Hidden 9 yrs ago 9 yrs ago Post by Jhett314
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Jhett314 Windspeaker

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Ursu is a bald man, with 9 black dots tattooed onto his forehead. He's quite tall, 6ft 2", and has a lithe build. What he trades for raw strength is his flexibility and gymnastic ability. Being away from the monastery for long has caused him to grow out in stubble a little, however he seems to not be able to grow any hair on his head. He's gotten rid of most of his traditional clothing to go for something more practical, and fitting of a long journey. He has warm brown eyes.

Ursu


Age: 26

Origins: Braford

Affiliation: Branded

Personality:


Ursu was once a young man driven by hatred, anguish and bitterness--however, under the teaching of a lost group of monks, he was reformed, and now has a very calm demeanour. Enlightened by the tenets he learned in the mountains, Ursu strives to be peaceful and chivalrous, but is still learning to keep control of his anger at times. His cool disposition allows him to think rationally during times, and is always ready with a word of wisdom to aid an ally or quell an enemy. Ursu sees the loss of life as a tragic thing, and has come to despise those that kill for their own benefit. He is a complete vegan, and while he understands it's necessary for humans to use animals to survive, objects to cruelty of any kind. He wishes to inspire hope in other people, and is thankful for the tutelage he had. His greatest desire is to let others know the enlightenment he had, so they too may be able to appreciate life and others in all their forms. While he was taught to be polite and peaceful, unlike the other monks, who used their martial knowledge for display and honing the body, he would not shy away from a fight, if it was to protect those who cannot protect themselves, or maintain peace. He believes that becoming Branded is not a burden, but the exact means he needed to be able to show as many people as possible the meaning of peace and oneness with others.

Backstory:


Ursu grew up in the dingy wastes of Braford, a small, secluded town in the south known for its high population of mercenaries and escaped convicts. It was a squalid, barbaric place, but it had its own sense of anarchic system and lifestyle. Originally born with the name Nautilus, he grew up in a surprisingly stable family, scavenging for most like the rest but still somewhat content with the small life they made.
Eventually Nautilus became a crew-member on a ship called the Rapscallion, faring the depths with an outlaw group called the Ocean's Mist. He enjoyed the chaotic lifestyle of assault, plundering nearby towns and ships, for a time. After a few months, Nautilus grew bored of mindless debauchery - what allured him to the crew was the illustrious sense of adventure he used to feel - a sense that was quickly waning. So, Nautilus severed most of his ties with the group, becoming more interested in locating and identifying lost treasures instead. It was during his apprenticeship at a black collar jewellery shop, Pearl's Rind, that he was told of the Cornucopia, an alleged cove out at sea that held riches beyond imagination. For a time, Nautilus became addicted to finding the area, and dreamt of the valuables it held, locked away from civilisation for an unfathomable period of time. Two years of studying maps of the area and scouting uncharted waters around Scumwater, he thought he finally found what could have been the Cornucopia. All he needed was a crew, and he knew just where to look.

After a month of preparation, they set out to sea. The journey was arduous, but eventually they came across a shore made completely of dead, black rock. The Ocean Mist disembarked, scouring the small island for any sort of entrance. They found one - marked with a warning in archaic English that whosoever trespassed on this area would be cursed by the Tide's mistress, a folk legend said to have been banished from the Lucenrai by powerful magics. Since none dared enter the cave, Nautilus decided he would lead the men in. And he was right - treasure enough to keep all the men and their grandchildren lords for the rest of their lives. The group took what the could - soon the Cornucopia was bare. The Ocean Mist's crew left with the treasure to load the Rapscallion, but Nautilus remained for just one moment longer to say goodbye to his greatest adventure. It was his greatest mistake.

A swirl of black smoke arose from the crevasses in the cave, forming a figure that extended a dark tendril towards him. It screeched like a banshee, resonating to the bottom of Nautilus' soul. He felt a sharp pain in his chest as apparitions crawled out from the shadows. Figures clad in armour and brandishing old, faded swords clambered towards him. Nautilus screamed and ran out of the Cornucopia, exclaiming to load the ship swiftly. The treasure was loaded, and the crew scurried to their posts, straining flesh and steel to leave the bay in any quick time. Unfortunately, this did not include Nautilus. As he watched the Rapscallion pull away from the isle, he felt a boot kick him square in his back and push him overboard. The feeling of the ocean dragging him into the deep was only second to the sting of betrayal that constricted his chest.

When he woke up, Nautilus was at his home. He had no treasure. His research on the Cornucopia had disappeared. He was alone and confused. Nautilus heard a few hours later that the Rapscallion was lost at sea. The Ocean's Mist never made it back to Braford. While he was absent, father died in a sailing accident and his mother was nothing more than a whore in one of the many brothels. Nautilus burned with rage at his loss and misfortune--his heart had harded and was reforged in bitterness--in the dead of night, he fled Braford and travelled the land as a mercenary, murdering betrayers and oathbreakers with no mercy or pity. It still did not fill the hole of anguish in his heart--no matter how many people he killed, he himself could not find closure for his crew's treachery. So, he decided to return to Braford, and purge the entire city of perfidious scum.

As Nautilus made his way back, he travelled in a caravan that passed through the Kibilgab Crags--an area known for being perilous in footing and nature. However, his anger made him heed no warning--he resolved to take the quickest route back to Braford in the hopes of sating his bloodlust. Alas, tragedy fell upon him once again--a horse driving a carriage slipped on a small rock, and the entire convoy was destroyed by the resulting rockslide--few people remained alive. A passing monk, one of the Cizero, found the wreckage a few days after, recovering as many survivors as he could. The monk didn't have to search for long. Only 4 of the total twenty people remained alive.

He worked on dragging the people back to the Cizero monastery, located on an isolated mountain peak. There, Nautilus and the other's wounds were tended to, and they all recuperated within a month. When they were all conscious, the monks asked if they wished to stay with them in the monastery, and adopt a peaceful way of life. The other 3 survivors, being merchants, declined, instead requesting a monk lead them back out of the Crags. Disappointed, the monks complied, sending them back on their way safely. Nautilus too wished to leave so he could continue on his vendetta, but the monks sensed the hatred in his heart, and refused to let him leave.

Being held captive, Nautilus refused to eat or drink for three days. Thinking that he could be fuelled on by rage alone, he began to fall sick again despite his recent recovery. On a cold autumn day, the monk that once again gave him the option of a meal, laughed at Nautilus' folly--he asked what he wished to achieve by not eating. Nautilus replied that he would rather starve to death than be forced to remain here. Taking some amusement from the statement, the monk challenged Nautilus--should he manage to survive without food longer than the monk, he would be allowed to leave. If not, he would stay, and learn the ways of the Cizero. Nautilus accepted after some consideration--after all, he had a mission to complete. And so, with the monk sitting beside Nautilus in his room, the challenge began. Three days passed with neither man eating or drinking a drop. Then five. Then ten. Then fifteen. After 20 days, Nautilus could bear it no longer--he was so hungry he could barely sit upright. The monk looked as if he had been eating all week. At long last Nautilus gave up, asking for a bowl of water. His wish was granted, at the cost of him losing the challenge. He would train to become a monk.

Over three years later, with the harshest of training from his mentor, Beak, Nautilus was a changed man--he let go of his hatred and anger and had been enlightened; inner peace was within his grasp! Trained in meditation, controlling the body, mind and spirit, he shaved his head bald and became an initiated Cizeron monk. As with all the monks, he had changed his name after he finished his training, taking up the mantle of Ursu.

After the Bestowing, he told Beak of his gifts, and loss of mana. As if the monks knew, Ursu was given an ornamental staff, and told to find balance in the world, and bring peace to the warring Titans and other gifted humans. Armed only with his training, the staff, and the wind on his back, Ursu set out to find a destination to his new journey.

Skills & Talents:


-Inner peace:
Ursu's tutilage has allowed him heightened control over his body--he may hold his breath underwater for long periods of time, can maintain his core body temperature and can fuel his body without food for many months.

-Martial artist:
Ursu has been taught several ancient martial arts, and is adept at hand to hand combat. However, he prefers using his staff, which he is also formidable with.

-Excellent agility and gymnastics:
Because of his previous life as a pirate along with his Cizeron training, Ursu is extremely gymnastic and can move very swiftly in most settings. He has impeccable hand/eye co-ordination and spacial awareness.

-Master geographer:
Ursu is an excellent geographer - his memory for graphs and information pertaining location is unparalleled. He can decipher even the oldest maps with relative ease.

-Gemmologist:
He likes shiny things.

Equipment:


-Golden ornamental staff
-Large Malas prayer beads around his neck
-Dark drop crotch pants and flowing gold Cizeron robes
-Knee high sandals as footwear
-Green gemstone necklace given to him by his mother when he was younger

Magical abilities:


Not wanting to constant murder in light of using powers, Ursu decided to imbue his Malas beads with power, allowing him to control the metal spheres as weapons. Since his body is already the pinnacle of fitness, he sees no other reason to use magic at the cost of the spirit of another living thing.

Reason for picking Titan/Branded:

Ursu pledges allegiance to no Titan--he sees their war as petty, and only serving to destroy life. Instead, he wishes to promote peace and harmony between all, and believes that becoming Branded was the best way to do so.
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Hidden 9 yrs ago Post by Crobot
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Crobot ᴀɴᴅ ɪ ᴡᴀꜱ ᴛʀʏɪɴɢ ꜱᴏ ʜᴀʀᴅ ᴛᴏ ʙᴇ ᴘᴏʟɪᴛᴇ...

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Addie P. Simmons




*Note: Not quite as many freckles.




-Basics-

Name: Adelynn Petunia Simmons
Age: 19
Gender: Female
Titan: Harrow

-Appearance-

Build: Tall and skinny.
Hair/color: Long, reddish orange.
Skin color: Pale white.
Eye color: Green-leaning hazel.
Other: Freckles galore.

-Other-

Likes:

  • Watching her brother draw.
  • Admiring most art.
  • Small, helpless animals.
  • Large, powerful animals.
  • Swimming in shallow water.
  • Fresh, autumn salad.
  • Tunes played from a soft, well-tuned lute.
  • Reading tales, whether true or not.


Dislikes:

  • Hateful people with hateful intentions.
  • Most insects.
  • The taste of meat.
  • Getting unnecessarily dirty.
  • Swimming in deep water.


Personality:
Adelynn is impulsive and spontaneous. Her actions can range from setting a person on fire because they looked at her the wrong way, to helping that person heal. Her personality is "double-sided", for lack of a better term. Generally, it tends to linger on the generous and caring side, though different actions can trigger her psychotic side.

Adelynn is normally calm and composed, keeping to herself most of the time. She doesn't speak much and would rather be left alone than in with a group of people. She is very compassionate towards animals more than people, though people don't seem to bother her too much. She's more afraid of them than anything, but doesn't mind trying to communicate with them, which is sometimes a problem due to her speech impediment.

Her aggressive and impulsive acts derive mostly from anger, but sometimes happen randomly. When she becomes regularly social with one person, she tends to become attached to them and will often times cry if they leave. Though she seems weak and dependent, Adelynn does a very good job of taking care of herself, as she usually needs to.

Skill list:

  • Extremely flexible: gymnast-worthy. She can tumble, twist, and turn without pulling or injuring anything, for the most part.
  • Seasoned archer: from a young age, Addie has practiced with a bow and arrows. It has earned her the title of a seasoned archer.
  • Adequate sneak: Addie can hide from almost anyone. She's very light on her feet, making little to no noise when desired. She seems to pick the best hiding spots and tends to just blend in.


History:
Adelynn grew up in a very small, very rural town on the outskirts of a pretty isolated kingdom called Nixus. There, she was raised on a farm, mostly by her brother, Colin. Her father was always busy with farm work and other business that he tended to but kept secret, while her mother died giving birth to Addie's younger sister, Eva. Addie was only three years old when Eva was born, and Colin was sixteen. Colin took to raising both Addie and Eva, and both girls turned out to seem to be "slower" than the average human, although only in speech. Eva and Addie both spoke slowly, as if it strained them to use their voices. However, Addie herself learned logical skills at a much quicker speed than would be considered normal. She took up archery when she was six years old with the help of Colin, and sometimes her father. By the time she was fourteen, she could out-shoot most of the grown men in her village.

By the time Addie's eighteenth birthday rolled around, she figured that she wanted to escape from the small country village she was living in. One night, she sat down with her brother, her father, and her sister, and they all had a long conversation in regards to her departure. At first, her brother insisted that she stay. Addie was persistent. She didn't want to stay in such a small place any longer. While she hated crowds of people for the most part, she felt that there would be more opportunities elsewhere.

In hindsight, she was right. She moved to a small house, which was part of a common complex, with two other young women who turned out to not only be witches, but worshipers of the earth. Adelynn became closer to nature, learning what plants could be eaten, what plants could heal, and what plants could kill. It would later serve her an advantage. The two witches taught her simple magics, on how to heal minor, non-fatal wounds, how to close her mind to certain intruding magics, and how to summon small sparks of fire in her hand. The fire proved to be almost worthless, as it was there for one moment, then vanished, without her being able to manipulate it. It wasn't long after Addie was just beginning to learn how to make the ball of fire grow larger when the two witches had to flee from the complex. Now, Addie lives alone, growing herbs and vegetables, selling and trading them, and trying to live her life the best she can.

Equipment:

  • Multiple sets of simple, colorful garments.
  • A small, steel dagger usually strapped to her side.
  • A short, dark, wooden wand gifted to her by the witches.
  • A very small, leather-bound notebook with powerful (though useless to her) incantations noted in it.
  • Separate leather-bound book with blank pages.
  • A small, leather backpack resembling a messenger bag.


Reason for picking Harrow:
Addie, by no means, wants anyone to suffer. However, the attraction of Harrow was too much for her to resist. The thought of diminishing the others' hopes and dreams to dust was too humorous and too appealing. Not to mention, Addie has never much liked any people. Animals are the only organisms she can really stand being around.
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Hidden 9 yrs ago 9 yrs ago Post by Samara
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Samara Spooky Ghost

Member Seen 6 mos ago

Name: Maris (No last name. Nomads are known by their tribe’s name.)

Gender: Female

Age: 19

Appearance: 5’ 6”, stocky frame, with no feminine curves. She is strong and compact, built like a gymnast. She has sun-kissed skin, pin-straight, chin-length, sandy blonde hair, and gray-green eyes. She favors loose, cotton clothing in varying shades of tan and red. Normally, this consists of a long-sleeved undershirt, a short-sleeved tunic that reaches her knees, a pair of loose-fitting pants, and a long scarf that she wraps around her head and neck. Her shoes are crude, but sturdy, made of tough brown leather, and reach just above her ankles.



Titan: Locke

Origins: Nomadic tribe called the Sandmire

Personality: Adventurous and inquisitive, Maris is a restless spirit who is constantly on the lookout for something fun and interesting to do. She loves exploring new lands, especially those that are as different from a flat desert as possible. She values freedom, independence, and hard work. She is passionate in everything she does and can have unpredictable mood swings. Her emotions are intense, and she will unleash them on anyone, at any time, for any reason. But she can also reign them in whenever she feels like it. She may be angry at you one second and completely forgiving the next. Her changeability is her gift and her curse--it can win her friends easily, but rarely keeps them.

Likes: going for long, aimless walks; hiking; climbing trees and rock formations; meeting new people.

Dislikes: rules, limits, and constraints, both physical and nonphysical; making promises; routine; completely flat landscapes.

Backstory: Maris grew up a nomad, traveling the desert with her tribe, scavenging and stealing from small villages and other tribes. She hated her life: the same sights, the same plans, over and over ad nauseum. She dreamed of traveling to exotic places, discovering fascinating artifacts and socializing with entertaining people. She constantly got into trouble by wandering away from the temporary settlements and even trying to run away several times. She was notorious among her peers for her antics, and they often egged her on. Yet whenever she was caught and punished, the other kids laughed, told her it served her right for being so wild, and dutifully went back to their chores. She had three older brothers, and all were strong, obedient, and terribly dull. Her parents were exasperated by Maris, and often compared her unfavorably to her brothers. Her childhood consisted of being told “no!”, “be quiet!”, “stop that!” and “stay here!” By the time she was a teenager, her parents had completely given up on her and paid her little attention. She stopped participating in the tribe’s raids, and struck out on her own toward interesting sand dunes and the occasional tree, but still never leaving the tribe for longer than a few days. She was still afraid to leave her family, even though she wanted freedom more than anything. She lived for years with her internal conflict, until one day she was chosen...

Skills & Talents:
Living in the desert, where water is scarce and sacred, has given her an excellent talent for sensing when water is near--she can smell the moisture in the air, and knows how to dig a simple well.
Even though before pledging herself to Locke she had never been near a body of water larger than a tubful, she instinctively knows how to swim and can breathe underwater.
She has an uncanny sense for when someone is trying to sneak up on her--it feels like ripples in the air when they move.
She can move faster in the rain--nothing superhuman, but enough to give her a wicked edge.
She has basic survival skills--firemaking, making her own clothes, making a shelter, hunting, food preservation, and basic first aid. These are skills all nomads are brought up to have.

Equipment/weaponry:
Flint and steel for firemaking
A pouch of salt
100 feet of rope
A large brown leather knapsack that she keeps on her back. It has some small pockets attached to the inside of it for smaller items.
Swathes of extra cotton cloth
A bone needle
A few spools of strong thread made from various types of hair (human, horse, camel--whatever the nomads could find)
A large steel canteen with a leather strap
A simple wooden shortbow that she slings over one shoulder
A quiver of 20 arrows made of bone and fletched with vulture feathers

Reason for picking Titan/Branded: She felt instantly attracted to the power and mystery of water. Locke’s insistence on constant movement and goal-reaching also seemed completely in line with her own interests, which sealed the deal.
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Hidden 9 yrs ago 9 yrs ago Post by Mag Lev
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Mag Lev Chairman Sloth

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Nalashira Elif Zenyep



Nalashira is a girl of rare complexion from her Kingdom, possessing skin which is likened to that of ivory and has never known blemish nor scar. Her shoulder length hair is kept combed and clean, a habit that she grew to posses during her life back at home. Its dark brown color creates a remarkable contrast to her pale skin, a contrast which has often been noticed by male suitors. Her eyes are a wondrous, emerald green casted with in round eyes unlike that her of mother and father, who posses almond shaped eyes. Being only five feet and four inches in height and weighing a measly one hundred and twenty-seven pounds, Nalashira’s form is far from imposing though her training as a War Maiden makes up for such a weakness.



Personal Information


Nicknames: Nala, Shira, Zennie
Age: 18
Titan: Branded
Origin:


Mentality


Personality: Despite having been raised to be a fighter from a young age, Nala is a surprisingly girly woman. She enjoys the natural beauty of Elir Nazik as the sun rises over it in the morning and when it sets at night. She obsessively posses a drive to protect that beauty with her life and has vowed to stay alive no matter what just so she can see its sunrise once more. Nala often wonders the streets of Elir Nazik at night when she can’t sleep, finding peace in her aimless wandering of the streets which she has walked for many years. She keeps her feelings of worry or doubt to herself, thinking it better to hide it from others and be strong for them rather than have them worry for her. Once Nala has decided a course of action, she will follow it till her goal is realized and resists straying from the path.

Nala enjoys the company of others, though she is often reserved and shy when presented with people not from Elir Nazik. Though a hard nut to crack open, Nala enjoys learning from those she knows little of and wishes to embark on her Journey to discover the many people of the world. She is loyal to those who she trusts and often deviates from her teachings as a War Maiden, choosing to call those who are close to her family even if they are seen as a weakness. Her defiance of the teachings of the War Maidens shows heavily when compared to another, being that she is bubbly and likeable rather than distant and cold.

Likes:
-Sunsets
-Sunrises
-Learning
-New People
-Swimming
-Playing with hair, whether hers or that others

Dislikes:
-War, an oddity for a War Maiden but something she sticks by no matter what.
-Bandits, those who would injure others just for money.
-Lizards, surprising considering she lives in a desert
-Fire, her history has taught her that fire is inherently bad.

Background:


Born the daughter of a War Maiden and a skilled Cook, much was expected from Nalashira when she was young. If she did not show the skill meant for being a War Maiden, she was to train with her Father and become a Cook, a disgrace which would have marked her as unfitting to inherit anything from her parents. Like many young girls, she played with colorful fabrics and braided hair. Nala grew up quickly, seeing the world that she only knew as Elir Nazik to be a stepping stone in what would be a Journey. She looked forward to becoming a War Maiden and, even though she knew it would mean many years of arduous training, knew that she’d come out for the better. Her days were spent running through the streets of Elir Nazik, playing tag and chasing after the dogs and cats which often wandered the streets of her home. As she grew older, her Mother grew harsher on her, telling her to act more as a War Maiden for that was what she was to become. Nala naturally rebelled against her Mother’s harsh treatment and showed that she would not be tamed the same way her Mother was. Though, this trait was one which would not grow prominent until she was faced with the training of the War Maidens.

As with all the girls who reached the age of seven, Nala was taken to the War Academy to be trained by the Maidens and to never see her Family except for once a year. Her days were filled with intense physical training while her evenings were spent studying warfare. She excelled in the training courses the War Maidens put her through, showing extraordinary agility and strength even for a girl her size. Yet, Nala slacked off on her studies and often spoke out against her teachers. For her insubordinance, Nala had to endure the heat of a fire mere inches away from her which would burn for hours. Were she to pass out from the heat, she would be thrown out of the Academy. Thus, Nala endured the torturous actions of the War Maidens and grew to realize that they were not the noble women of legend who protected Elir Nazik. Many years passed and Nala grew into womanhood, attracting the eyes of many men and even some women who envied her.

A few months before she turned eighteen, Nala graduated from the Academy and was sent home with praise as she graduated the top of her class. She was to go on her Journey as soon as she turned eighteen and was given the months before then to prepare as she saw fit. Many of Nala’s nights were spent wandering Elir Nazik, thinking on what she had been taught and even occasionally letting her thoughts wander to the topic of boys and her future. Her days were spent wandering the bazaar and spending what money she had in acquiring weaponry which she could call her own. She is only a day before having to leave Elir Nazik and worry is eating away at her, not knowing what to expect when she leaves the gates of her home to explore the worlds. Somehow, she managed to go to sleep the night before, finding her bed to be a comfort like no other.

Combat and Skills


Skills and Talents:
-War Training: Having trained for many years in combat, often mock fighting against those stronger than herself, Nala is well versed in the flowing combat style of the War Maidens. Her movements flow together and link as if one led to another. Her movements are likened to that of a dancer.

-Extreme Agility: Elir Nazik is not a city one traverses by its streets alone, as any person who calls it home knows well enough. Having spent many years running through the city itself, jumping over waterways and climbing walls, Nala has developed a skill for moving quickly.

-Weapons Mastery: War Maidens are trained in all the weapons of Elir Nazik and, as such, Nala has mastered the usage of every one. Despite this, Nala shows a tendency to use curved swords as her weapons though she occasionally uses a bow and arrow.

-Desert Survival: Life in the desert is a harsh one and one which no outsider could survive for long, thus it is only natural that Nala knows well how to live within the deserts of her birth. She feels at home in almost any desert, knowing how to find water and kill for meat when the need arises

Equipment:
-Dual Curved Swords
-A Palm Wood Recurve Bow
-A Leather Quiver filled with fifty iron tipped arrows made from palm wood
-A Wooden backpack for carrying food, water, and other essentials.
-A Light traveling shawl to keep the sun off.

Other:


Magical abilities:

Platform: “I’ve always wanted to know what it felt like to fly like a bird, but I’m not one so I can’t. Of course, isn’t it our nature to try and reach for the sky and touch it like they do? I guess I just had to do it my own way instead.”

Platform, the ability to solidify whatever substance is beneath one’s feet and thus allow you to stand on it as if it was solid. With Platform, Nala can easily walk across deep waters and even step on air as if it were nothing but stairs. In its simplest form, Platform can be used to allow the user to have greater traction on sand. But Nala’s usage of Platform is unique due to her using it to propel herself into the air as if she were flying. She simply needs to infuse the air beneath her with life force and jump off it to propel herself further upwards, forming a new platform every time it is needed. The creation of each platform costs about one and a half life force.

Flash-fire: “A fire is dangerous, it can wipe out nearly all of your season’s crops here in the desert. That’s why we are always on the watch for flash-fire.”

Flash-fire, the ability to create a fire from nothing, is a upper level skill even for one who had been taught some magic in her early years of training. The goal of Flash-fire is to create a fire on the target area, thus burning the target till the fire dies out. It cost about four life force to create a flash-fire and is easier to use in hot areas and on dry targets.

Servant: “The War Maidens back at the Academy always had these cute little creature running errands for them. I learned, after a while, that they were constructs made from stone.”

Servant is the power to take a small amount of material and infuse one’s magic into it or, in the case of a Branded, it would be life force. Servant is no larger than a small doll and can only manage one order at a time, often being dispelled after its order is fulfilled. While Servant isn’t meant for fighting, Nala has made it so that she can form multiple dolls and use them to distract a target during combat. Forming a Servant takes away a permanent eight mana, or life force, which will only be returned once said Servant is dispelled.

Reason For being Branded:

Nala has never believed in the power of the Titans, though there are those who preach of the idea of the Titans as if selling snake oil for healing. She sees no reason to believe in the Titans for they left her people to endure the harsh sun with no reprise nor provide them the relief of rain.
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Hidden 9 yrs ago 9 yrs ago Post by AetherChronos
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AetherChronos Heavenly Lord of Time

Member Seen 8 yrs ago

Formerly Posted as Bloodtypesuper all other posts will be made on this account



Rand Stands at six feet tall with a lean muscled build. His unkempt, dark brown hair falls to his shoulders and he is typically clear shaven , except when going out on long expeditions when he doesn't bother to shave. He wears a cotton tunic and trousers and is almost always seen wearing his armor which consists of a chain mail shirt and plate cuirass and greaves made from an exceptionally strong and light dark grey metal. (Think carbon nano fiber but not flexible or quite as strong and heavier.) To complete his attire Rand wears a full helm and a deep blue cloak.

Name: Rand Valyn

Age: 22

Titan: Branded.

Origins: Kingdom of Hawic and later Heham.

Personality: Rand has always been one for adventure, his upbringing in Hawic has fueled a desire for unlocking the mysteries of the world and his time with the guild has given him a sense of honor and respect. He enjoys testing his abilities in combat and solving puzzles equally and despises people who use cheap tricks for an advantage.

Likes:

- Adventure

- Exploration

- Advancing his abilities

- Reading

Dislikes:

- Magic

- Dishonesty

- Cooking

Backstory: Rand was born in the Kingdom of Hawic, his parents both dedicated to advancing the understanding of Vistas. There were high expectations that Rand would follow in the footsteps of his parents, becoming a renowned researcher and discovering the boundless possibilities of the wondrous thing known as magic. Thus Rand spent the first eighteen years of his life studying in Neriths, an Institute located in Hawic, and as a result became very proficient in manipulating the latent forces of his soul, expectations for him rose to impossible levels.

He hated it all. Rand craved adventure, he wanted more than anything to explore the world and learn new skills, most of all he wished to abandon his studies in the arcane and be free of the life that had been set before him from birth. When a small band of mercenaries, insistent on being called and "adventurer's guild" known as the Sentinels arrived in Hawic Rand saw it as a dream come true. Leaving a quickly scrawled note explaining he was leaving his studies behind to travel the land, Rand rushed off to join the band and was delighted when they were more than happy to take him in.

Rand spent the next four years with the Sentinels in their home base located in the Kingdom of Heham northwest of Hawic. Here he was trained in hand to hand combat and in swordplay, putting his training to practice taking jobs with his guild mates, usually involving the slaying of troublesome creatures. With the size of the creatures the guild typically gets called upon to deal with Rand has opted to take up a great sword as his weapon of choice. During his time with the guild he slowly became less reluctant about using magic, though he still disliked it as it was a reminder to his past life, becoming well renowned as a sort of Arcane Warrior. Currently the guild was having a slow period, not many jobs had been coming in the past few weeks, hopefully things would begin to pick up soon..

Skills & Talents:

- Extensive knowledge of the Arcane

- Skilled combatant and monster slayer

Equipment/weaponry:

- Large black great sword, totaling 5'10" in length and weighing in at around nine pounds, the blade making up five feet of it. The blade possesses a spade like flare towards the tip.

- Dark grey lightweight plate armor with chain mail undercoat

- Deep blue cloak

Magical abilities:
- Lighting Strike. Calls forth a bolt of lightning, more mana used the more powerful it is.

- Fireball. Creates an orb of fire in the users hand to be hurled at a target. Can be used to start fires.

- Enchanting. Will be able to infuse life force energy into equipment for additional effects, including Soul Tethering ( Items will be linked to him and can be recalled from anywhere.) Costs tons of energy, currently no items are tethered.

Reason for picking Titan/Branded: Rand viewed the blessings of the Titans as magic, something that while he excelled at it's use still disliked it, thus rejected them.
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Hidden 9 yrs ago 9 yrs ago Post by Krinos Solstice
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Krinos Solstice The Hopless Romantic / BKS Lead Sniper

Member Seen 8 yrs ago

Appearance:

He doesn't wear a suit, at least, not anymore. His eyes are also multiple colors, depending upon lighting, emotions, situations, etc. It's similar to time in a sense, ever changing, never staying the same color for long. This is mostly due to the effects of being in the Vista for as long as he has been.

Name: Kito "Tyme" Ishinara

Age: 37

Titan: Epoch

Origins: Almaea (A small village that nobody particularly cares about.)

Personality: Kito is calculative, which comes with being head of the village, and one who has studied time immensely. He is protective of not just his village, but of those he considers friends and allies. He is kind, though if one were to anger him, they would feel his wrath. He can be cruel to those who anger him as well. Those who are Branded are forbidden to enter his village, let alone live there, for he strongly believes they are ill omens and will bring about untold chaos and destruction.

Likes: The people of Almaea, studying time and it's various effects, Epoch's allies, and Epoch.

Dislikes: Branded, those who threaten his village and it's citizens, the enemies of Epoch, those who hinder his plans to expand his village's influence.

Backstory: Kito was born and raised in Almaea, though he was typically ordinary, not born under any special star or something. He lived a normal life until he heard rumors of a Vista that was warping time itself; some things were slowed down, while others were sped up. This interested Kito, so much that he immediately began to study everything he could in relation to time; typically reading fiction books and talking with those who had experienced the anomaly in the Vista itself. Despite this, Kito had an ambitious goal of his own, it was small and simple, gain favor among people. Then as he became more and more popular, it became more and more trickier to further his plans, until it came to him one day. He decided to try to become the village head, though that trial in itself was quite arduous and he was shown no mercy. However, when all was said and done, he came out on top. As the new head, he was given a great deal more options, beginning with the mining of the mountains nearby and the production of pelts. He refused to let his people become a target for others, deciding to create the town's first real military force, though it was small. Over the next few years, Kito was able to increase the villages' influence in the region, which in turn allowed them to have open trade with one of the larger cities. This allowed his new military to be put to use, as they regularly guarded caravans coming and going along the trade routes. Eventually Almaea became slightly known for the quality of it's furs and gemstones, though Kito was the only one who knew the secret behind why they were so high in quality. Eventually a civil war broke out between Almaea and another minor town Gatsura, though with Kito's experienced military, the war lasted no more than a year and the town was taken control of by his forces.

Eventually he took it upon himself to venture to the location of this Vista, which was quite the journey, though it was worth it once he arrived. He saw things there that defied all logic, past and future existed in the present. He could see things from before the Vista's existence, when the land was flourishing with animals that grazed on the grass of the mountainside. He also saw the future of the Vista, blood and darkened skies, the world appeared to be in chaos. He remained there for several years, watching, learning, writing everything about the Vista and it's ability to show different time periods. He had also trained with his weapon there, wishing to keep his skills sharp should he need them. Many who came to observe the phenomenon were often greeted by Kito, and he often explained what sort of Vista it was, though they all laughed at him when he spoke of seeing a devastating future. Then it happened, one night he heard it, the voice. It spoke to him, whispered untold secrets and promises of power should he desire such things. In the dream, he saw a being vastly larger than any human, surrounded by gears and random clockwork. He assumed this being to be a God, though he was corrected and learned the being was actually a Titan.

It was then explained to him that the Titan's name was Epoch, and that it shared its name with the constellation it shared in the night sky. Kito came to learn that the Titan had been in search of a champion, as it couldn't simply manifest itself on earth, lest the world be destroyed by such an event. It was then explained to the male that many had come to see his magnificent Vista, though nobody had heard him, let alone showed much promise to advance his own plans and goals. Kito had been the first, he seemed to understand the workings and concept of time. Kito knew much, but the secrets Epoch had revealed to him enlightened him further. Upon waking from his dream, Aizen took his sword and stabbed it into the ground, it was a materialistic object he had carried with him for years. Now that he understood what time was like, he no longer saw a need for the weapon, time would be able to provide him with what he needed from now on. After that day, he had returned home, immediately setting to work his own plans to assist in Epoch's own ambitions. To begin with, Almaea had once worshipped an unknown God, but he changed it to worshipping Epoch. After the change, he had decided to keep the Branded out of both villages, even though they had been allowed to pass through in the past. Kito didn't trust the beings, and for good reason, one glimpse of the future saw such a being kill someone.

Currently, Kito manages both towns, and though Gatsura's citizens are still slightly upset with his rule, they are cooperative. As such, they reap the benefits of his protection and also share in the workload, providing high quality pelts and gemstones to multiple cities now. Soon Almaea would become the region's trading hub if things continued in this fashion. Due to his diligence in pushing Epoch's own agenda even further, Kito was given a unique talent tailored just for him, the ability to use unused parts of time to manifest a weapon. The weapon wasn't enchanted or anything, it was simply a physical manifestation of time and allowed Kito to defend himself should he so need to. The sword was large enough to hide behind, though it was weightless in his hands. If another tried to use the weapon, they would find it impossible to even lift. Kito had decided to name the weapon Bastu before returning it back to it's original state of unused portions of time.

Skills & Talents: Ability to manifest a large sword made from unused portions of time, able to come up with strategies even under pressure due to his studies of time.

Equipment/weaponry: Bastu, chainmail underneath his robes, his robes which he's required to wear as village head, a pair of vambraces, chain leggings underneath his robes, high quality boots made from the city's own pelts.

Reason for picking Titan/Branded: Kito had studied time and it's secrets long before his meeting with Epoch. Once he met the Titan, he had decided to ally himself to further Epoch's own agenda.
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Hidden 9 yrs ago 9 yrs ago Post by Monarch
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Monarch

Member Seen 8 yrs ago

Placeholder of Interest Displayance







Elrandyr the Ghost King (74)

Austelle, the Star Weaver





Elrandyr has always been famed for his appearance, carrying with him a very pale and graceful facial structure coupled with fitting, long and white hair. However, whilst his body is tall and slender, his skin carries with it sudden distortions and transparency. This is merely because of the nature of his being, he is a man held together by what little magic he has left, and used to be one of the greatest magi of the time. But with his oath to Austelle solidified, and his magic severely reduced, his once excruciatingly vast storage of mana gone, he is barely able to maintain his displayed appearance. Because of this, Elrandyr has decided to opt against it, and instead clad himself in a full suit of armour, so as to not show the true face of his being to those around him.

Origins: (doesn't have to be from one of the areas previously mentioned - so long as no HUGE kingdoms are created, make it up if you wish!)

Personality:

Likes:

Dislikes:

Backstory:

Skills & Talents: (Refrain from making these magical)

Equipment/weaponry: (Again, magical weapons are also discouraged. You have enough power already!)

Magical abilities: (Applies to Branded characters only)

Reason for picking Titan/Branded:
Hidden 9 yrs ago 9 yrs ago Post by ravenDivinity
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ravenDivinity many signs and wonders

Member Seen 7 yrs ago

Fiand Wolsey


Champion of Austelle

Age: 17

Appearance:

Fiand is a fair-skinned, soft-faced adolescent, and his looks evince a seemingly gentle, innocuous nature with few harsh angles except in his jaw and nose. His broad shoulders gently slope into long arms with average-sized hands and piano fingers, and his long-limbed, short stature typically leans on one foot. His body is lightly toned, neither thin nor brawn. Fiand has perfectly standard, yellow-blond hair, but his eyes are blue-gray, dull but alluringly obscuring. Never flamboyant or flashy, Fiand's typical clothing is formal, consisting mostly of suits, dress clothes, and ties. From time to time, he will exchange these for simple shirts and pants with little else special.

Origin: The countryside of Haldir; later, the capital of Hawic.

Personality:

Relaxed - Fiand takes little too seriously save the view things which inflame his passions. His dominant mood is either calm or numb, taking a blank expression and a lazy demeanor. He has a strong aversion to that which upsets his mood and breaks the peace, and he can typically be found doing something easy on the mind and the body, whether that is reading a book or creating a painting. Although Fiand is more lax than the average person, his behavior may lead him to fall behind in his studies or forget about important things.

Passionate - Fiand takes a stance of indifference to most things, including things which do not affect him. This may present itself as apathy and ignorance, however false that impression may be. But it is the things he does care for which define him as a person. His passions for his hobbies, his closest friends, and his dearest issues can stir him to wrathful anger and powerful fervor, such that they are nearly influential in effect. When he acts on these passions, it is clear that he takes them very personally and that any transgression on them is a deep offense. Strong emotions govern Fiand's disposition and can break through even deep depression or become a symptom thereof.

Cynical - No friend of all humanity, Fiand is highly critical of mankind despite his own hypocrisy. He does not come to trust others without difficulty; childhood experiences have shaped his pessimistic and negative view of the world and of society. He is distastefully militant against strict religions and governments, and he sees adherents of such as unintelligent, backwards, or even violent and oppressive. Although Fiand can find it in his heart to give and be charitable, he is still very close-fisted around the poor, who are either lazy or deceptive in his view.

Attention-seeking - Most of Fiand's issues stem from his attention-seeking attitude. A lack of attention in his early life from his parents instilled a feeling of neglect in him, and this fueled his victim mentality, his depression, and his fear of abandonment and loneliness. His primary desire is to be loved and admired, despite his present, vehement dislike of socialites and his constant repression of this desire. It may push him into enraged outbursts, periods of numbness, or crying before bed. As such, Fiand is incredibly emotionally unstable, and his spiritual, personal, and mental growth have been stunted by these flaws in his personality.

Intelligent - Even against his outward ignorance and his lack of compassion and sympathy, Fiand possesses his fair amount of intelligence, practically a genius in most circles. Among the intelligentsia, he is roughly average, but his youth gives him more time to hone his smarts and increase his mental capacity. His intelligent nature sometimes isolates him from other people, and this alienation may contribute to his priggish and narcissistic nature. Humility is with him, but Fiand has yet to tame his ego.

Likes: Magic, men, painting, writing, books, intelligent people, acquiescent people, nature, cooking, instruments, and archery for sport.

Dislikes: Religion, intolerance, people, politics, crowds, cramped spaces, creepy bugs, tomatoes, and sewing.

Background:

The younger son of two middle-class parents, Fiand Wolsey was born in the agricultural kingdom of Haldir just four years after the birth of his elder brother, Ardas Wolsey. Poor social interactions with other children except his brother ruined his childhood, and his parents, unaware of the harm they had done, sometimes ignored him as a child and inadvertently created emotional scars which contributed to his intra- and interpersonal issues. While at times they fought, Ardas and Fiand were good to each other and understood each other on a deeper level, and Ardas helped Fiand as the younger brother struggled in the religious, rural society. The brothers were each educated for 11 years at a normal school, but Ardas left for Taria to study the vistas when Fiand was 13. The absence of his brother from his daily life left Fiand distressed and distant. He spent the four years thereafter going through the motions of life and absently doing the bare minimum to succeed. Upon turning 17, Fiand joined his brother Ardas in Taria and began attending a normal scholarly institute in that kingdom while Ardas pursued the secrets of vistas and magic. Fiand followed his brother frequently in random excursions to study the subjects, and these experiences left Fiand with the impression that magic was a beautiful thing to watch; however, it has always eluded him on account of its rarity.

Skills/Talents:

- Literacy and writing talent
- Painting
- Sewing
- Street smarts
- Caring for plants and animals
- Natural intellect
- Playing violin and piano

Equipment/Weaponry:

- A few suits and formal outfits, as well as regular clothes
- Various journals and pens and a knapsack to contain them
- A small dagger for self-defense
- A composite shortbow, but may grow into his older brother's longbow
- A quiver which carries 5 arrows

Rationale:

Fiand chose Austelle because of the beauty of the stars and his fascination with them. Magic and mathematics reminded him of this beauty, and becoming Austelle's champion attached him to those concepts. By tapping into the obscure power of the Titans, Fiand felt he might become a part of something bigger than himself and experience that beauty more closely.
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Hidden 9 yrs ago Post by Landaus Five-One
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Landaus Five-One The Sadist Insaneous One

Member Seen 18 hrs ago

Picture:



Without her shoes on and with a different clothes on, which isn't her dress or casual clothes. This fits much better than trying to look one and I had someone help me with this, you could say, that is @SleepingSilence. When she has the time, she can probably create these clothes and its definitely not the same necklace. Mostly because of the fact, no one in RL is born with Silver hair...

-= [The Profile Proper] =-


Name: Cassandra R. Bhiloda-Darila
Full Name: Cassandra Riley Bhiloda-Darila
Nickname: Sharia - This nickname she got from her biological parents because her last name was hard to pronounce.
Gender: Female
DOB: June 30
Age: 17
Titan: Branded

Appearance: Cassandra is 5’3” in height and weighs 118 pounds. She has an athletic petite build, which has pale white skin that burns easily in Sunlight. Her hair color is silver. She has Heterochromia, which has one eye silver and the other green. She wears her hair in a ponytail style. She has a slightly larger bust size than most 17 year old girls, she wears a 35C bra. She wears very beautiful clothes, which are from her mother. It is a countess dress, which is made up of colors that make her eyes and hair stand out more. The primary color of the dress is blue while the trim is black and has some silvery bits here and there. She wears white kitten heel shoes, which are beautifully designed with her favorite jewel that is an emerald. The countess dress is made up of silk.

She has another more casual set of clothes, the clothes she usually wears when she is equipped with a bow and arrow. She wears a cotton blouse that allows people to look down her shirt since she doesn’t wear a bra. She wears her kitten heel shoes, which have a emerald on it. She wears cottonish silk skirt with underwear underneath it. The Cottonish Silk Skirt and the Blouse she wears are blue. She wears a beautiful necklace called the necklace of pride, it is a necklace, which is very similar to an Regal Aurora Borealis Crystal Necklace. The Necklace of Pride is Cassandra’s Necklace since it was crafted by the best with emeralds, rubies, sapphires, and zircon gems, the primary jewel on this necklace is called the Pride of Bhiloda-Darila, which is a beautifully found pearl, it was cut to be in a round configuration. The pearl is completely see through instead of what pearls are, it is very similar to a diamond but not. She also wears a black cloak to protect herself from the sun since her skin burns very easily and she doesn’t want to get sunburn or a tan.

She has a very simple sleeping outfit, which is just a one-piece nightgown, which goes past the knees. She wears simple cotton underwear. She usually sleeps gently in her bed, this nightgown is silk, the same as her countess dress. She has a brand on her lower back that is a banished tag for people who break the rules in the Noble City of Thrayheath, it is a small tag to know where she is from and the reason she cannot go back.

Personality:


She has personality, which is very kind, generous, and proud about her family’s status in the Noble City of Thrayheath. She gets very easily annoyed and can have a short temper when it deals with something she takes pride in, her last name that her parents pronounce wrong all the time even though it is their names too. She has a obsession with jewelry since it is the most beautiful thing compared to her and anything else and she takes pride in her jewelry she was given to her by her parents, which is only hers. She also loves the same sex, she gets a little bit hot and bothered around females her own age or not. She has a fondness for rain since it usually constantly rains constantly for weeks on end. This is the very core of her personality, it has been chipped by things and she usually puts on a different mask to keep her very core intact.

She absolutely has a terrible fear of spiders and because of this fear she usually tries to hide the fact, she is afraid of spiders. Therefore, she is pretty terrible in acting, when she sees a spider of any size, and she usually gets a panic attack of uncontrollably crying. She also dislikes or hates the sun because her skin, it very easily burns and she has to wear a cloak most of the time, when it is sunny. She has a cautious feeling of dread if her beautiful pale white, skin gets a blemish since it terrifies her more than being killed. She has a noble set of ideals and anything that ruins her beauty usually makes her highly depressed since she was raised in a Noble City by a Noble Family. She is a little bit risky in her appearance in terms of her clothes she wears to fight but she likes flaunting her beauty any chance she gets.

She has a slight hatred on the rules of her town, the conscription law and the law where it isn’t applicable to date the same sex or marry the same sex. She is very proud of being a progeny in terms of Longbows, even though it would have been better if she actually had a choice in the matter. Even though both genders in the city are complete equals in all things. She hates the double standards of her home city, and she wants to change it by force if she has to. She despises her parents for searching through her diary and finding out she was in love with her best friend, which visited her on her sixth year birthday. This is the facade she tries to put on when talking about don’t go to the double standard city of Nobles, she tries to spread rumors and lies but usually fails, and when people find out she was banished. She is demoralized completely and is utterly depressed. Even though all the things she is telling are the truth, no one believes a person, which was banished from their city if they are a noble since all nobles are quite snobbish.

She wants to be an Oceanographer and travel the seas in a ship since she loves the oceans since it is very pretty. She loves the act of singing, which is the only way she can make money. She sings for the masses for tips only. She wants to make friends with people but she can’t really do that with everyone telling everyone else that she was banished. She is completely broken in some ways, her parents disowned, banished her, and when she was only 15 years old as a punishment to a crime she committed. She constantly cries and is heartbroken, which her parents completely stopped talking to her. Therefore, all of this she wants to get her revenge on everyone within the Noble City of Thrayheath, which created those strict laws by changing the ruling structure within the city.

Likes:


1. She is into the same sex
2. Seafaring Vessels - She loves seeing the seafaring vessels in the port of her town, which she cannot see anymore.
3. Rain - It constantly rains over her hometown.
4. Jewelry
5. Singing
6. Blue - She loves this color since it is the color of the skies and ocean.
7. Reading Books - She enjoy reading books from her childhood.

Dislikes:


1. Spiders
2. Sun
3. People pronouncing her name wrong
4. The Strict Laws of Her Hometown
5. Dancing
6. Purple - She dislikes this color mostly because it reminds her of the little spot on the underbelly of a Tree Willow Spider, which is a purple triangle.
7. Her biological parents - For branding her a traitor and banishing her from the city she holds dear, which are her mother Madison Ilya Bhiloda-Darila and her father Varek Nicolas Bhiloda-Darila.

Fear(s):


1. Arachnophobia - Cassandra has a terrible fear of spiders, it comes from the fact the Noble City of Thrayheath is under attack by Giant Spiders. She has a terrible uneasiness, she constantly looks over her shoulders, if she sees something moving in the shadows, she will usually have a panic attack, which causes her to uncontrollably cry or just shut down completely.

Backstory:




Origins:




Skills & Talents:


-Conscription Training: She was conscripted when she was nine years old to learn the Longbow for the survival of her entire town. She was forced to learn every single detail of how to properly wield the longbow. Her father was a cruel taskmaster when teaching his daughter how to properly wield it, if she failed she would be punished without food. There’s other skills she learned during this time and they are below.

-Longbow Mastery: She mastered the Longbow in a very short time frame, it only took her, an entire year. The only reason because she forced herself to train constantly with a longbow. Therefore, she would no longer be punished by her father.

-Coordination: She has great hand to eye coordination and is very good at balancing too. She hardly trips over herself, only in a few occasions that is. When she was near people around her own age and her own gender.

-Oceanographer: She wants to travel the seas with the wind in her hair. She learned this during Conscription Training. She wants to be a captain of a seafaring vessel and help out wherever she needs to go.

-At a Glance: She can tell if a sea vessel is on its last legs or brand new and has been keeping up on its maintenance. She learned this while she was in Conscription Training by her mother who can tell seafaring vessels are almost broke down and needs replacing or just needs minor repairs. It is mostly how they sway in the sea.

Equipment & Weapons:


-Composite Longbow with decoration on it. It has 3 smallish emeralds embedded in the wood to give it a sparkly look. The Longbow has a certified name of the crafter of this weapon as well as her name underneath. Heather L. Soren-Esta is the name of the fletcher and she gave this to Cassandra as a work order but put her name on it since that’s the code fletcher’s follow in the Noble City of Thrayheath.
-A Highly decorated Quiver, with 50 Arrows in it. The Quiver was made out of a hard leather and was decorated with emeralds and rubies. The arrows are masterly crafted by the best fletchers in the Noble City of Thrayheath.
-A Large Leather Bag, which has about eight different secret pouches for her jewelry she is carrying with her. She carries her countess dress within this leather bag as well as extra clothes and the case for her necklace her parents gave her on her birthday one day. As well, as her sleeping clothes. It has a small tent within it. This bag has to be carried like a backpack.
-A small bag, which carries flint and steel, a diary, and writing utensils. This bag is a little bit less extravagant than the larger one. This small bag is small enough to be put on her waist.
-Carries a small skinning knife and a pouch with water in it.
-A Coin Pouch, which carries enough money for inns and other things. It is inside of her large leather bag.
-A Black Cloak, it is a normal black cloak, which protects her from the elements mostly the sun since she does not want her skin to be burned.

Magical Abilities:


1) Soul Surge: She uses her soul surge to drain life force energy out of things she deems unnecessary or that she is too afraid of. However, she will never use soul surge on Heather L. Soren-Esta since they both want their revenge on the city that banished them.

A) Healing Touch - This is called the healing touch and it can heal light wounds of scratches, cut marks, and other such things. It is a basic healing spell and it glows similarly to her core personality. It glows Pink, Orange, and Red that is gentle to the touch when she is healing someone. This magical spell takes time to recharge, if she was pushed too much she will faint from overuse. The Recharge time of this spell is 12 hours.

B) Freeze Bolt - The Freeze Bolt is a simply a bolt of ice, which is below freezing she usually uses this ability to show how depressed she is, her heart is covered in ice, towards a town, which banished her. It flies slower than an Arrow from a Longbow or a Crossbow. This magical spell has a recharge time of 6 hours, which increases with every use up to a maximum of a week.

C) Enchanted Arrow - She can enchant an arrow that can go a little bit further than what’s normal for an arrow to do and these enchanted arrows fly slightly faster than Crossbow bolts. She can only enchant a maximum of 3 arrows every three days.

Reason for picking Branded:

Cassandra’s reason for picking the Branded over any other Titan is to get revenge on her parents and her hometown for banishing her and Heather L. Soren-Esta from their home. She wants to kill her parents mostly because of what they did to her by branding Heather and her and banishing them from the city. She wants to change the laws of the Noble City of Thrayheath to make it safer for anyone to do that she did and feel safe within the city without banishment and getting branded a traitor. As well, she wants to abolish the mandatory conscription of nine years old.
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Hidden 9 yrs ago Post by Dapper Amaroq
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Dapper Amaroq Resident Wolf

Member Seen 2 yrs ago



Appearance: Along with her steel gauntlets, greaves, and chain mail vest, Rebecca is most often seen in a cream colored tunic and black pants. Her trusty halberd is usually carried in her hand or strapped to her back.

Name: Rebecca Themis

Age: 28

Titan: Rylai

Origins: Luther Kingdom

Personality: Normally, Rebecca is a quiet girl, preferring to take things slow and linger on her thoughts and actions. To anyone observing, it would be strange to see a girl like this carrying the same steel halberd that Rebecca carries with her, whatever the reason may be. She sees it as a reminder of home, where she came from, and where she wants to be, but that doesn't change how strange it looks to passer-bys.

Likes:
- Peace and quiet
- Origami
- A good debate
- Preaching to everyone about her current views of justice and equality

Dislikes:
- The vistas. They creep her out.
- The idea of gray morality
- War in general.
- pointless anarchy

Backstory: In kingdom of Luther, a royal advisor by the name of Raleigh Taylor had a child with the lady in waiting of Luther Kingdom. This child would go on to be Rebecca Taylor. Due to her higher status, she was a friend to the royal family, often finding herself in organized play-dates with the princess and her friends. It was an ideal life in the eyes of some, but her father wasn't satisfied.

Raleigh had great plans for her future. Unlike most girls of her status, she was taught to kill. Her father had hired ex-knights and spies to train her at a young age in combat and espionage. She was to use her status to keep a close eye on the king and his daily life, and report these details to her father. When the time came, she was to kill the king and throw the kingdom in to chaos.

Unfortunately, Raleigh waited too long, and Rebecca grew to the age where she could form her own opinion. Though she had never known the king directly, she liked the time she enjoyed with the royal family. She didn't think she would be able to handle ending the life of anyone close to them. When she was 16 years of age, she revealed every detail of the plot to the king. Of course, the king was horrified. Raleigh was sentenced to death by the guillotine for his crimes. Rebecca was allowed to live for bringing the information to the king, but she was no longer allowed in the company of the royal family. Her father's wealth was confiscated as payment, and she was only left with a few possessions that she would have to sell for money. Most of it she was sad to see gone, but she cared more about her livelihood than her father's possessions. The only thing she couldn't bear to sell was a steel halberd that her father had custom made for her. She couldn't bring herself to completely dismiss her father's memory, so she decided to keep it. It became a habit for her to carry it everywhere with her.

With nothing left to keep her in Luther, she bought a horse and set out on her own to discover what life could give her outside of her father's legacy.

Skills & Talents:
- Rebecca is reasonably skilled in the use of many melee weapons, including swords, spears, and axes. Her preferred weapon of choice is her steel halberd.

- Being the champion of the titan Rylai, she has to have certain skills to help her to represent proper justice, such as deduction, debating, orating, and interrogation.

- Despite the weight of her armor, Rebecca is very proficient in maneuverability. Though her actual travelling speed is hindered by her armor, her flexible body allows her move around the attacks of her enemies without too much movement. For this reason, her combat style is based on a defense of redirection and counter-attacks.

Equipment/weaponry:
- Though she may have a talent for using multiple weapons of war, her main choice of weapon is her steel halberd. She does her best to carry it with her everywhere. Her father had it custom made for her, and though she may not have used it in the way he had wanted, it was still a useful tool and a surprisingly sentimental reminder of her father.

- Her choice in armor is mich lighter than most. Rather than using the full armor of a knight, Rebecca prefers to only to wear a pair of steel gauntlets and greaves, and a chain mail vest beneath her clothing, all pieces that she bought herself after leaving Luther. She finds this easy to move in and strangely comfortable, so comfortable in fact that she finds herself wearing it even when there is no need to.

Reason for picking Titan/Branded: With her eventual goal of becoming an advocate for absolute justice and equality, it was only natural for her to side with Rylai, the titan of such.
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Hidden 9 yrs ago 9 yrs ago Post by Frizan
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Frizan Free From This Backwater Hellsite

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Appearance: This brilliant(self-proclaimed) yet clearly senile wizard(Merasmus despises this descriptor) stands at a nice and symmetrical six feet tall, which pleases Merasmus greatly; inches waste time, and meters waste space. Age obviously has not agreed with the man, as he has well-defined laugh lines along his pale face, and his bony hands and long fingers are wrinkling. This does NOT please Merasmus, but he grits and bears his less-than-youthful appearance; at least he hasn't started yelling about "youngsters". Under his dirty, alchemical soot-covered brow lie a pair of large, sunken-in emerald eyes. Below those darkened rings is a big, crooked nose which has brought Merasmus much ridicule; in fact, it's where he gets his nickname, "The Wizened", as such a feature is prominent in old children's fables describing wizards. Adorning his rigid jawline are very thick sideburns, reaching up to his scalp which is covered with very long black hair that he keeps tucked behind his robe's collar. From his narrow shoulders, Merasmus' lanky arms dangle loosely by his sides, draped by the oversized sleeves of his robes. His legs are rarely visible, as they are also covered by the heavy hem of the cloak, which drags along the ground and as such is very very dirty.



Name: Merasmus the Wizened



Age: 437



Titan: Rennigan



Origins: Merasmus knows he was actually born at the Verity Institute, but he grew up and currently lives in Galorand.



Personality: Merasmus may look the old-wizard-in-a-tower type, but he is actually quite a loud and direct individual, always asking around for the latest rumor, bit of news, or just some book recommendations. Being the know-it-all that he is, Merasmus is quick to correct people on everything, even if his "corrections" are clearly inaccurate to even a casually-educated person; he usually comes back with the ACTUAL correct information though, even though he seldom admits he was ever wrong. He thinks highly of himself due to his academic success and his own perceived intelligence, and would logically assume himself to be the "intellectual powerhouse" of any group.



Likes:
Reading;
Experimenting with alchemical materials;
Postulating;
Theorizing;
Conversating.




Dislikes:
Mistreatment of books;
Wasting herbs and other supplies;
People telling him to "quiet down";
Being called a wizard
Cinnamon buns.





Backstory:
Merasmus was an unexpected birth in the Verity Institute many moons ago. Decided to have been an unfit guest in an Institute, his parents sent him to live with a friend of the family by the name of Ghi Rahim the Coot, an esteemed but eccentric master of alchemy that lived in Galorand. Ghi taught Merasmus all about alchemy, praising him both with his successes and with his explosive failures, which instilled a bit of an "all mighty" complex in Merasmus concerning alchemical works. When Ghi was not tutoring the boy, Merasmus would sneak into the Coot's library and pour over any book he could get his hands on. Biographies, instruction manuals, musical sheets, even children's tales; he read every last thing. When Rahim eventually found out, he immediately let Merasmus know that certain sections of the library were strictly forbidden. This only brought these specific books to the apprentice's attention.

He began reading these forbidden texts in their entirety; he just couldn't contain himself. Whenever he finished one book, he simply had to move on to the next; sometimes he didn't even wait to finish one before setting it down to see to another. He learned many powerful spells, the secrets of the universe and life itself…or rather, he learned OF many powerful spells and had no actual skill in the magical arts required to perform them, and of all the secrets he learned of, none remained in Merasmus' head for more than a few seconds as he simply tore through texts too fast to hold on to them, not to mention many of these "secrets" seemed oddly subjectively interpreted.

His immense knowledge deemed Merasmus an insufferable know-it-all by even his most academically inclined peers; it didn't help that he was often wrong at first, and would not admit to his factual inaccuracies, instead coming back the next day to spout his updated knowledge of a subject as if the previous day's events never happened. Needless to say, Merasmus was, and is, a very frustrating man to deal with, and when he joined the staff of the local university after the untimely death-by-rabid-plant of Ghi Rahim, was delegated to the back rooms of libraries and other out-of-the-way locations, never once being allowed to actually teach. Rarely, though, he would be allowed to participate in the universities' Committee of World Theories, which is where Merasmus showed his worth as an academic. When he focused himself on a single subject, Merasmus could piece together theories and simulations that left even the most senior professors scribbling hastily on their notepads; for once, there were actually sounds to be heard other than Merasmus' voice when the man spoke. Some would describe his ramblings as word-salad, being little more than big words strung together with a faux-graceful speech pattern, but even sworn enemies of the aging wizard admit that his theories have led to many, if minor, advancements in the research of many academic subjects.

Merasmus first felt the presence of Rennigan during a very heated Committee debate with an academic adversary. This particular professor took umbrage at the fact that one of Merasmus' new theories rendered her own obsolete, which would reasonably miff any academic, and she wasn't about to let some rambling old man overshadow her own meticulously-researched hypotheses. He argued with the woman in good faith for quite a while, but eventually grew tired of it. He began making long, exhaustive arguments against her theory, and it seemed that the longer he spoke, his colleague became more and more complacent, before calmly conceding to Merasmus' new theory. Merasmus wasn't going to complain, but he was certainly confused by the professors sudden surrender; it simply wasn't like her. He felt a strange power hover over himself, a presence that refused to be ignored.

He spent weeks studying the different proposed supernatural and godlike entities of the world, and eventually came across very old texts offering conjecture on beings referred to as "Titans". Those texts didn't offer great detail about these beings, but one such entity, Rennigan, seemed to fit what Merasmus had experienced during the Committee. A supposed power of those chosen by Rennigan involved subtly influencing others to side with the Champion. This was no doubt what happened to the opposing professor; she was by all means fiery and stubborn, yet by the end of Merasmus' speech, she had fallen nearly silent and went along with what he said. At their core, though, Rennigan was an eternal seeker of knowledge, and such a power was simply a means that could be employed to gain knowledge. If there was anything Merasmus enjoyed the most, it was learning, and so Rennigan seemed like the perfect being to follow. His extended lifespan was quite a large boon as well, of course; more time for reading! It was the closest thing to following a god that Merasmus would allow for himself.

Merasmus spent most of the past few hundred years in the library of his master's old home which the old man kindly gave to his apprentice in his will, continuing to tear through books he hasn't had the pleasure of reading yet, and using his paltry pay from working at the university to buy even more books, all the while using his powers of suggestion to squeeze those last juicy bits of info out of a person and writing them down in one of several journals in his library.



Skills & Talents:

Alchemical expert: Capable of brewing just about any mixture, albeit of varying potency.

Text repair: Merasmus has had his share of rainy nights dousing some of his books, and many he buys have torn pages or flimsy spines. Over time he has learned how to effectively refurbish any book, within reason.

Wiz-Fu: A fighting style involving his staff. It is little more than flashy spins and twirls that may or may not distract an opponent before smacking them in the knee.

Walking encyclopedia: Name a subject, and Merasmus more than likely has at least a rudimentary understanding of it. If not, or he can't recall, then he can easily pull a related book from his bag and skim the important bits.

Very organized: Self explanatory, no?



Equipment/weaponry:

Heavy, oversized black cloak;
Plain leather belt;
Purple cloth trousers and button-up long-sleeve shirt;
Limited Edition Galorand Alchemathon gardner's gloves;
Light studded leather boots;
Non-magical staff/walking stick;
Bag o' Books - Can hold a seemingly infinite amount of books…and ONLY books. All other items simply disappear;
Large alchemist's satchel;
Open-top bag that holds book refurbishing supplies, an ink well, a large bundle of paper and several spare quills.




Magical abilities: N/A



Reason for picking Titan/Branded:Merasmus has decided to join Rennigan in their eternal search for knowledge because their goal resonates so much with his own. Learning and experimenting is all he knows and, arguably, is in his blood if his parents being a part of an Institute have anything to do with it.
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