The Country of Grenheim has been under the threat of war for the past several years, and has been increasing the size of its army ever since. As of now, 40% of Grenheim's men have undergone military training. This isn't enough.
Two years ago, Grenheim's greatest magi made a revolutionary discovery: a powerful ritual that allowed them to take two people who share a powerful, nearly unbreakable emotional bond, and grant them great power, and an even greater connection. Grenheim's king ordered this ritual be immediately put into use, and that anyone elligable for the ritual be found and put through it.
A small training acadamy was built to house and train those with Celestial Bonds, though due its hasty construction, it was nothing more than a bunch of shacks and an open field for combat training. Well, that was how things were one year ago, anyway.
You are part of the second batch of future soldiers to be put through the ritual. A small batch of 18 people, 9 bonds, makes up your entire "class", and each and every one of you have been blessed by the gods. You are the holders of Celestial Gears and Celestial Potential, the legendary group that shall save, or doom Grenheim.
Of course, no self respecting King would allow holy warriors to live in the miserable conditions you were headed for. And so, the King had a nearby noble allow you to stay within his mansion, as well as use his grounds to train.
Lore
Currently unfinished. More will be added soon.
Aurdin- God of gods, lord of fate, machinations, and the sun Vyra-Goddess of the love and beauty Heirmyd- God of knowledge Gelsa- Goddess of nature, instict, and beasts Vjoln- God of storms and weather Morrowyr- Goddess of death, mourning, and the afterlife Gardwyn- Goddes of law, order, and justice Starmgein- Goddes of the seas, guide of vessels Harbingald- God of war, bloodlust, and flame
Of all of the Olden Lords, Aurdin was the most powerful. He controlled the very way things were. A single god that moved time and fate within his hands. There was no god more fit to be the god of gods. Aurdin was believed to be a kind god, who experienced fits of rage, causing death and misfortune at random without truly wanting to. While powerful, Aurdin was known for having too much power for his own good.
Vyra was the goddess of love, long ago. People prayed to her constantly, wanting their love to flourish, or their children to live past the age of 5. Vyra was a kind and compassionate god, fulfilling many of these requests, though, she could not fulfill every request, and eventually relegated the answer of prayers to a few days a year. The most notable day became a Holiday, the Vyran festival of Hollindrad, which is still celebrated to this day, but it in the name of Hadrya.
The all knowing, the grand, the great thinker. Heirmyd blessed inventors, mages, mathematicians, philosophers, and other thinkers with grand ideas. Many prayed to Heirmyd during times of confusion and helplessness, as well as Aurdin, hoping that their prayers would be answered. Heirmyd was a much more stingy god, imparting his knowledge only to those he deemed worthy, or needy enough. Those in desperate need of an answer got their answer, and those who searched for answers all their lives would eventually find it within Heirmyd.
The legend goes that Gelsa sculpted beasts and plants from the earth's muck, and attempted to make a creature in the image of the gods for millenia, before eventually asking Aurdin for help. Together, they crafted humanity, which were under both Gelsa and Aurdin's control. Gelsa gave humanity their instict, while Aurdin gave humanity their will and emotions, making them chaotic and imperfect, but far more interesting. Gelsa was prayed to by hunters who hoped she would bring them a magnificest array of beasts to prey upon.
An angry god, Vjoln always hated Gelsa's creations. He found them ugly, as they trampled and layed waste to the Earth that Vjoln so eagerly maintained. Vjoln would bring storms and disasters to humans often, but Gelsa would eventually fight Vjoln over this, leaving Vjoln to lash out at mortals only on the rare occassion, when Gelsa wasn't looking. Eventually, after Starmgein's death, Vjoln would form a child with Gelsa.
Known for being Aurdin's spouse, Morrowyr brought the victims of Aurdin's outbursts to their final resting places. She would mourn for those lost souls, and many would pray to her so that those souls would be brought before Gardwyn in a favorable manner. It was Morrowyr's job to take souls from the mortal realm to the celestial realm so that Gardwyn could judge them. Morrowyr famously fought with Gardwyn over Aurdin, and won, and due to Gardwyn's jealosy, was relegated to such a pitiful position as carrier of the dead. Gardwyn would cast out the souls that Morrowyr favored, and so Morrowyr created an underworld to house those spirits that Gardwyn would not let pass into the celestial realm.
The goddess who sat at the gates between the mortal and celestial realm. Morrowyr brought her the souls of the dead, and Gardwyn judged them. The unwanted souls are cast down into Morrowyr's underworld, while those few worthy souls are taken into the celestial realm. While Gardwyn judged souls after death, she also judged them in life. She would whisper about the actions of unworthy humans to Aurdin, hoping he would rain judgement down upon them.
The seas were unruly under Vjoln's control, so Starmgein, who was wed to the unruly storm god, took the reigns and guided ships to safety. Of course, even she had a quick temper, believing some mortals to be ungrateful and greedy, often having these ideas planted in her head by Gardwyn and Vjoln. Many great storms were accompanied by roiling seas, churned by Starmgein's discontent.
Only one god disliked mortals more than Vjoln, and that was Harbingald. Well, at least, Harbingald hated the peace that many mortals enjoyed. He found it boring and uninteresting. So, he brought upon them fire, and with that, rage, anger, bloodlust, and dispute. Many prayed to Harbingald for victory, but he just wanted bloodshed. This god had no concern for human life, though he did award his favorite warriors with victory, and the occassional free pass from Morrowyr's embrace.
Aurmyr-The usurper god, master of truths, bringer of days Mordyn-The god of endings, master of fate, bringer of night Garnmyr-The goddess of the seas, master of tides, bringer of change Falk-The god of nature, master of weather, bringer of storms Oremnyr-The God of the unknown, Master of ideas, bringer of the future Haldvyr-The god of judgement, master of order, bringer of justice Hadrya-The Goddess of love,Master of creativity, bringer of emotions Lemnys-The Goddess of machinations, master of trickery, bringer of emotions Myrengald-The God of the forge, master of mortals, bringer of war
Child of Aurdin and Gardwyn. Aurmyr's very existence was held a secret by Gardwyn. When Aurdin came to know that Gardwyn had kept the child, he became furious, his rage spread death amongst the mortals, a grand plague that devasted humanity. Morrowyr eventually learned of the child, and became furious with Aurdin. She was sick of Aurdin, who only brought death to mortals, and so easily resorted to promiscuity. Gardwyn kept the child, and Morrowyr convinced the young god to plot against his father. Though, eventually Morrowyn would bear Aurdin's second child, Mordyn, giving up on her plans to slay her husband. Aurmyr was not so easy to end his plans, though. He was offered power, and his half brother and Morrowyr would not stop this. Aurmyr had much of Aurdin's power, and had more control over it. He slew the olden lord, and took his place on the throne of the gods. Aurmyr is seen as a powerful and just god by the people of Grenheim. He slayed his father, who only brougth death to mortals, though he could not bring an end to his half brother.
Child of Aurdin and Morrowyr. Mordyn's birth brought peace to Morrowyr's mind, she gave up her hatred for Aurdin and focused on her child. Mordyn observed the squables of the olden lords, watching as humans fell due to their anger and spite. Mordyn took pity on those souls, and attempted to make his mother's underworld a better place for those souls who ended up there. Mordyn also watched his half brother's actions, and was present when Aurmyr slew their father. Aurmyr rose to power, and Mordyn stayed on the sidelines. Though, it became Mordyn's job to deliver death to mortals, to end the day, and to bring upon darkness. Aurmyr hated him for this, as death was the last thing Aurmyr wanted for the mortals. Mordyn believed that mortals could improve themselves after death, and live better. In life they faced hardships, but in death they were all the same. In a famous tale, Aurmyr confronted Mordyn in battle, but dropped his weapon, declaring his respect for his brother, despite his urge to end him. Morrowyr eventually ended herself, and Mordyn, struck by grief, took his mother's position in addition to his own.
Child of Vjoln and Starmgein. With the birth of Garnmyr came a great change. They say the birth of Garnmyr heralded the death of Aurdin, and the eventual end of the Olden Lords. Vjoln's anger became ceaseless after the rise of Aurmyr, which eventually led to him killing Starmgein in a blind fit of rage. Eventually, Vjoln and Gelsa bore Falk, and Garnmyr decided it was time for change. Garnmyr, over many years, convinced Falk to join him in slaying Vjoln, but Falk agreed only if they would slay Gelsa as well. Garmyr agreed, and they committed their atrocity, rising to the pantheon along with Mordyn and Aurmyr. Garnmyr took over as ruler of the seas, and commanded the bringing of change. Many pray to Garnmyr for good fortune.
Child of Vjoln and Gelsa. Falk was told by Garnmyr, for many years, of Vjoln's horrible anger, and how he destroyed Gelsa's creations. Falk was angered by this, and agreed to kill his father, but only if they ended Gelsa for how she refused to punish the vile god. Falk took over the domains of both Gelsa and Vjoln, becoming the one god who controlled all of the natural order, from the creatures to the environment. Many pray to Falk for bountiful harvests, successful hunts, and good weather.
Child of Gardwyn and Heirmyd. Gardwyn was wracked with greif after the deaths of Aurdin and Morrowyr. Heirmyd brought comfort to her, and together they raised two children, Oremnyr and Haldvyr. Oremnyr was one of the few new lords that did not want to slay his predecessors. Oremnyr worked with Garmnyr to move everything forward, though he did not approve of Garmnyr's actions against Vjoln and Gelsa. Oremnyr attempted, in vain, to stop Haldvyr from being convinced by Aurmyr to kill their parents.
Child of Gardwyn and Heirmyd, brother of Oremnyr. Aurmyr had always seen his mother as weak and jealous, and wanted her gone. Haldvyr completely agreed with Aurmyr, and essentially became Aurmyr's right hand. Under Aurmyr's leadership and Haldvyr's judgement, the rest of the olden lords fell. Haldvyr took on his mother's role, but added a third result to the judgement of souls brought to him. Some would go to the underworld (Referred to as Morroheim after this point), grand heroes would enter the celestial realm, and unworthy souls would be banished, their souls erased.
Child of Vyra and Aurdin. Aurdin was quite the promiscuous god, and could obviously not resist Vyra, the goddess of love. The goddess gave birth to a pair of twins, Hadrya and Lemnys, who seemed to embody the nature of emotions, and have control over aspects of mortal nature. Hadrya ruled over love, beauty, creativity, artistic expression, and those positive emotions held by mortals. Hadrya defended her mother when Haldvyr deemed her unworthy, but due to Lemnys' meddling, Vyra's fate was sealed, and she was slain.
Child of Vyra and Aurdin, twin of Hadrya. While Hadrya embodies those things enviable of human nature, Lemnys embodies just about every twisted, dark, corruptible piece of human nature. Lemnys is very much a trickster god, constantly meddling within the actions of others, and committing herself to gaining the disdain of others. Aurmyr completely hates Lemnys, but Hadrya won't let him touch her.
Child of Harbingald and Gelsa. Gelsa seemed to bond with those who destroyed her creations the most. The child between the war god and the beast-maker was destined to be a god of the forge. With Myrengald's birth came a surge in humanity's weapon technology, taking them from sharpened sticks and stone hammers, to grand metal weapons and armor. With the death of his parents, Myrengald became the war god, and kept an eye on the mortals, wanting his mother's creations to flourish, even if they were fighting against each other.
In Depth Information
emotional bonds simply have to make sense, and be the kind of bond that wouldn't falter or fade under most/any circumstance. That kind of unbreakable emotional connection is what allows the Celestial Bond to form in the first place. If you do really want to have your bond weaken over the course of the RP, PM me about it, and we'll talk about it, though this may be pretty difficult to do..
Two people that share some sort of an emotional bond go through what is essentially a godly rite which awakens the bond within them, morphing their bond into the form of magical power for one, and a magical weapon for the other. The bonds that go through this ritual must be virtually unbreakable.
Bonds that have undergone the ritual are called "Celestial Bonds"
Those gifted with a Gear by the Celestial Bond are deemed "Knights." They tend to have no affinity for magic.
Those gifted with Potential by the Celestial Bond are deemed "Mages." They tend to have a greater affinity for magic.
Said to be artifacts that make up the bonds between the mortal and celestial realms. "Knights" are the half of the celestial bond that gain control of one of these gears. These Gears have magical properties, a sort of special skill or technique that the wielder can use. These abilities are generally quite varied and abstract, though generally mesh and synergize with the Knight's corresponding Mage. The Gear can be summoned and dissipated at will.
Within the ancient legends were tales predicting great heroes who, through their bonds, would gain great power in the form 9 artifacts that are said to be derived from the spirits of old gods. Those who hold these great weapons will gain the marking of the olden lords somewhere upon their body.
While not physical in any form, the grand potential is the magicial capability imparted to "Mages" of Celestial Bonds. Most mages of our world take decades to master their craft, but the grand potential gives you control in mere seconds, and the ability to master it in mere years. While not as immediately striking as the Knight's Gear, the Grand Potential has much more... well, potential, imbuing the Mage with a focus, or a particular type of magic that their skills build around. Much like the Gear's abilities, the Grand Potential's focus is rather abstract and quite varied, though it generally synergizes with the Mage's corresponding Knight.
"And so the gods decreed that the olden lords will live on in the sword, whilst the new lords shall aknowledge the stave." - Decrees of Halingard. The Celestial Potential is to Grand Potential as the Celestial Gear is to the Gear. Though, this power is not a remnants of the old gods, but is a mark of those who usurped them. The 9 Celestial Potentials have never been described within the God's decrees, and are thought to be much more abstract and limitless than the Grand Potential. The Celestial Potential seems to retain the Focus, but gives the mage a greater range of abilities (spells) that they can control and use from the start. Those who gain the celestial Potential are marked by the Sign of the New lords.
The magi who designed the Celestial Bonding ritual based it on a number of old teachings, ancient texts, godly decrees, and grand prophecies that speak of 18 heroes that function as 9, referred to in almost every text as "The Fateful Few", a relatively simple name for the fate that they hold. The Fateful Few are destined to either bring glory to Grenheim, or completely destroy it. The Fateful Few aren't seen as grand mythical heroes, since most of the legends mentioning them are difficult to find, and rather unknown, so only those who are involved in the Celestial Bond project, as well as those close to the King and his court of magi even know of The Fateful Few.
Everything Explained
This is a pair RP, meaning that your character will be immediately linked and tied to another character, which will be chosen by you! In any given pair (Celestial Bond) one character will become a Mage, while the other becomes a Knight. The mage gets a conceptual focus, and a versatile and flexible range of spells, while the Knight gets a powerful weapon (called a Gear) with some sort of ability. We have also included the ability for a sort of "ultimate last resort attack" on the Celestial Gear, though this may be subject to change if we find it unpopular. The Mage and Knight fight best as a pair, using their skills in tandem to combat any foe. The abilities of any given Celestial Bond should at least slightly thematically call back to the pair's emotional bond (Take whatever creative liberties you want with this. I encourage creativity and enginuity). Any two characters in a Celestial Bond should also synergize in some sense.
In addition to the abilities of Mages and Knights, the Celestial Bond gives the pair a fair greater connection, giving them a sort of mutual telepathy, allowing them to read each others thoughts and feelings, as well as predict and sense their actions. A sort of two acting as one type thing.
In this RP, your characters will be those who have gained the most legendary forms of the Celestial Bonds possible, equiping you with powerful Celestial Gears and Celestial Potentials. Together, you all hold the fate of Grenheim in your hands. Of course, this is not an excuse to be OP, and I will be quite strict with power level, though you are free to go just about anywhere with your powers and abilities.
The RP will start with your characters arriving at the mansion of the currently unnamed noble who has agreed to let you stay at his mansion. Your characters would have just undergone the ritual, and would most likely have yet to test out their abilities.
Also, there will be a big focus on teamwork in this RP, given that your character will be mentally and emotionally linked to their partner, and it is encouraged that you and your partner work together on posts (collaboration posts), as well as your character sheets.
Rules
1. Follow all RPG rules 2. Meta-gaming, powerplaying, and godmodding will not be tolerated to any extent. 3. Romance is perfectly acceptable, but keep rule 4 in mind. 4. Keep the RP PG-13, please. Mature content should be taken to PMs. 5. Please refrain from speed posting, or I will be forced to incorporate a mandatory posting order. 6. Posts must be at least a paragraph in length ( between 5-10 sentences, generally) with good grammar (I can let a few misspelling go, but if your posts are difficult to read due to bad grammar, I will probably ask you to leave.) 7. I usually expect about one post a week, but if something comes up, and you cannot post for some reason, just notify me. 8. Keep fighting out of the OOC. 9. This RP will require commitment, so if you believe you will drop this at some point, don't pick it up. 10. At first, you will have a maximum of one character. If we have less than 18 applications after a period, I will bump this up to two. 11. There will be only 18 character slots, which seems like a lot, because it is. I will not increase this limit for any reason.
Tips
Try to find a partner before working on your character sheet, and then collaborate and share ideas while making your sheets.
Be creative! I'm giving a lot of freedom for your abilities, so feel free to go crazy with concepts, just try to limit yourself to a reasonable power level.
Do some collaborative posts with your partner. I suggest something like titanpad.com
Encorporate your character into the world! Give them views on everything from Grenheim, to the religion followed within its borders. This world is highly religious, so it will be a pretty important aspect.
Character Sheets
Personal Information
Full Name:
Gender:
Age: Minimum of 15, with no hard maximum. I suggest staying below the mid-twenties.
Appearance:
Background Information
History: Tell me a bit about your character's past. You don't have to tell me everything
Brief Personality: I don't want to know everything about your character, save it for IC, but at least give me something
Emotional Bond:Describe the bond between your character and their partner.
Partner: Who is your character bonded with?
Combat Information
Fighting Style: How does your character fight, generally. I suggest including their role in combat with their partner. Try to differentiate your style from other players with the same type of character.
Equipment: What has your character brought with them? Don't go overboard. There will not be a hard limit, but whatever the character could carry on their person would probably be their personal maximum.
Weaknesses:This will be optional, but I suggest at least one.
Celestial Gear Information
Name: Your weapon's name, it's that simple.
Type: Is it a sword, a dagger, a scythe? Refer to the weapon type list for suggestions and what has already been taken.
Appearance: What does the weapon look like? a picture or description is fine.
Function: The weapon's primary ability. This shouldn't be too powerful, but it should synergize with your corresponding mage in some way.
Last Resort: This secondary ability is only to be used in dire circumstances, and would probably have dire consequences or strict activation conditions. This may be very difficult to balance.
Miscellaneous Information
(completely fucking optional)
Height:
Weight:
Likes:
Dislikes:
Hobbies:
Character Theme:
Other:
Personal Information
Full Name:
Gender:
Age: Minimum of 15, with no hard maximum. I suggest staying below the mid-twenties.
Appearance:
Background Information
History: Tell me a bit about your character's past. You don't have to tell me everything
Brief Personality: I don't want to know everything about your character, save it for IC, but at least give me something
Emotional Bond:Describe the bond between your character and their partner.
Partner: Who is your character bonded with?
Combat Information
Fighting Style: How does your character fight, generally. I suggest including their role in combat with their partner. Try to differentiate your style from other players with the same type of character.
Equipment: What has your character brought with them? Don't go overboard. There will not be a hard limit, but whatever the character could carry on their person would probably be their personal maximum.
Weaknesses:This will be optional, but I suggest at least one.
Celestial Potential Information
Focus: The concept that encompases your character's magic.
Spells: You are allowed up to nine spells, but do not have to create all 9 to start out with. You can start with any number greater than 0, but any spells you add at a later time will have to be checked through me first. Just copy the name/function section for each spell.
Name: What you call this spell (honestly, this is optional, but spell names are cool)
Function: The effect of the spell. Please include all costs incurred from the spell's use.
[/l\ist] Miscellaneous Information
(completely fucking optional)
Height:
Weight:
Likes:
Dislikes:
Hobbies:
Character Theme:
Other:
List of Weapon suggestion (for Knights) Limit of 1 character for each weapon type. If you want a weapon type that is not on the list, PM me about it. I will allow the reservation of these while you make your CS, but I will only reserve it for a period of 2 days.
Sword reserved by Onarax
Scythe Reserved by Chickn
Dagger(s) Reserved by StarinaBox
Shield Reserved by Nald
Axe Reserved by Scallop
Hammer
ArmorReserved by VarionusNW
Polearm Reserved by SavOrhchid
Bow Reserved by Apollosarcher
Character List
Listed pairs, characters, and reserved slots will be listed here. If you reserve a slot, your reservation will expire in two days, unless you finish your CS in that time.
A note: There is still a bit of information I have to add to this, such as general information about Grenheim and its neighboring nations, as well as some info on Grenheim's religious text, oh and a map if I can get one made. This isn't entirely necessary for CS creation, though, so, I will be adding that stuff over the next few days. Feel free to work on and submit your CSs before then, but make sure you have a partner before submitting your CS.
I'll mention the skype chat here, since I have yet to. This RP will have an OOC skype chat to make communication easier. Just add VarionusNW on skype and say something about this rp so i can tell you aren't a spambot.
Also, I am making a knight, and I'm not sure if Cyn is joining this yet, so, if you can't find a different parter, i'm here (unless Cyn gets off of her ass, atleast).
Oh cool! Well here's my character sheet, I can leave it up to you guys whether you actually wanna or not. =p
Personal Information Full Name: Albert (Al) Archibald
Gender: Male
Age: 19
Appearance: Al is a young man with short, wavy dark brown hair, vibrant green eyes, and an olive toned complexion. He is of average stature as well as physically fit. He can often be found in rather formal outfits. On the dressier side, he wears a white button down shirt under a brown vert and a long, red jacket as well as black pants and boots. On the more casual side, he wears a red turtleneck, black shorts, and and boots.
Background Information History: Albert comes from a prestigious family of mages and was brought up as the successor to his family's magecraft, and was instructed by his father to prioritize magecraft over his own interests. Due to unexpected and unfortunate events, his father was betrayed and killed while he was still young, and his mother dying of illness several years afterward. Because of this, he was left alone in his studies and watched after by his uncle, who would assure him that sometimes the path to becoming a great mage required sacrifices. Although Al resents the sacrifices he has endured for the sake of tradition, he is fiercely competitive and eager to prove himself as a skilled and capable magus. And though he believes in his abilities, he worries about how limited they can truly be.
Brief Personality: Al is a perceptive, serious, resourceful, and very competitive person. Though he gives off the impression of being prim and proper, he is, in actuality, notably loud, shrewd, stingy and bossy. That being said, though, he usually means well for those he cares about. His manner of speech is often hostile and dismissive of other people, often getting carried away with himself. It only takes a simple mistake to knock him back off his high horse though.
Emotional Bond:Describe the bond between your character and their partner.
Partner: Who is your character bonded with?
Combat Information Fighting Style: Albert is very diverse in battle, though he tends to specialize in long ranged combat. He mostly relies on strategy and calculation in order to lead his enemies into a trap.
Equipment: He carries a pouch of various jewels along with him, all stored with mana and ready to be used at a moment's notice. However, due to his fragile mana circuits (explained in weaknesses), he is rendered potentially helpless when he runs out of jewels. In that case, he also carries with him a dagger in which he can strengthen with minimal mana supply, though he has minimal training on self defense. He also holds a family pendant, consisting of a large ruby imbued with many generations of Archibald mana. Even Albert is unaware of its capabilities, there for acting more as a keepsake from his father than anything else.
Weaknesses: As stated before, Albert's biggest downfall is the limited supply of jewels he carries with him and his flawed mana circuits. Though he came from a prestigious family of makes, their biggest secret was their flawed mana circuits that would not allow them to use large amounts of mana at a time. This is why the Archibald family relied on jewel magecraft, conversion of mana into jewels so that when triggered through minimal use of mana cause a chain effect great magical attacks. Albert is still capable of using various types of fire, earth, and void magic, even dabbling in minor water and wind magic, if need be, but it puts great strain on his body, so anything more than a few spells will render him helpless. , resulting in powerful magical spells. Al is still capable of using fire, earth, and void magic without the use of jewels, however, even only using a few spells will strain his body and render him useless.
Celestial Potential Information Focus: Jewel Magecraft Spells: Ifrit Schuss - Fire projectiles that seek out and strike a target, can also be used to cast fiery butst explosions. Odin Schild - A weak crystalline barrier capable of momentarily fending off attacks (works better on magical attacks, easily shattered by physical attacks). Verbeugung - A strong gravitational pull that lasts momentarily to hold a target in place. Engels-Riss - A healing spell that varies in effect depending on the amount of mana expended from the jewel(s) being used. Brynhildr Gnade - A blinding burst of light that renders those in the area momentarily blind (essentially a flashbomb). Can also be used to unravel illusionary spells or dark magic. Bahamut Zorn - Similar to Ifrit Schuss, though much stronger and consisting of dark flames that take the form of a serpent-like creature. Wise Krieger - Owl-like familiars made of jewels that act on their own and follow Al’s commands. (This is a spell he still struggles to master and maintain for a long amount of time due to his mana circuits, so this may not be used until later on. I just know I would like to have my character use this at some point.)
Here we go, almost finished. Just need a partner for the largest man to finish some stuff up. Also, if anyone makes a character over 6'8", Lucius instantly gains height on them.
Lucius Eruditio
Personal Information
Full Name: Lucius Eruditio
Gender: Male
Age: 22
Appearance: Lucius is quite a large man. He easily towers above most others and is also rather heavy-set. While this appearance is out of the ordinary, what brings even more attention to himself is his attire. He is never seen without a mask of some sort. While others may wear masks to appear more mysterious, Lucius wears his mask because, well, his face looks like someone had smashed it into a stove multiple times.
Background Information
Lucius was born as a simple boy. To be raised on the farm, work on the farm, inherit the farm, make a family, die.
Despite this preordained fate of the commoner, Lucius was insatiably curious about the world. When he was a child, he had become interested about how clothes became clean. He watched his mother clean clothes. As she left to do other things, Lucius had noticed a cloth on the table that her mother had been cleaning clothes upon. Lucius pulled the cloth, which was quite difficult. Once the cloth finally slipped, Lucius had looked directly up and seen a large metal object hurdling right towards his face.
Once Lucius had woke up, he was surrounded by his family and the local doctor. They told him what happened. An burning hot iron had fell upon his face, burning it severely and permanently disfiguring his face.
While most others would be discouraged, Lucius had not changed. His curiosity continued to grow. He was constantly made fun of by other children in the area. It didn't quite help that Lucius wasn't the smallest child. However, Lucius didn't care. He was slowly learning. It was enough for him.
Though, his preordained fate was set to stay as a simple farmer, a traveling mage had changed his fate.
While watching the mage preform a small amount of magic to prove his identity, Lucius became enthralled with the concept of magic. He had heard of it before, but he and everyone else in the village had never heard about it. Upon seeing the mage create a ball of fire, Lucius studied what he saw. He studied until the night was over. On the day that the mage was leaving, Lucius created a small flame in his hand. The mage was surprised. A child who had never seen magic before had suddenly performed it. Despite it's small size, it was still impressive.
After some minor negotiations with his parents, Lucius was sent to a military academy to learn magic.
From there, his life changed. He was bullied for his face and size there. However, after many years had passed, most of the others had stopped making fun of him. Mostly due to the fact that he towered above them and wore a mask (with permission).
At some point, Lucius was sent to a new academy. One that had new magical concepts. After a short trip home, Lucius came to the noble's mansion, along with the others.
Brief Personality: Lucius is quite a nice person. Despite his intimidating size, he is quite a nice person. He helps whoever needs help. While some may think that Lucius is ignoring them, Lucius is actually lost in his thoughts. He tends to never show he's angry or frustrated, despite how he may feel inside. He is also quite sensitive about his face, trying to avert topics whenever they come up about his mask.
Lucius is insatiably curious. He likes learning new things. Due to his upbringing, he also enjoys caring for plants. Besides that, Lucius could best be described as a friendly giant.
Emotional Bond: Not yet.
Partner: Looking for someone.
Combat Information
Fighting Style: Lucius fights like a true support: He protects his bond, or anyone he's fighting with, to overcome the enemy. (This is incomplete)
Equipment:
Staff of Yew - A staff that Lucius created in his free time. Breaks really easily, but better for combat than nothing.
Lucius Magic Notes - A small tome containing all of Lucius' notes about magical concepts, in efforts of understanding magic. Most of it is failed theories, gibberish, and neat drawings.
Large Garbs - A mask and robes that Lucius wears. No effect, but they look quite nice.
Hometown Melon - A large melon that Lucius had brought as a gift for the noble who took him and the others in. Really sweet and tasty. Extremely rare, unless you venture far into the boonies.
Weaknesses: Lucius, despite his large stature, is terrible at fighting. If he has no one with him, he tends to just be a big man who can throw rocks. On that note, he can not run fast, nor can he run for very long.
Celestial Potential Information
Focus: Guardianship
Spells:
Name: Aegis of the Hero
Function: Lucius places a shield upon someone, drastically increasing their defense. This drains his energy the longer it goes on, to the point where it can cause him to collapse from exhaustion.
Name: Shield of the Sworn
Function: Lucius links himself with someone. While linked, they share whatever wounds the other may receive. While it doesn't drain the energy of Lucius, if the person he is linked to is hurt, he will be hurt in turn.
Name: Guidance of the Future
Function: Lucius creates a warm glow within his hands. Anything that touches the glow is slowly healed. While something like a small laceration or minor fractured bones can be healed within minutes, something like an open fracture or someone getting their arm ripped off would be impossible to heal. At that point, the power can only be used to stop bleeding or force the bone back inside of the body. Using this power constantly drains his energy to the point of collapse.
Name: Backing of Stone
Function: Lucius crushes mater into rather large projectiles that he can fire at things. While not really an amazing function, heavy objects like stones and metals can crush bugs, stun normal things, or just annoy big things.
Name: Grand Escutcheon
Function: Lucius plants his staff down then claps his hands. Once he does this, anything that Lucius deems to be evil or bad is rejected outside of a 5 meter radius. Things inside of the radius can not leave, and things outside can not enter. While this is happening, his staff slowly burns down until it becomes nothing. Once it is nothing, the spell becomes inactive.
The length of the spell depends on the staff that Lucius has. The staff must be created by Lucius from a Yew tree. The better craftsmanship, the longer it lasts. Usually, the staff only lasts for a minute and a half, due to Lucius being quite a poor craftsman. Only one staff can exist at a time. If Lucius creates two, only the newer staff will work.
Miscellaneous Information
Height: 6'8", ~200 cm.
Weight: 290 pounds, ~130 kg.
Likes: Melons, learning, magic.
Dislikes: People who dislike magic. Rude people.
Hobbies: In his free time, Lucius likes to read and study magic. Other than that, care for small potted plants.
Heyyy, this looks pretty fun~. I like the idea of linking characters together, it opens up a lot of opportunities for awesome collaboration. Lot's of room for character development as well. I already have a character in mind, if the daggers are still up for the taking. If anyone wants to partner up, let me know~.
I'm planning on making a mage. I had mentioned this in the interest check, but I'm just reposting it here.
I'm thinking of making a mage who specializes in sonic vibrations. Ideally, my knight will have a bludgeon-type Gear (like a bat, 'iron-whip', or kanabo) that vibrates like a tuning fork with adjustable frequency. The Gear can be tuned to the destructive resonant frequency of various materials. My mage could create 'cymatic zones' that amplify the Gear's destructive ability to whatever material the Gear is tuned to as long as the knight stays within the zone, as well as casting other sonic/air-based attack spells, such as sonic air-pressure slashes, sonic booms, vacuums, vertigo-inducing disorienting noise, etc. of course, whoever wants to be my partner, I am open to changes.
Another thought is making a gravity mage, though I haven't put as much thought into this.
Although I suppose instead of the partner weapon I mentioned, my partner knight would probably go with hammer.
of course, this is just a preliminary idea, if you don't like it, I will gladly brainstorm with my partner to come up with something that suits their tastes better, though I think partnering with a knight whose weapon is armor would be super interesting.