potato' ocarina. He's quite skilled at playing it, and does so when resting on travels or at taverns.
Companions: A white gelding horse named Agro, used for travel and companionship, but generally not fighting. Magnus isn't sure of his breed.
Name: Tarkus Icemane
Appearance: Tarkus is old, and his appearance definitely shows it. His face is wrinkled, and his hair has become a shade of light grey. It's kept pulled back in a low ponytail, tied by a simple flax string. He keeps his facial hair grown out into a beard, but because of both hygiene and appearances, he keeps it trimmed to a fairly short length. He has dark skin, as is common for his race, about the shade of caramel. His eyes are likewise dark, a rather plain brown colour. He has strong features, particularly his jaw and brow, and a somewhat large nose. Across his cheek, he bears a scar from a battle with a werebear. Naturally, he's very physically imposing, standing at just over nine feet tall and weighing about 920 pounds. A great majority of the weight is muscle, and even with age, he hasn't softened up at all. His body is scarred in some areas due to his cocky younger years.
His clothing isn't overly decorative, but is very effective at keeping him protected from the elements. Most of it consists of cloth and fur, with some leather in things such as belts and shoes. His shirt is a basic-looking long sleeved pullover made from green quilted cloth, worn below a brown short-sleeved gambeson. His pants are black and have a quilted appearance, made to be both insulative and protective.
Personality: Tarkus is a very serious and stern man, hardened by years of experience in both general life and in war. Humor has little place in his life, and it's not easy to earn his respect. He's very focused on his goals and will stop at nothing to finish something once he has his mind set on it. Due to his past experiences, he has some animosity towards members of other races, particularly Oghren and Velkrin. His willingness to work with them is questionable unless it means getting through something important. He also has a distaste towards Teryn religion and magic, wanting nothing to do with either. Shamanistic and druidic belief systems are much more acceptable for him. Despite all these dislikes and grumpiness, he can hold a conversation about almost anything, and seems to enjoy acting as a mentor for inexperienced people. Oddly enough, he finds comfort and peace in creating art. Mostly small carvings and wood/bone jewelry.
History: Like many men of the Icemane clan, Tarkus served in the military for a good twenty years of his life, from the age of 18 to 38. It wasn't a life of constant warfare, but he knew combat more than anything. His first few wars were short-lived. Civil wars between clans of Jotun, territory battles with the semi-sentient life of his homeland, and occasionally battles with Oghren seeking to move somewhere safer. During these years, he enjoyed war. The thrill of battle made him feel alive, and violence was a pastime.
During this time, he was a well-known soldier among his clan. He earned his name after saving his village from a raid of minotaurs, and after the victory, he incorporated the horns of their leader into his equipment. It served as a reminder of victory and awarning to their enemies. He proved himself an invaluable soldier, and due to this, he was almost guaranteed a position of some power when he retired.
Unfortunately for him, he wouldn't be able to take it, as something disastrous happened after his third war. One of the soldiers, Tarkus' close friend, was infected by a rare and deadly beast, a werebear. He didn't realize this, mistaking the beast for an ordinary bear, and returned to the village. Later that night, he turned. Now little more than a rampaging beast, he slaughtered his clanmates indiscriminately. Attempts to subdue him failed. Almost nobody in the village had a weapon that would easily slay a mystic beast.
Tarkus was one of the few survivors of the onslaught. With no time to armour himself, he rushed into the village with only his clothes and his greatsword. He and four other soldiers fought their mutated comrade, and one by one, they fell. When Tarkus was the only one left standing, he managed to thrust his sword into the beast's stomach, and with a mighty upward slash, he disemboweled it. Before it could regenerate, Tarkus tore out its heart with his bare hands. The beast expired, remaining in its mutated form due to being killed without silver.
Unfortunately, Tarkus was infected during the battle. The village shaman managed to create a supressive potion from the werebear's heart and a mixture of various herbs, but due to the lac of ingredients they had, it was unstable and only a temporary fix. He stayed with the group for as long as he could while they traveled and sought new land, but eventually, the potion wore off.
He made them leave without him. Now alone in the harsh frozen wilderness of his homeland, he made it a goal to rid himself of the curse or otherwise keep it under control. He traveled, searching for ways to potentially find a cure. Unfortunately, due to the amount of time it took him to travel, the curse set in permanently, and the changes began to grow more common.
One night while transformed, he was found by a group of druids led by a powerful shaman. He remembers little of how they caught him, just that it involved a burning pain in his chest and being dragged for two miles through the night. When he awoke, he was bound to a stone bed inside a circle of pillars, surrounded by hooded figures. He was given a potion of sorts, then untied.
As he spoke with the druids, he learned more of exactly what they had done. The potion acted as a sort of spiritual aid. Meditation would allow Tarkus to slowly gain control over the beast inside. It took him years, and slowly, he was able to prevent his transformations. His main form of meditation involved an old custom from his race's culture, the carving of wooden trinkets. As a result, he gained a habit of doing it in his free time.
He traveled through the wilderness once again, after spending six years with the druids. During his travels, he was attacked by a large mammal common to his homeland, a snow tiger. Tarkus wasn't armed when it attacked him, so he wrestled the beast into submission. After defeating it, he let it go, but it tried again and again to no avail.
After a particularly brutal fight, the tiger stopped attacking, merely following. They kept their distance for a time, occasionally ending up sharing a camp together, but they weren't exactly friends. It didn't set in until a night when Tarkus was attacked by a roaming minotaur while sleeping. During the chaos, the tiger rushed the beast and attacked it, tearing out its throat. It saved the Jotun's life, and in return, he took it in as a companion.
They continued their travels, and eventually, Tarkus learned that the Icemane clan was a thing of the past. The rest of his kin either died, left their old lifestyle behind to integrate into society, or joined other clans. His search for his old family ended, and he was now the last one bearing the Icemane name. For a time, he was discouraged, but he kept strong and continued moving.
He married a Jotun woman from a previous enemy clan. They took pity on his lonely existence, offering him a home. While he didn't like being pitied, he accepted the offer and finally left behind a long life of war and fighting. The tiger, which he'd taken to calling Ardal, quite enjoyed being a house companion.
Unfortunately, the peace would not last. Tarkus' home was invaded by men wearing amulets with tree-like symbols on it. He returned home to find his wife slain and the men waiting for him. He killed them all in self-defense, taking whatever clues he could from their corpses. He gave his wife a proper funeral, making her a pyre and cremating her body. Her murderers were simply thrown out in the woods for the beasts to feed on.
He spent some time mourning, then gave himself a new goal. He wouldn't let his wife's death go unpunished. With the amulets in hand, he took up his sword and armour once again, following a crude map found on one of the assassins that led him south into Velwin.
Equipment: In his travel bag, Tarkus keeps various bits of basic travel gear. Ropes, pieces of flint, utensils for marking paths, and a handbook on what types of plants are useful for various things, whether it's food, potion, poison, or something else. Another book acts as a journal, and he keeps a simple pen for writing in it.
Tarkus carries two blades. The first, a relatively small Jotun survival knife. Relatively. The blade is fifteen inches long, made of steel. Its main use is carving wood and cutting apart killed animals, meant as more of a survival knife than any kind of weapon. The handle is simple, with a small guard to protect from slips, wrapped in leather.
His weapon is a veritable mass of steel, a huge sword that no ordinary human could even dream of wielding. The blade is about six feet long, and the handle is another two. The weapon has a wide blade, made from almost twenty pounds of metal. It's not overly decorated, save for a flared design at the end of the blade and an iron ring hanging from the crossguard. The weapon is kept in a leather sheath on Tarkus' back.
His armour is light by Jotun standards, but very protective in combination with his clothing. On his torso, he wears a chainmail hauberk with sleeves that reach his elbows. Above that, he wears a light steel chestplate. His legs are protected by his pants, which have chain mail built into the layers, and he supplements his boots with metal plates to keep them safe. Gauntlets are worn to protect his arms, as are a set of round pauldrons. Above the metal, he wears a long fur cloak. It was made from the skin of the werebear his old friend became. The beast's head rests on his left shoulder, the upper jaw above the pauldron, while the rest of it was fashioned into a cape-like design. The bear head can be moved to act as a hood, either on its own or in conjunction with his helmet. It's open-faced and made of steel, offering decent protection to the sides and back of his head. The beast's front legs hang over his shoulders, resting on his chest.
Companions: Ardal, his snow tiger. Ardal is a large male of his species, about ten feet long from snout to tail and five feet tall. He could be easily ridden by a smaller race, but Tarkus is simply too large and heavy to do so. His fur is, as expected, white. Tarkus has outfitted him with some armour, mostly light leather, that doubles as extra storage space.
Other: He finds peace in wood carving, and thus is commonly seen doing it. He's also skilled at making clothing and jewelry out of fur and bones, but has no experience in smithing with metal. In addition, he has an easier time than most would when interacting with animals due to his suppressed curse.
==Player list== Eggs
Count me in c: Just one SU for now, but I will probably make more later.
Name: Avis Vidar Age: 19 Gender: Female Race: Teryn Appearance: Avis is about five feet five inches in height, and is a lithe, muscular girl. She is not fat, but has enough muscle to be more wide-set then the average maiden. She has a small, pointed face with a sharp nose. Her skin is tanned and covered with freckles and small scars of various colors. Her hair is dark brown and is kept cropped in a short bob that barely brushes her chin. Avis generally wears a belted dark red tunic over a white short-sleeved shirt, with a russet cloak over it. She also wears faded browned trousers with brown gloves and boots. She dresses plainly, but prides herself on neatness. Image
Personality: Avis is young, opinionated, and full of herself. She feels virtually indestructible, and tends to be brash and reckless because of this. She is easily goaded into fights and will do reckless things to save her pride. However, not all of this is simple ego. Avis is a talented swordsman. She tries to use these talents on her crusades to defend others. She often speaks of justice and right and wrong, but has trouble seeing outside of black and white shades of morality. She is usually quick to wedge people into camps of right and wrong, and it she places you in one camp, it takes quite a bit of effort for you to be moved to another. As a rule, she is cheerful and friendly and easy to please, and willing to take a joke, as long as it's not at her expense. Despite her flaws, she is extremely loyal to her country, ideals, and friends, and is willing to fight to the death to defend them.
History: Avis comes from a family of swordsmen who were typically hired as guards for merchants and lords, or anyone else who had something to protect or fight for. Although normally the women in the family were not trained as extensively as men (though they would still be formidable opponents), Avis' father chose to train her as hard as he would a male child, due to the fact that his wife died during her birth and he had no other heir. Avis was constantly worried she wouldn't be considered as good a fighter as her relatives and constantly trained, eventually matching them all in skills. She was raised in one of the family's many houses out in the country, the nearest town being a few miles away. She had few friends outside her family, and very little experience with people who did not share her views. Her father instilled in her strong values about good and evil, but her lack of experience made her view everything in shades of black and white.
However, Avis, though loyal to her family, made the decision to strike out on her own, with the intent on being a champion of justice in the world. Currently she works as a mercenary, but she picks and chooses her clients, despite the fact that she can't really afford to. She currently struggles financially, but is determined to stick to her ideas. Class: Warrior Equipment: Avis wields two rapiers. They are fairly plain in design, the only decoration being the dark red cord wrapped around the gold hilt. She wears light armor, with iron shoulder plates, gauntlets, and greaves. Under her clothing she wears a chainmail tunic. When heading into a battle she knows will be difficult, she adds an iron cuirass with the Vidar family crest- a bird in flight with a sword held in it's talons. Companions: None, besides anyone she may be working for at the time. Other: N/A
Edit: New one!!!
Name: Vasma Drayden Age: 79 Gender: Female Race: Meerah Appearance: Vasma is an old woman, and her appearance reflects it. She stands straight backed, but age has withered her to a mere five feet. She has sharp hazel eyes, and though her hair and fur was once chestnut brown, it is now streaked with grey. She pins her hair back in a bun, with her alert grey cat ears clearly visible. Small reading glasses are perched on her nose. She is in as good physical health as she can be, and is remarkably fast for one of her age.
Generally, Vasma wears an ankle length dull red dress with a white blouse. A few shawls of varying colors are wrapped around her shoulders. She also has a few belts with various satchels and flasks attached, and a sizable leather bag slung around her shoulder. Various jewelry is strung around her neck and arms, and while it looks gaudy, almost all are charmed with helpful spells. She cuts a colorful, if slightly eccentric figure. Personality: Vasma is a clever, sly woman who is good at hiding it. She knows how to use the stereotypes of old age to her advantage. She switches between the persona of a kooky old hag with a faulty memory and a shrewd, pragmatic woman with plenty of experience with ease- sometimes it's hard to tell which is the real one. The true Vasma, however, is a no nonsense woman who is a font of practical advice and wisdom. She is good at seeing people for what they really are and she is fully aware of people's potential for evil. While she rarely does anything immoral, Vasma isn't above a bit of trickery to get what she wants. Overall, she is a shrewd, charismatic woman who knows her way through the world. History: Vasma was born into a family of traveling performers, and was raised with all the appropriate skills. She is well travelled because of her heritage, and if you give her a place in Velwin, odds are she has seen it. However, Vasma, while enjoying the traveling life, was unsatisfied with being a simple performer. At a young age, she struck out on her own, with the intent of becoming a druid. Vasma began study at the age of 20, and when ten years had passed, she was a full fledged druid. She then returned to travel, having many adventures throughout the world and meeting many new people and things. Vasma developed an uncanny knack for ending up in places where important events went down, and she has seen many historical events. As a result, she had become a sort of historian, recording her accounts in journals that she eventually develops into history books. She is extremely knowledgable about history in general, as she believes you cannot proceed without knowing where you came from.
Much time has passed, and while Vasma is old, she is still sharp and a tough woman. She knows bad things are brewing on the horizon, and she intends to find out what and why. Class: Druid Equipment: Vasma is never without material to brew potions, which is her magical specialty. They are kept in her many bags and flasks. She also wields a gnarled oak staff that aids in her magic and is also a handy smacking tool. Ever practical, she keeps a few knives under her shawl. Companions: N/A Other: Vasma, when shapeshifting, favors the form of an old grey cat. Predictable, yes, but practical and easy to perform.
Edit: One more. Done for now.
Name: Larteis Ilutent Age: 29 (note: Alftars age more slowly then humans. If Larteis was human he would probably be about 15.) Gender: Male Race: Alftar Appearance: Larteis is a young man who has just hit a growth spurt, and it shows. He is awkward with his movements, since he's not used to the length of his limbs. He measures in at around 5 feet 8 inches, and he's still growing. He is very slim, perhaps too much so. His face is long and pointed, with a straight nose and a generally pleasing appearance. His complexion is fair, with blue eyes and long blonde hair. His hair goes to his waist and is kept in a neat braid, although his bangs are rather messy. He has the typical pointed ears and clawed hands that all Alftars possess.
As for clothing, Larteis tends to dress in clothes that while not particularly flashy, are obviously well made and clearly mark him as some form of nobility. He usually dresses in a dark brown cloak, a forest green vest with gold buttons and accents, and a white shirt underneath. He wears dull brown pants with nice leather boots and gloves. He wears very little accessories, the only thing noticeable being a light blue earring in his left ear. Personality: Larteis is a mild, pleasant person by nature. He is easily flustered and rather easy to walk all over, due to his dislike of conflict and lack of skill with other people. While not shy, he prefers to have his nose in a book then talk to others, unless you can get him excited about a subject, in which case he'll talk your ear off. He's a studious person, and when he gets interested into a subject he attempts to learn everything he can about it. Larteis trusts other people easily, seeing no reason not to, even if someone is rather obviously suspicious. He is bright, but lacks common sense and has a tendency to fall into rather dangerous situations. He can come across as childish, but this is mainly due to lack of experience in the real world. He does mean well and tries to help those around him, despite the fact that his help often does more harm then good. He tries his best, though. History: Larteis was born in one of the deepest forests in which Alftars reside, Ilutent. Well secluded from the outside world, Larteis grew up as the second child of the family on the seat of the Ilutent throne. It was not a true throne- Alftars run their country by having each forest being represented by a delegate, referred to as a king or queen. Nethertheless, it is an inherited title and the Alftar kings and queens hold much power. The current king was Segallart, Larteis' father. Larteis was not a direct heir, this honor falling to his older sister Lazante, and as such his parents did not have as much interest in him. They allowed him to do as he pleased, and what he pleased was to study magic. He was rarely involved in matters of state, and usually only had one servant attending him, making him not have the ego his sister and others of her station possessed.
However, Larteis' idyllic life changed on the eve of Lazante's 40th birthday. She vanished, with only a lotus coin left behind in her bed. His mother Melenti sunk into a deep depression, and his father funneled his grief and anger into his work, changing from a stern but just leader into a vengeful man with too much power. Meanwhile, Larteis suddenly himself heir to a throne he neither wanted nor had any idea how to rule. The pressure grew too much for him, and he resolved to flee. He left in the middle of the night, with only his lifelong companion Bellant the drake. Unbeknownst to him, it was incredibly lucky he chose to flee- the next morning, the castle found a knife embedded deep in the bed where he would have spent the night. The kingdom assumed the worst- however, some did not give up hope and still search for Larteis, who became known as the lost prince.
However, Larteis is unaware of all of this, believing that he is chased by his father's men. He keeps his true identity a secret, and travels the land in search of a place to study magic further. Class: Magician Equipment: All of Larteis' armor is enchanted with light protective spells but other then that he is unarmed. He also has a long knife, but he really has no idea how to use it and would probably end up stabbing himself if he pulled it out.
As a catalyst, he uses a silver signet ring that bears the Ilutent family crest, a stag with horns draped with fauna. Anyone familiar with Alftar crests would probably notice it quickly. Companions: Like almost all Alftars, Larteis has a drake as his eternal companion, named Bellant. Bellant is a normal sized drake, approximately the size of a draft horse, although he is more then a steed. He is predominately brown with golden markings and eyes. He is patient and wise for his years, and while he doesn't exactly approve of Larteis fleeing from conflict, he dutifully follows his dearest friend on his travels, doing his best to keep him safe. Other: Larteis is a talented magician, but he lacks training. Out of the watchful gaze of his tutors, his magic begins to do strange things that he can't control.
Larteis speaks the Teryn language, but it isn't his first language and he is barely fluid. While he can normally communicate fine, speak strangely or use more unusual words and he will struggle to understand you.
Last edited by Doodleniks; 10-16-2013 at 09:19 PM.
Psionics - The use of latent psychic energies to bend reality to ones will, this form of magic is most often associated with the dream realm, or the Astral plane. It is also associated with the far realm, the realm of strange demons and nightmares. In terms of pure long range direct destructive power, Psionics pales in comparison to more common forms of magic, but still has a wide array of applications, such as extra sensory perception, telepathy, and telekinesis. The various applications of psionics is broken down into several disciplines; Clairvoyance, the art of discerning information beyond the five senses, Shaping, the art of creating constructs out of ectoplasmic matter from the astral plane, Egotism, the art of manipulating ones own physiology, Kinectism, the art of manipulating energy, Traveling, the art of bending space and time to transport things over distances both great and small, and Telepathy, the art of interacting with and manipulating the mind. Unlike other magics, intelligence and study will not increase ones psionic abilities, as it is based purely on concentration and force of will. Much like mana, psychic energy can be condensed into a crystalline form, called psi crystals. These crystals often give off a subtle hum that is barely noticeable by most, and can exert a number of effects on their surroundings.
Psionics is a rare form of magic, only occurring consistently within the Teryn of House Banar. While it is an innate ability that cannot be taught, some individuals can gain psionic powers by coming into contact with a skilled practitioner, who can "unlock" their latent potential, or by coming into contact with a psi crystal of a certain quality. those psionics appe Though neither method is a safe road. Psionic practitioners suffer a few drawbacks from their mental gifts, as they are often prone to possesion by demonic entities from the far realm, as well as insanity.
Related classes (coming soon)
Pyschic Warrior -
Name: Dio "Devil Face" Banar
Appearance: Dio is larger than the average Teryn male, standing a few inches above six feet tall and weighing in around 230 lbs. He is broad shouldered and well muscled, from years of training. He carries strong, broad features upon his face, with a prominent brow ridge and defined jawline. His skin is of a dark brown shade more commonly associated with the Teryn found south of the Midlands. He keeps the hair on his head cleanly shaven most of the time, though he tends to leave his facial hair uncut. He has several scars upon his face and head, one of which runs over his left eye. His left eye is of an unnatural color and form, the whites of it being pitch black, with a cloudy bluish white iris and a horizontally elongated pupil. His facial scars coupled with his strange left eye has earned him the nick name "Devil Face", a name he openly embraces.
For clothing Dio wears a long black overcoat of fine quality and loose fitting black pants. On his chest he wears a brass colored breastplate, and around his forearms he wears brass colored bracers, and on his feet he wears fine black leather boots upon his feet. Around his neck he wears a large pendant, with a stylized octopuss,the sigil of House Banar on its face. On the back of the pendant is the crest of his bloodline. The crest depicts the Elder God Trigon in his mortal form, arms and wings outstretched with three tall humanoid females sitting submissively at his feet. In the background are several beings impaled on spikes, some of them are tall male humanoids, while the others appear to be lithe females with tentacle like appendages attached from the waist down.
Personality: Dio has the characters traits one would expect of someone of noble birth. Dio is well read and well spoken, with a cool and serious demeanor, and carries himself like a businessmen. He feels that he is a man set apart from most,and is rather haughty and narcissistic because of it. He is especially haughty when it comes to other Teryns whom he feels no greater kinship to than he does any other race within the world, save the jotuns, who he views as his spiritual enemies. He can be very blunt at times, and often speaks without tact on purpose if the situation permits, as he enjoys the reactions such actions get.
Underneath this layer of regality and nobility lies a layer of savagery and brutishness more benefiting his physical appearance. He takes pleasure in what he calls "rightful bloodshed", and enjoys observing, participating in, staging, and betting on gladiatorial combat of both the mortal and non mortal variety. He has a "means justify the ends" view on life, and will do just about anything to advance his goals, though he does have a code of conduct that he lives by. He takes agreements and contracts very seriously, and always pays his debts. Though the wording of such contracts need to be very specific, as he often will meet out the terms of a contract in a way contrary to the true wishes of all parties involved. Above all else he values his family, there is almost nothing he wouldn't do to see House Banar advanced in some way.
Dio was born into the illustrious yet infamous clan of nomadic cultist warriors turned merchant lords known as House Banar. His father was Marcero, the 11th Doge(ruler) of Zamore, the most prominent of the eleven free cities of the Golden coast confederation. Being Marcero's first born son naturally made Dio his heir, and thus Dio spent the first few years of his life being educated in preparation for the day he would take up the mantle of leadership from his father. He was taught to read and write at a very young age, and went on to spend his days learning the fundamentals of stewardship and economics, as well as art and history. Like most other Teryn of the House Banar, Dio had very strong latent psionic abilities, abilities his father personally attended to drawing out. Under the tutelage of his father, it was found that he had an aptitude for Egotism, and had great potential to become a powerful Templar one day. Dio was also inducted into the Banars spirtual practices. The Banars believe themselves to actually be a race of invading gods and demi gods not of this realm , who took on human form to escape the great destruction of all the other gods during the world's ancient past. Thus the Banars practice a form of ancestor worship, venerating their godly ancestors. While each individual family or line of Banars worship their own respective progenitors, all Banar worship a pantheon of the greatest among them who they call the Elder Gods among other monikers. Each of the Elder gods represents a certain ideal within their culture. This spirituality would become a very important facet in Dio's life, as well as a catalyst for his burgeoning superiority complex, as he learned that he was a direct descendant of the Elder god Trigon the Mad, also known as Trigon the terrible. Trigon is arguably the most influential figure among-st the Elder gods, having fathered the majority of the pantheon himself. It is said that the sons of Trigon are destined for great things, and thus Dio became further convinced that he would be a prominent figure in his adulthood.
Time passed and Marcero's ambition grew as Dio grew older. House Banar had rarely adhered to the established Teryn culture of the Gold coast. Each of the eleven city states of the Gold coast are ruled by a collection of Great Houses/families, each great house is made up of wealthy merchant lords. The prime leader of each city, the Doge, is elected from one of the ruling houses, and serves as ruler until his death. Rulership over a city passes between families as the power of each waxes and wanes. House Banar trampled over this tradition long ago, having subjugated all other opposing Merchant clans long ago. Every Doge of Zamore over the past four hundred years has been a Banar. Marcero planned to continue this cultural progression on a larger scale. It was his aim to conquer the free cities and unite them into an empire that could rival the kingdoms of Falone and Krendall to the east. Marcero imagined success in this endeavor to rest firmly in reality, for several reasons. While most of the free cities were wealthy enough to raise relatively formidable mercenary armies, none of them had a standing military other than a cadre of bodyguards, none of them had in house military tacticians, unlike House Banar who possessed a substantial standing fighting force that routinely went on raiding expeditions in other lands, and conducted piracy operations in foreign waters. Most Great Houses actually only consisted of a few individuals bearing the House name, with the rest simply being in the employ of the Merchant lord family, unlike House Banar which actually consists of many many different families all incorporated into a clan structure, coupled with a practice of taking multiple wives and having many children made the numbers of House Banar legion. On Dio's eighth birthday Marcero began his campaign, having recruited the Doge's of three other cities to aid him in his conquest with the promise that their families would be given positions of authority in the new empire.
Armed conflicts between the city states were not uncommon, usually over territory or trading rights. So each of the cities in Marcero's alliance strucured their strategy to make appear as if they were acting independently of each other at the start of war. This was to keep the other seven cities from uniting together. The strategy worked, and each of the opposing cities stood alone, ignorant to the reality of the situation. Leading his troops personally, Marcero and his Templars cut a swath of destruction down the gold coast. The mercenary armies of the free cities were not prepared for what they were to face, as few men have ever encountered psionics, let let alone fought an entire army of psions. Many of the intial battles resulted in the wholesale slaughter of the entire companies of mercenaries, as men would cower and panic in the face of the strange psionic attacks, losing their nerve and breaking ranks, only to be hunted down and slaughtered in the chaotic dissary. With each defeat tales of horror spread throughout the 7 free cities and the kingdoms of Falone and Krendal to the east, tales of strange alien beasts tearing men asunder, tales of soldiers seeming to go insane at random and taking their own lives or the lives of their comrades, tales of large demonic men in heavy armor that seemed to have grown from their very flesh, reaching into the minds of the mercenaries and showing them visions of their own grisly demise, whispering gleefully of how their comrades would be cut asunder, and their fleeting mental essence would be absorbed to fuel further carnage upon the battlefield. The Templars gained a well deserved infamy among enemy ranks, causing enemy formations to buckle just from the mere sight of them. As the war went on and tales of Marcero and his legion proliferated, mercenaries became harder and harder to replace, as fewer and fewer mercenaries wished to risk their lives fighting an army seemingly spawned from the depths of hell itself. Thus the free cities had to increase the pay rate, putting a great strain on their finances. To further strengthen this strain Marcero put an iron grip onto the region, blockading ports and raiding supply lines. The economy came to a standstill as only merchants and traders aligned with House Banar could freely move about the Gold coast without fear of death.
The civil war was beginning to have an effect on the economy of neighboring kingdoms.
Destruction and chaos increased throughout the region, and clerics from neighboring areas traveled to the Gold coast to provide some relief to the populace. While various faiths and gods were observed within the eleven cities, the goddesses Alessia just so happened to be the most promienit deity observed in the cities opposed to House Banar and its allies. Soon three of the 7 opposed cities fell to Marceros forces, one of which was the city Goldera, which boasted one of the largest and most ornate temples dedicated to Alessia in the world. Marcero had received word of the Cleric's of Alessia and their activities amongst his enemies. The Clerics were able to sooth the physical and mental wounds inflicted upon them by his psionic forces, and create within them hope and conviction. This was unacceptable in his eyes, and when his forces took the city of Goldera, he took all the clerics in the city prisoner and gathered them into the temple, where he first ritualisitcally slaughtered the men of the ruling House, the Cathars, as well as all men loyal to them, descrating the temple by spilling their blood upon its wall. He did this as an offering to the Elder God, Trigon the Mad. He then challenged the entire gathering of clerics to gladiatorial combat as an offering to the Elder god Thialog the Mighty. He decreed that if any of them were able to slay him, then the entire lot could go free. Whether they obliged in fighting or not, he killed them until only a third remained. He told them to return to the lands from wence they came, and tell they're leaders that "We are Gods among men, we are beyond death, even if our flesh is torn asunder our essence is eternal! The price of meddling in our affairs is steep, begone and return only if you and your deity are ready to pay that price!". With that he sent the surviving clerics away, and burned down the temple, only after stripping it of its valuables. From that point on he declared that any and all Clerics were to be killed on sight. Thus all other temples within conquered cities were sacked. Marcero planned for these actions to break the will of the foreign interlopers and implant fear in their collective hearts, but the more he thought about the more he came a realization. All of his current stratigies of chaos and destruction were weakening the region. Even if he did conquer the entirety of the Gold coast, it would take time for it to restore itself to its former glory. He realized that his true desire was merely to destroy. Though for some reason he felt that his actions served a greater purpose, and his conviction was renewed. Was this due to madness, or true clarity of some higher purpose, no one knows. The clerics who bore witness to the massacre at Goldera to their leaders in the Kingdoms of Falone and Krendal. The church came to the conclusion that having a nation ruled by the followers of these demonic beings known as the Elder Gods was to big of a threat to ignore. They declared that there be a holy crusade to rid the Free cities of the fiend Marcero Banar and remove his House from its postion of power in Zamore. With a bit of influence they were able to get neighboring kingdoms to contribute war funds and troops to aid the crusade. Led by the legendary Paladin Dren Runn, the forces of the church poured into the Gold coast. The Templars were finally matched with a more suitable opponent, as the heavily armored Paladins, with they're strong willed conviction were not as susceptible to the Templars attacks as other mundane fighters. Still the paladins were not immune, and many fell victim to the Templars, and vice versa. More evenly matched, and outnumbered Marcero and his forces were slowly pushed back to their home city of Zamore. Marcero's allies, seeing that they were now on the losing side, quickly signed peace treaties with 7 free cities. With poor state of their economies, the 7 cities eagerly agreed to forgive and forget. The signing of these peace treaties marked the end of the Civil War, but not the end of the crusade.
The final battle of the what is now known in the eastern kingdoms as "The Golden Crusade", took place right in front of the gates of Zamore. Marcero and his forces faced down the Dren Runn and his paladins in the field. It would prove to be a battle of epic prortions that the bards would sing about for generations. The two armies clashed and Marcero and Dren engaged into single combat. Dren a Paladin of great renown and power was evenly matched by the deadly Templar Marcero. Both Banar and Crusader stopped fighting to watch in awe as the two titans battled. The duel seemed to drag on into eternity until finally Marcero managed to land a strike on Dren, wounding him greatly. As Marcero was about to land the killing blow he cried out triumphantly "Your god cannot help you now! Your life is mine Paladin!". Just as Marcero uttered those words a blinding light burst forth from Dren, and he rose up and stroke Marcero across the head with his fist, which was alight with burning white flame. The blow disintegrated Marcero's helmet and burned his face the side of his face. With a mighty war cry Dren struck Marcero with his greatsword, which was also alight with burning white flame, cutting the Templar in half from his shoulder to his side. The burning blade sliced through his armor like parchment. Dren watched in shock as tendrils of pyschic energy and flesh kept Marcero's body from falling apart "No" Marcero said laboriously, as he tried to keep his two halves together. "We..*cough* we are men amongst gods" it seemed as if his efforts were proving to be successful, as a grin of defiance crept upon his face, but a cough of blood signaled his demise, as his concentration faded and his upper half felled backwards and his lower half fell forwards. Dren looked down at his foe, satisfied in his victory, though in mere moments pyschic energy coalesced from his body, forming a demonic wraith with bat-like wings, horns and a tail. The wraith flew into Dren's body, which spasm-ed and fell to the ground as the paladin tried to resist being possessed. Soon his writhing ceased and he stood to his feet, and as he turned to face his fellow crusaders an aura of pyschic energy formed around him in the shape of Marcero's wraith form. "Our essence cannot be destroyed" the possed paladin cried, his voiced overlay ed by Marcero's as he began to attack his comrades, who were too demoralized and shocked to fight back or flee. Dren was fully aware as Marcero used his body to slaughter his comrades. Finally a few archers were able to land a volley of arrows into him, causing Marcero to lose control of Dren for a moment. This gave Dren enough time to commit one final act. With all his might and willpower, he swung his greatsword in a circle arc, cutting of his own head. Marcero's wraith form erupted forth from the paladin's corspe, flying over the remaining crusaders, howling like a banshee before dissipating into the sky. The remaining crusaders were demoralized not only by their leader's passing, but the manner in which he died as well. They expected a similar reaction from the Banar troops, but none would be fould. The Banars seemed to have been invigorated by the event, as they all gave out triumphant cries, as if some great victory had been attained. The remaining Banar forces rallied together and retreated into the city, hoping the crusaders would give chase. The crusader army was on the brink of falling apart, but the brave paladin Kel Norsir was able to rally them together in a final effort to vanquish the Banar once and for all.
Fighting inside the city proved to be disadvantageous to the crusaders as their numbers were easily split up amongst the many city streets and alleyways. The battle became so intense that psi crystals began to form all around the city, and whenever a Templar was slain, his spirit would fly out and attempt to posses his killer. Madness engulfed the city as great psionics powers were unleashed. Many Banar whether solider or civilian were slain. In the end all fleed from the city, surviving Banar scattering in several directions.
Class: Pyschic Warrior
Weaponry - Dio carries a hatchet that has an axe blade on one side, and a tapered spike on the other, as well as a 16 inch curved dagger, his favorite weapon. He also has a number of smaller knives hidden throughout his person, in addition to carring various traveling supplies in various pouches on his belt.
Last edited by El Noche; 05-01-2013 at 08:43 PM.
Current RP - 850
Recruits - 400
Companies - 0
GENERATION 13: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.