@PaulHaynek - I've decided to change the second character to downplay the reanimation concept so now it's more organic in nature. The only thing missing from the sheets currently are the appearances. I'll be adding those after a short break but I felt like sharing what I've got written thus far since all of the sufficiently important details are already covered. Hopefully these two are acceptable. The appearances shouldn't take long to write.
Name: Leomund Anglehook.
Appearance:
Race: Human.
Magic/Abilities:
His range of spells is fairly small and not the strongest by far. There are three basic fields he has shown more aptitude in than others.
Blessings Among the various fields he's dabbled in during his schooling one that seems to come easier than others is the ability to strengthening one's physical capabilities and other forms of aid. He can imbue himself and others with greater strength, fleeter movement and enhanced durability. He can only grant someone as many as two of these boons at once, never more. These blessings last for as long as he wants them to, the spell only ending with a conscious thought to cancel them. For every person gifted with one of his blessings the total potency of the blessings is divided by the total number of people in possession of such blessing. This is due to the active nature of the spell, taking away from his magic in a constant stream which forks with each additional individual selected. While this connection is not limited by distance magics that distrupt the flow will prematurely end the blessing.
Wards A magic which offers protection both to individuals and over designated areas against a wide variety of foes and magics alike. These spells form an invisible bubble either around a person or a select area, hedging out a single subject of the caster's choosing. Most wards only have one designated subject to bar from trespass, allowing everything else to pass through freely. Certain things are more difficult to ward against than others simply for the practical reason that just as the subject cannot enter a ward the owner of said ward also cannot approach the subject. For example if the caster were to ward against dirt or stone they might find it hard to walk as the ward thusly prevents them from reaching the ground. Things that are already inside a ward at the time of casting are free to exit the ward just fine but if they are the subject of the ward they will be barred from re-entry afterwards. Wards aren't even a perfect defense against their subject either. The strength of a ward's protection is based on the strength of the spell which is largely decided by the caster and what they are capable of casting.
Healing Exactly what it says on the tin. He's not super at it but it'll suffice.
Apart from these three arts he's only really got one direct offense spell that he's able to use effectively in the middle of a fight.
Mine This spell deploys a small mote of white light which can detonate in a small explosion of pure force. The strength of the spell isn't very strong, the actual force of the explosion comparable to the hind kick of a large horse. The radius of the explosion is roughly five feet or so, only detonating when an enemy is within a couple feet of the mote of light itself. The mine can either be left to stay where it's created or it can be set to repeatedly travel upon a designated path, floating gently along in a steady patrol until an enemy triggers it. It cannot travel through solid objects. It can only be triggered by those the caster has designated as foes so if anyone else walks into one it will not explode or cause any other form of harm.
Personality:
Calm, simple and rational. He's a fairly closed in type, not the most outgoing short. Some might even describe him as a bit shy. He doesn't like talking about himself much. His ambitions aren't particularly grandiose. He just wants to graduate so he can help those close to him. Seeing as it's a fair honor to receive an invitation to study at such a prestigious academy it would be a disservice to his family not to accept. The money and position in society offered by such a scholarship would benefit his father and it gives him an opportunity to learn more about the world in general. He's a curious one, quite fascinated by things that would normally frighten normal folk.
Perhaps that might be because he's fairly nervous around pretty much everything to begin with. He's not a bold soul, his shyness not helping that matter. Despite this he'll go above and beyond to do right to those he owes it to. He almost never breaks a promise and holds strongly to his word. In fact a majority of his study is centered around helping out the friend he made. Outside of that he studies but as mentioned before he has little to no ambition of his own. Power is of little interest as he has few things he'd use it for and riches would only make life harder to manage so he purposefully avoids accumulating wealth to himself. Fame has little draw for him as he's nervous around company, especially crowds. Really once he's met his needs and fulfilled his obligations left to his own devices he'd largely just read up on various curiosities largely as a hobby.
He's learned to fight not out of any desire to actually see combat but rather so he can handle himself should he be separated from his friends and left to fend for himself. His natural aptitudes leave him paltry as a war magus, hardly capable of laying any degree of men to waste with any of his magic alone. He makes due with using his magic to boost his ability to fight and using brute force to fight off others. Given the chance he'd much rather let others do the fighting and simply support them with his magic but sadly that's not always an option.
Background:
Leomund is little more than a simple fisherman's son from a quaint fishing village off the shore of a great sea by the mainland. His mother died giving birth to him so for the most part it's just been him and his father. The two of them fished for a living, paying their taxes and keeping what was left for food. On good months they'd have some left over to sell in the markets. The money helped smooth over some of the poorer hauls they had so in the end it was all balanced out.
Of course his father wanted a good life for his son so naturally as a sort of plea to the fortunes he put forward an application for his son to join Seraph Academy. While ordinarily a fisherman's son would have little to no chance in joining a school like theirs luck just so happened to be in their favor. While going over application letters his application was mistakenly placed in the accepted pile which was then taken and issued congratulatory letters for their acceptance into their school. When the news got back his father celebrated.
While this was a chance for them to make it big and strike out of the humble lifestyle of simple fishermen this ultimately meant that Leomund had a long road to walk ahead of him, both figuratively and literally. Renting out the only spellbook the village held from the village elder his father had him study hard to learn a cursory amount of magic, just enough to fake an understanding of magic that would hopefully be enough to get him by at the start. Soon enough the school year would begin so to get him in on time they set him up with a pack of his belongings and set him out to go and make a future for himself in the big city.
So he set forth.
And not long after he left the village after many hours of walking night fell. With night came a band of vicious bandits, armed men who waylaid his campsite and tied him up while they looted him of all his possessions. Just as they were finished robbing him they were going to leave him for dead when from the inky depths of the darkened woods a menacing figure trudged forth. Stepping into the light of the campfire the tall and intimidating figure of a dark armored foe was revealed. She towered over each and every one of them, a veritable statue of metal, and clutched in her grip was a massive ship's anchor. It might of been rusted all across but the great bend of iron was more than thick enough to hold strong ever still. With each resounding step the chains which bound the loop of the anchor to her left arm rattled, giving off this aura of dread which filled the hearts of all who faced her. Peering down at the quivering mortals beneath her the glowing yellow eyes from the yawning darkness that was the inside of the helmet cast their dread-filling light upon the terrified rogues.
She needed not deliver a single blow as they scattered before she could even face them down. Little did they know that she had no clue what was even going on. She just wanted to say hi. Luckily for Leomund her approach was all that was needed to drive his captors off, leaving him now free albeit still bereft of all possessions with the exception of his acceptance letter which he cleverly hid in the dirt when the bandits weren't observing him.
Despite her imposing apparel Leomund found himself more thankful to this strange ominous savior of his rather than intimidated like all the others. When she spoke it was quite clear she meant him no harm. She was a wandering mercenary who traveled the land taking money in exchange for use of her unnatural strength to crush foes with the ship anchor she wielded. He asked her what the price for her service was. She just shrugged. She had no real acumen for coin so she would just accept whatever sounded good for the job. With this in mind he basically offered her the job of guarding him and in exchange when he finally made it big as a caster of some sort he'd pay for all her expenses. She agreed to it because it sounded like a good trade and he was nice about it.
And so the two of them set forward to Zauberheim. Along the way he learned that she was in fact a drowned sailor who's spent a very long time walking the ocean floor before she finally found land. Neither of them are sure how long but it was probably pretty long given how much rust her anchor had gathered. She was a strange sort with a few marbles missing for sure but given how she stepped in and helped him when he was staring at a very immediate death he's able to overlook such eccentricities.
Such is the story of how Leomund got to school. The rest, as they say, is a tale for another time. Maybe soon. Probably.
&
Name: Gangraena the Abyss Treader.
Appearance:
Race: Light Elf.
Magic/Abilities:
Having been restored by some ancient entity at the bottom of the ocean's deepest chasms she possesses unusual alterations to her body which have changed her greatly. The dark graft which keeps her alive also grants her an unnatural level of strength as well as nearly endless stamina. As a result of this unearthly change her ability to use any form of magic is completely forfeit. Even despite her heritages natural inclination she's never had any talent in casting anyhow.
Perhaps the strangest thing about this are the dark creatures which confer these gifts. Her body is filled with a tightly pact network of tiny ichorous tendrils which grasp one another, forming a network capable of exerting such force. They communicate each other through the dark magic they've been fused with. There is no part of her that ceases to move regardless of how badly she's torn apart. Even in the case of decapitation her body will continue to move as if still connected to her head, albeit a bit more awkwardly given the disconnect between her head's position and her body's. Thanks to the tendrils breathing is no longer required and they are sustained by the dark magic, sustaining her in turn. Her tolerance for pain much like her stamina is no less plentiful and despite completely lacking eyes the dark magic confers a special sight which allows her to see as any normal person of her former species would.
These symbiotes have some other curious properties that it confers upon it's host. She is highly resiliant to dark magic and while normal methods of healing bear no effect on her some curses will actually restore her vitality.
Lastly as a result of an ancient pact between her dark benefactor and the oceans themselves the water will never bring her damage or decay. While variety of aquatic beastmen can decide for themselves at large many of the true beasts of the deep will ignore her.
Personality:
Despite being a creature close to all would consider wholly unnatural she's pretty chipper about it all. She's a bright and sunny soul who just so happens to be a barnacle-ridden mess of dark magic who has spent several thousand years trudging the deepest reaches of the ocean in search of land. While many a mind would shatter in the fathomless length of time spent wandering in pitch black waters she seems to have come away from it rather well. Perhaps maybe that alone is it's own form of insanity.
Even in life she was never the sharpest tool in the shed. She's extremely trusting and often a poor judge of character. Though she might be quite naive her experience in combat during her time ashore clearly shows. She understands violence quite well and quickly resorts to such methods in the face of most obstacles. She's nearly impossible to threaten and negative emotions run past her with plenty of haste as she flits back to a positive frame of mind quite easily.
As a bit of a side effect from the whole process her knowledge of her own past is spotty at best. Bits and pieces are left floating in a gulph of darkness and not just the stretch of time occupying her memory where nothing but walking occured and darkness was all she could see. Oftentimes she can be rather addle-minded, forgetful and quite easily confused as well. She means well though and generally holds little ill-will towards most folks. Her aims are simply enough to go from day to day, surviving and spending time with good friends when she can. Quite frankly anything is better than wandering the depths of the ocean so she's quite easy to please.
Background:
A long time ago in a large port city run by the light elves were a family of sailors. When she was of age she'd join her father on his voyages, traveling the waters aboard their seaworthy vessel. One night however the weather was particularly stormy and the ship was overturned. Most of the sailors aboard the ship drowned that night but Gangraena's fate was chosen by a different force. As she begun to drown shadowy forces dragged her below, pulling her body well into the depths. Even as she lost consciousness her form drifted inbetween the great oceanic crags and into the great tear in the earth's face below the waves.
So deep below she was pulled. She was dragged into depths which in ordinary circumstances would hold pressures too great for the soft bodies of most surface dwellers. This was no ordinary circumstance however, dark magic protecting her from the dangers of the deep until she was brought into a long forgotten temple which had sunk into the ocean ages ago. This mysterious entity took her into it's flooded halls and set her upon it's unearthly altar. Though drowned she was not wholly dead before it began the process.
When she awoke everything was dark. There was only water in her lungs and there was no light to see by. Without anything to go by she started to float about without direction. As she left the temple she was starting to float away so she grasped around herself for something to hold onto. She managed to grab hold of the anchor which had fallen off her ship which was destroyed in the storm. With the anchor weighing her down she was able to set her feet on the ground and begin her long trek, dragging the anchor along behind her like it was some old oar.
_ From then on she simply walked. She had no direction to follow so she'd simply walk until she ran into something and then try to walk around that. This continued for thousands upon thousands of years. Though long as such a trek might be it could of been shorter but she had a terrible sense of direction and often wound up walking in circles for many years at a time. Sometimes she would fall into pits that could swallow mountains and occasionally she'd run into mountains that make those of the surface world seem pitifully small by comparison. Being a realm vastly larger than the surface land it's features often dwarfed those that appeared above.
For a time so long it beggars the imagination she simply wandered the depths, anchor in hand. Eventually she stumbled into a village of deep ones. They fled at the sight of her though she couldn't understand why. She followed where some of them went and it led her near a city by the shore. She tried to go through the city but the guards kept yelling and sticking spears in her so she went around it instead. Eventually she reached shore at long last. She walked along the beach after that, dragging along her rust crusted anchor until she eventually found a port town. There she hung around until she learned their language, the locals giving her reasonable distance given her appearance but otherwise simply assuming she's just another deep one.
Once she was able to understand people she used her great strength to help people, asking very little in exchange. Most of the armor she's now owner of are pieces from warriors she's felled in her travels. One night she came and scared off a group of bandits, rescuing a young man named Leomund. As thanks he offered to pay her back later on when he was a more renown mage. She accepted, offering in turn to keep him safe until then. She didn't have anything better to do so it seemed like a fair deal.
And such is the story of how Gangraena met Leomund. Also some other stuff.
Alright, so, what exactly is 'Dark' magic? I have a fairly decent idea of where I want to take my dark elves magic, but I just wanna make sure before I make any final decisions.
Dark magic is generally the antithesis of Light magic. Where the direct Light magic has you hurling orbs of Light at your enemies, the indirect Dark has you placing orbs of Darkness for your enemies to step on or leaving them inactive for a few moments before exploding.
Although, I'd also say just go with whatever you think dark magic spells are and we'll go from there.
I still need time to think about Gangraena since on one hand, her justification of being undead is solid but on the other hand, I'm not sure if that is enough to actually justify her existence. Though I do admire the lengths you're willing to go just to get an undead character up here. Again, I need to think about it more so long as you have nothing more to add.
Oh and her abilities seem OP to me since she appears to be invulnerable to damage from what I've read. Also, dark magic is under the domain of Aylama so there's that too.
Leomund's good though.
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I've also updated some info about the Beastkin and the Character Sheet.
@PaulHaynek - There are a couple things I'll argue in her defense.
Firstly as far as toughness goes she's fairly strong but her flesh is no tougher than most light elves. She's far easier to put together but depending on the damage sustained that can be made quite a bit harder. I've put a high resistance to dark spells and the ability to shirk certain types of curses but all other forms of magic work just as intended on her. By herself she's a powerhouse physically but her range and especially her speed are both lacking. Her attacks tend to be big single hit strikes while she makes little effort in dodging, usually opting to sustain blows in favor of a more aggressive attack.
Secondly while she is definitely more powerful than Leomund who quite frankly sucks when he's left alone they do make a potent team. This said she is not a student at the academy so plots that exclude outsiders will typically leave her uninvolved. She is by large a secondary character so her involvement will be largely circumstantial, especially for the tournament arc where her role will be quite passive indeed. When she is involved as a team they are quite powerful but Leomund will always be the weak link in the duo. Taking him out makes Gangraena much easier to fight as it deprives her of his support magic.
If needed I can remove the resistance to dark spells to give her a bit more magic vulnerability since she lacks the ability to cast spells herself. If you have any other suggestions regarding changes I'll definitely be watching out for input.
Alright here's my character, I've intentionally implied he's experimented with some types of magic to both add to his personality and allow you to judge if they're allowed without having to make major changes to my character either way,if you deem either of the variations I've added to be not allowed I can simply say the tests failed.
Appearance:
Name: Vuldur
Race: Wolf Beastkin- Possesses the claws,ears and tail of a wolf
Magic/Abilities: Vuldur worked under a shaman for his tribe who tutored him in various areas and is capable of using most of the magic in Aylama's domain, in addition to this he generally specializes in curses and fire magic and occasionally attempts to weave the two together. How successful this is varies so he generally avoids using the skill unless it's necessary.
Pyromancy Vuldur is a potent pyromancer who is capable of summoning forth torrents of flames to obliterate enemies, over his time training as a shaman he has also began to learn to sculpt the flames as he desires which has no direct combat advantage but it would have helped with story-telling and religious rites. In addition to this Vuldur has experimented with setting his own body ablaze to augment his melee strength, much like his weaving of curses and flames success has varied and has several burns around his body to show it (mainly on his hands and arms)
Curses While he is not as practiced in curse work as he is with pyromancy, Vuldur is still able to send forth curses with ease, anything from sapping the victims physical strength or causing blindness to giving a mischievous child an outbreak of boils to teach them a lesson.
Personality: Despite being a trainee shaman in a tribe devoted to worshiping Aylama, Vuldur is often rather hot-headed at times which is a constant source of struggle for him even now, he attempts to remain calm and respectful as his God would expect but things still seem to slip out on occasion. Other than this he is a curious soul who enjoys experimenting with his magic to see if he can do anything new which is also paired with a thirst for power and knowledge, he his still very respectful towards Aylama but to more worldly authorities recent events have made him less than happy to obey them.
Background: Vuldur was born into a beastkin tribe in the north of the world where he was raised and had a rather average childhood until he began to show proficiency in magic, taking an early interest in pyromancy it was not uncommon to see him out by himself in the evening setting bushes alight and enjoying their warmth for himself. After it became apparent Vuldur would make an excellent shaman if he were trained properly, he was taken to the village's current shaman and made to learn under him. It wasn't a bad life per-say, but it was unbelievably dull for the youth, learning religious rites, the ancient history of the tribe , things he couldn't care less about but were necessary for his future.
After several years of training Vuldur was growing discontent with his life, the huts of the tribe and the snowy trees were so boring to him now, he wanted to leave. He discussed this with his tutor who was extremely disappointed but stated if Vuldur convinced the tribe leaders, he could leave. His discussion with the tribal leaders gradually turned into a heated argument ending with both sides on their feet shouting, eventually Vuldur left of his own accord out of frustration in the dead of night and wandered south, eventually finding his way to Zauberheim and using his significant magical ability to make somewhat of a name for himself through story telling and dealing with problems that may require his skills.
Vuldur's arrival several years prior to the beginning of the RP, North of Zauberheim
The world around Vuldur was strange. Gone were the fields of white snow and ice and in their place lay a great ocean of grass and a few hours walk away , just in view, stood Zauberheim. He had heard little of the southern world during his years in the north but he knew this would be a fresh start for him from what small amounts he did know. He continued his journey in silence,he was alone and any traders he met along the road hardly acknowledged the Northener who was dressed in rough furs and supported by a quarterstaff. Eventually he came across a duo, two humans. One was slim and wore a leather jerkin with a pair of knives at his waist, the other was a short somewhat chubby man holding some tome in his hands. The taller man approached Vuldur and said "You don't seem to be from around here friend, wandered a little far south have we?" he asked, drawing closer as he spoke with a grin forming on his face. "I am going to Zauberheim. Step aside,now." the beastkin said shortly. The man grinned before drawing his blades "Oh we will, but first we'll have anything of value you might have. Can't imagine there's much, might be able to make abit of coin from that staff you've got maybe. Fancy your kind I'm guessing." Vuldur dropped the staff behind him and rose to his full height and spoke with a snarl "This is your last cha-" a bolt of lightning flew over his head. The slimer human immediately went to impale Vuldur before he was roughly shoved away by the beastkin as he began to weave his own magic,a blast of fire meeting the next bolt of lightning in the air. The knife wielding man approached again but was this time met with a clawed hand, driving him backwards yet again before Vuldur unleashed a torrent of flames at the man who screamed and fell to the floor as the fire spread across his body, slowly cooking his flesh. Now Vuldur turned his attention to the mage, sending forth another blast of fire which was dodged with surprising skill by the small man who responded with a ball of electricity which caught his target on the arm, slightly burning him and briefly causing a spasm. Enraged at the wound Vuldur charged the man and tackled him to the ground moments before he unleashed another blast of lightning. The man cowered and pleaded as the angry beastkin above him was heavily breathing, eventually letting out a scream of fury as he gave into his anger and mauled the incapacitated spell-caster with his clawed hands.
Vuldur stood, looking around the area for any other threats as he calmed down and wiped the blood off of his body with some leaves from the nearby trees and burning the bodies of the two muggers to ash. He had lost control towards the end of that battle, he could have shown that last mage mercy but instead allowed his fury to possess him, Aylama would not be pleased with his failure and he silently prayed for forgiveness for failing to keep calm in this situation.
After scattering the ashes of the bandits to the wind,Vuldur picked up his quarter-staff and continued on the road to Zauberheim.
@PaulHaynek Yeah I thought that when I got the image >.> I'll find a face for him soon. Also crap I need to write the sample post right? Or is there another issue?
Heyo, here's my character. Thought you guys might need a bruiser.
Name: Raviel "Rav" Husk
Race: Leopard Beastkin
Magic/Abilities:
Blessings: Distinctly remembering one of the first things taught to him, his skill in casting blessings to himself and to his allies are great. It can span from the ability to breathe underwater to singular enhanced physical prowess, depending on which spell is needed to be cast for the time being. Though his blessings last for an entire battle, he is limited to giving blessings to those whom he could touch - and never more than three blessings at a time. Rav specializes in a different style of blessing.
Runic Blessings: These types of blessings are more seen than others. Instead of an aura emanating from a singular person, one could easily see the glowing runes on a part of their body on which the mage had placed it on. Each rune is specifically made for an enchancement and must be written down on one part of the body and then activated before it takes effect. This is mostly the reason why Rav uses it mostly on himself rather than having to hurry to someone else to write a rune on them.
Teleportation: An intermediate teleportation mage, he already has the ability to teleport himself in very short distances though that is magically draining if used repeatedly without rest. For longer distances and for additional people, he has to chant the spells. The longer the distance and/or the more the people, the longer the spell he has to chant and the more magically draining it becomes.
Conjuration Perhaps his most prominent and most focused on magic, conjuration is the field he specializes in. He already has an arsenal of weaponry, though he has trouble when creating any form of ranged weaponry. It seems that anything that needs 'ammunition' to be used is more magically draining so he doesn't prefer them unless he has to do it. The weaponry appears as a dark purple and misty object which only he can touch as it dissipates when someone else touches it.
Personality: Rav has a misleading appearance. There is often a misconception about him as he looks like the type of person who would wrestle everyone to submission. He seems rude and unapproachable if only because of his resting face that looks like he doesn't want to be disturbed. But do not let that perturbe you from talking to him, as once you do, he's actually a rather funny and helpful kind of guy who would smile at you once you start interacting with him. Though, Rav initiates conversations a lot himself as others seem to not prefer them going to him.
Rav is a passionate man. If he wanted to do something, he will do it without a doubt. Of course, he understands that there are limitations in what he can do, so he typically just leaves those be unless he can find some way to get around the rules. He can be a little bit too hotblooded when it comes to doing what he is passionate about. He's rather loud about it too - not that it is arrogant, but he's just really easily excited about things.
Background: Raviel was born into a beastkin tribe that rests in mountainous region near Zauberheim. They actually do not try to stay in the cities, but the members of the tribe occassionally do visit Zauberheim - to either exchange information about magic or to simply do something for the mages of Zauberheim who needs aid in travelling to collect things. Their tribe is closely linked with Zauberheim and its culture; hence why Raviel is so fascinated with them. Their tribe mostly specializes in buffing magic or blessings.
Raviel has always been fascinated with magic, branching out of what his tribe could do. He's always been thankful and fascinated with Aylama, their creator. While his kin seems to gear towards Amalya, he veered off. Spending more and more time with the mages of Zauberheim to learn more about magic, Raviel has become self-taught with most of his studies with only public libraries to study from. He began setting his eyes on the Royal Library, but he obviously couldn't get in unless he was of nobility or part of the actual student body of Seraph Academy. Knowing what he must do now, he decided that perhaps also studying in the most prestigious academy for magic Razelia had to offer might be good for him. Being part of the tribe who has helped Zauberheim and Razelia throughout the ages and also having great potential as a battlemage, Raviel was given access to study at Seraph Academy.
In the few years he studies at the Academy, there was nothing of note that had happened to him. He's always ever excelled in combat, which had to combine both physical and magical capabilities to win. Raviel manages to show off his own survival skills in these, having grown up with only a tribe and the wildnerness in your favor. What has been constantly noted is that he typically reinforces himself so that he can get up close and personal with his enemies - especially since every single one of them are mages.
Raviel flipped backward - two glowing runes on his forearm representing all the blessings he placed on himself - Increased Magical Resistance and Increased Agility. There was a grin on his face as he ducked under a fireball. Ah, how he enjoyed sparring classes. It always seemed to be the most eventful out of all of their classes. His right hand began to glow and he pressed it against his left hand as he charged forward. He rolled sideways to avoid a column of fire and then formed a conjured pole staff.
He then pushed forward - swinging the pole towards his fellow student - Farion. Farion raised a physical barrier to the right, small enough that he could make it in a split second but precise enough so that the strike wouldn't connect. And in a blink of an eye, Raviel was gone.
Appearing on top of the man, he swung the pole downwards. The pole connected with Farion's shoulder and he crumpled down. A sharp whistle went through the area signalling the end of the spar. Raviel nimbly got his feet on the ground and dismissed the conjured pole. "You alright man?" He questioned his fellow student.
Farion stood up. "Yeah, I think so. I'll go see a healer just in case." He said before moving out of the training arena.
Raviel would never hurt someone innocent unless there was good reason for it. Sparring classes he took seriously, and that was because there were healers who could restore broken bones and nasty gashes. He had to play it safe too, so his teachers barred him from using any other weapon aside from his pole staff - which he understood completely.
"Excellent control, Mr. Husk. You've been improving on your teleportation magic I see." One of his instructors complimented with a nod. "I'm sure your family will be proud of you."
The beastkin gave his instructor a grin and a thumbs up. "I'll be dead if they weren't!" He pointed out with little to no reservation. He then waved goodbye to the instructor and proceeded to head towards the Royal Library. He won't be loitering around yet. There was still much to be discovered and much to learn about both Lady Amalya and Lady Aylama. He wasn't going to be staying here forever, after all.
Alright so I found a image that works for his appearance, I'll begin working on the sample post now. I'll be honest it completely slipped my mind until you mentioned in.
Kinda skimped on that sample post as I ran outta time and I've been working on her for awhile. Got a little caught up in the Bio and Personality section, but I think she's finally good to go.
Spells aren't all inclusive of course, and I'll add more 'spells' later, but I think this is a good example of how I'm gonna use most of them.
"If you can't keep up, just stay put and let the big girls handle it."
Appearance: Standing at just over five foot five with a relatively slight frame, she's a little physically underwhelming. Not that most people would ever really think twice about that after meeting her. She has dark skin indicative of her people, with long pointed ears and black hair with ruby red eyes. Often she can be seen wearing a brightly colored dress with various religious symbols of Aylama. Odd, for most dark Elves but she finds it helps her stand out more.
Name: Seleth Thenri
Race: Dark Elf
Magic/Abilities: Illusions, Dark, and Reflection In true Dark Elf fashion, Sel is most adept with Illusions, Dark type magics, and Reflection. Her specific brand of magics usually involve careful watching and counter attacks, or having her spells react to enemies after being set. Her main focuses are on Illusions and Dark spells, usually weaving Curses, some Teleportation, and Reflection magics into them for needed purposes.
Dark Spells
Dark spells, being the antithesis to light magic, often has the user needed both foresight, planning, and a little luck to use it well. Placing traps on the ground, or a delayed attack are just some examples. Most of her attacks are more reactionary, designed to react and use an opponents movement or power against them, weaving reflecting spells and a few teleportation spells into her magic.
Dark Javelin A spell that protects the user by summoning reactionary Javelins around them. The dark purple Javelins, once summoned stay stationary around the user until a target gets within five meters. Once a target has been detected, they fire themselves at it. Low tracking, and will fly until they hit something before disappearing completely.
Shadow Weight: A spell designed for restraining and hindering ones movement. The base idea for the spell is from a curse, but is a more physical restraint. The spell summons several orbs of dark colored energy. Once a target approaches them, they turn into heavy weights, lashing out at the opponent with a sticky adhesiveness. They will wear off after a half minute or so, but the heavy weight will likely slow anyone down.
Dark Step A simple evasion spell. Quickly pulls the user further in whatever direction they were moving. Tiring to use in quick succession.
Illusions
While some illusionists may focus entirely on visual hallucinations, a true artist in the craft will know that sight is just one of many senses the human body has. Sight, hearing, touch, even the minds perceived distance can be altered, though such a thing would require skill far beyond what she currently has. She focuses on more subtle approaches to her illusions, such as altering a persons sense of direction, making illusory clones of herself, and teleportation between her clones to make herself harder to pin down. She can detect and erase other illusions, should she have need too.
Mock Soul A fairly standard body double illusion spell, making the foe think there's more than one or two of her present, up to a total of three copies of her can currently be maintained. Aside from a few minute differences such as having no mass and being able to go through walls/obstacles, there's not much one can do to differentiate one from the real thing, but a skill mage would likely be able to tell wit some ease. It's the other, creative uses she's conjoined with this base spell that she likes to think makes her more unique. The magical illusions can do differing things upon being expelled or struck, such as inflict curses or other spells.
Mock Soul - false person A rather mix of disciplines of Teleportation. Simply put, she can swap places nearly seamlessly with her illusory doubles as long as she has clear line of sight, and nothing physical is blocking her path. A three or four seconds of lag time as she swaps is noticeable to any who's paying attention, though, so it's possible to get her before she swaps if your fast enough.
Misleading Dazzle: A dazzling flash of light intended to confuse. One of her currently more complex illusions. Effectively, it confuses a targets sense of direction so much that they believe 'left is right' 'right is left' and 'forwards is backwards'. If they attempt to consciously move right, they'll find themselves actually moving left. Think of it as your standard confusion spell in a game, usually delivered via her Mock Souls. The status only lasts for a short while before the body corrects itself, but can be expelled faster by shaking ones head as though shaking off dizziness, but either way it will likely leave any foe open long enough to get in a blow. Less effective on those who both know what's up and those versed in illusions.
Reality Sight: Being able to create illusions is only a part of being a good illusionist. You also need to recognize illusions yourself, and be able to tell when something isn't quite as it seems and is a fake. She can reasonably tell if something is an illusion or not after having worked with them so long herself.
Phantasm Erasure: A defensive illusion spell designed to do one thing - dispel all illusions around her, including her own. Of course, it's a little harder, especially if the one creating the opposing Illusion is more skillful than she.
Reflection/Mimicry: A school of magic she is just learning to study, so she's not incredibly skilled in it. Aside from a few combined uses with Dark magic, she rarely uses this school on its own except in a few specific cases.
Amplify: Surprisingly, a support type spell. Setting violet shaped barriers in a row, this spells main function is to simply amplify the effects of another spell cast through the barriers consecutively by reinforcing it with what is effectively a mirrored spell of its own. Not useful on her own really, but another dedicated caster would benefit greatly if they could time the casting right. Takes a bit to set up, as the spell is rather complex - but it could even turn a tiny fireball into a raging inferno. It however, could also be used both ways. It does not discriminate between friend or foe. If it is a sufficiently complex/powerful spell, it might not work.
Aylama's Mirror Using a reflection spell as a base, this Spell forms a violet barrier in front of the barrier that reflects spells in a direction away from the user, roughly depending on the angle of the mirror. Can roughly control three at once.
Spear of Reflection: The Spears name, and the symbol of the religious house Thenri. Passed down since ancient times, supposedly, until it made its way to Seleth. It was said that the spear once held divine properties thanks to the families devotion and adherence to Aylama's teachings, but alas a rumor is all that is. If there was some hint to it, the spear is simply that these days - a spear. She has of course, been trained to wield it.
Personality: Calm and quiet, but over confident and egotistical. If there's one thing Sel has in droves, it's confidence and a firm believe that she's the absolute best. Like most Dark Elves, she's quiet and thoughtful, but was raised in a mildly spoiled manner making her believe that she's destined for greatness. This cold confidence can really put a lot of people off, since she hardly utters a sentence without praising how great she is or how much better she is then you are. Coldly confident, short and to the point, she's not one for small talk and can come off as harsh.
Sel is truly a good natured person. She holds herself and others to an extremely high standard. She loathes being anything less than she is, and if you want to be her friend you best damn well make sure you're going to follow. People who don't give it their all...well, they should just sit back and let the big girls handle the problems and hide in the shadows like a scared kitten. A quiet love of bombast and flair, she can be a little needlessly showy at times, and puts her illusions to use showing that.
Despite her bluntness, harsh nature, and a ego the size of Zauberheim itself, she's never been outside the walls of her home or the Cathedral she grew up in. She is trying to be far more approachable and less of an egotistical jerk than she once was due to finally seeing the outside world and being put through the wringer once or twice while in the Academy, but that's something she's not used to, as anyone who went to the school could attest too.
The only thing that trumps both her own sense of self importance, is the Goddess Aylama. She is wholly devoted to the Dark Goddess, and always strives to do well as she teaches. She spends a lot of her free time at churches/cathedrals dedicated to her, and will always be ready to convert some new followers, or just talk about Aylama or Amalya in general (But mostly Aylama).
Background: Born and raised in the Dark Elf Homeland of Meylia, Seleth's life has been an easy one. Born into a family of priests, scholars, and theologians to the Goddess Aylama, Seleth was introduced to religion at an early age. Some might grow up resenting this later, but Seleth was quite the opposite. She almost immediately fell in love with both religion and the teachings of the Goddess. Mix theology and the noble, wealthy and slightly spoiled upbringing, and you get her.
Immediately she trained herself in traditional Dark Elven arts of Dark and Illusory magic at the earliest age that she could. For a time, she simply learned small time from the rest of her family and relatives - who hailed her as a savant in the fields, saying there was only one thing to do here. Send her to Zauberheim, and Seraph academy so she could further her studies. After all, it was the most prestigious school that existed, and it would be a wonderful place to start her higher education and become more familiar with the intricacies of her magic. So as a parting gift, she was given the families treasured spear and headed off to Seraph academy where she began her studies.
To say she had a bit of a culture shock, was an understatement. Having never been outside her home before, suddenly spending so much time with others was well, what could only be considered a good thing for her. It wasn't easy - in fact, compared to some of the other students, her skill was terrible. It was in one word - frustrating. She made more than a few enemies and made more than a few mistakes her first year or two there, especially among the other students simply because of how she perceived herself. Always trying to be the best, telling others that they weren't as good as she was. She made a few 'friends' too though, but only because they had the patience to put up with her and tell her when she was being completely overbearing. She was basically that smug noble in class who always thought they were the best and always deserved something they didn't.
By the end of the final year, and on the eve of the tournament, it occurred to Seleth that perhaps...it wasn't everyone else that was wrong or weak, it was her. All of her so called friends had ditched her, finally getting tired of her bullshit and she definitely didn't consider herself ready to win this tournament. For the first time in her life, she felt lost.
Some might have hunkered down in their beliefs. Some might have stalwartly opposed changing their ways, but for a follower of the Dark Goddess, it should be different. It took her some time to realize it - but perhaps...she should self reflect. Aylama wouldn't be happy with her right now, would she? So for a few days before the tournament, she disappeared and simply meditated before coming to a conclusion.
Well...maybe she could try being more...humble? Was that the word?
"So this is Zauberheim." She mused thoughtfully to herself, watching the colorful crowds of people move by as she quietly observed them. Being outside of Meylia for the first time in her life was exciting! So many new people and so colorful! Not as exciting and colorful as herself, of course. "So colorful! And the people seem so friendly...and loud..." She grimaced for a moment, not used to the loudness of the streets. Compared to Meylia, it certainly was loud - a far cry from the somber and quiet streets of the Dark Elf homeland.
Now...lets see...
"...Uhm, where is The Academy?" She took a quick look around, glancing quickly for any signs of it, quickly realizing that yep, she was 100% lost. "Haha, me, lost? No." She chuckled quietly to herself, waving a hand dismissively. She could find the Academy, definitely! It was likely the...second most ostentatious building here, and the one with the most people. She'd just need to follow the people.
...
"Aha...well it can't be too hard finding it." Of course it couldn't have been. She could have asked for directions, but that wouldn't be right. She could find it, she was just that good. So she just had to walk and she'd find herself there, eventually right? Yep, flawless logic there.
She ended up being late on the first day of school.
@PaulHaynek Honestly I'm having trouble finding a decent image for him but I was considering making him a guest competitor anyway, I'll slightly modify his backstory to fit with that change.
@PaulHaynek - I got the character's appearances up. I'm planning a joint writing sample featuring the two of them but I'm holding off because if Gangraena simply cannot be I'll have to do some major rewrites to both Leomund and the character replacing her and that's if I don't scrap both of them and write up someone else. Also I made the changes to Gangraena, removing the resistance to dark magic as well as her healing effect from curses.
Anyhow here's the updated sheets, complete with everything except the writing sample.
Name: Leomund Anglehook.
Appearance:
For a young man he's not terrible looking if a little plain. He's got straight chestnut brown hair that comes down just a little bit above his neck and stormy dark grey eyes. He stands at just a little bit under six feet tall weighing a modest one hundred and sixty four pounds. With skin that's seen it's fair share of sun his frame is quite skinny and his physique is nothing to be impressed with. He's got some muscle but it hardly shows and he's not that particularly strong either.
His standard apparel is largely that of the average fisherman: Light brown pants cut off just above the knees and a white shirt with short sleeves. He has big leather boots that are a size larger than his feet since that was all he could afford. On sunny days he'll wear a wide straw hat for shade. To carry stuff he typically carries around a large brown sack which he either carries by it's draw string or hangs it from a walking stick.
In combat he wears an iron kettle helmet and a hardened leather vest with three bands of iron on each shoulder. He wears leather bracers with bands of iron riveted on in a vertical arrangement. He wears greaves which are largely just brown boots with a plate of iron both on top of the foot and along the front of the shin. Over his pants he wears a skirt of iron bands hanging from a belt by iron rings. Under his chest armor he wears a white cotton gambison to pad against impact and keep the edges of the armor from digging into his skin. He wears brown leather gloves to protect his hands from the splinters on his weapon's handle. His weapon is a Goedendag, a large two handed club with spikes run through it, the longest spike at the very top which allows it to serve as both a spear and a spiked club.
Race: Human.
Magic/Abilities:
His range of spells is fairly small and not the strongest by far. There are three basic fields he has shown more aptitude in than others.
Blessings Among the various fields he's dabbled in during his schooling one that seems to come easier than others is the ability to strengthening one's physical capabilities and other forms of aid. He can imbue himself and others with greater strength, fleeter movement and enhanced durability. He can only grant someone as many as two of these boons at once, never more. These blessings last for as long as he wants them to, the spell only ending with a conscious thought to cancel them. For every person gifted with one of his blessings the total potency of the blessings is divided by the total number of people in possession of such blessing. This is due to the active nature of the spell, taking away from his magic in a constant stream which forks with each additional individual selected. While this connection is not limited by distance magics that distrupt the flow will prematurely end the blessing.
Wards A magic which offers protection both to individuals and over designated areas against a wide variety of foes and magics alike. These spells form an invisible bubble either around a person or a select area, hedging out a single subject of the caster's choosing. Most wards only have one designated subject to bar from trespass, allowing everything else to pass through freely. Certain things are more difficult to ward against than others simply for the practical reason that just as the subject cannot enter a ward the owner of said ward also cannot approach the subject. For example if the caster were to ward against dirt or stone they might find it hard to walk as the ward thusly prevents them from reaching the ground. Things that are already inside a ward at the time of casting are free to exit the ward just fine but if they are the subject of the ward they will be barred from re-entry afterwards. Wards aren't even a perfect defense against their subject either. The strength of a ward's protection is based on the strength of the spell which is largely decided by the caster and what they are capable of casting.
Healing Exactly what it says on the tin. He's not super at it but it'll suffice.
Apart from these three arts he's only really got one direct offense spell that he's able to use effectively in the middle of a fight.
Mine This spell deploys a small mote of white light which can detonate in a small explosion of pure force. The strength of the spell isn't very strong, the actual force of the explosion comparable to the hind kick of a large horse. The radius of the explosion is roughly five feet or so, only detonating when an enemy is within a couple feet of the mote of light itself. The mine can either be left to stay where it's created or it can be set to repeatedly travel upon a designated path, floating gently along in a steady patrol until an enemy triggers it. It cannot travel through solid objects. It can only be triggered by those the caster has designated as foes so if anyone else walks into one it will not explode or cause any other form of harm.
Personality:
Calm, simple and rational. He's a fairly closed in type, not the most outgoing short. Some might even describe him as a bit shy. He doesn't like talking about himself much. His ambitions aren't particularly grandiose. He just wants to graduate so he can help those close to him. Seeing as it's a fair honor to receive an invitation to study at such a prestigious academy it would be a disservice to his family not to accept. The money and position in society offered by such a scholarship would benefit his father and it gives him an opportunity to learn more about the world in general. He's a curious one, quite fascinated by things that would normally frighten normal folk.
Perhaps that might be because he's fairly nervous around pretty much everything to begin with. He's not a bold soul, his shyness not helping that matter. Despite this he'll go above and beyond to do right to those he owes it to. He almost never breaks a promise and holds strongly to his word. In fact a majority of his study is centered around helping out the friend he made. Outside of that he studies but as mentioned before he has little to no ambition of his own. Power is of little interest as he has few things he'd use it for and riches would only make life harder to manage so he purposefully avoids accumulating wealth to himself. Fame has little draw for him as he's nervous around company, especially crowds. Really once he's met his needs and fulfilled his obligations left to his own devices he'd largely just read up on various curiosities largely as a hobby.
He's learned to fight not out of any desire to actually see combat but rather so he can handle himself should he be separated from his friends and left to fend for himself. His natural aptitudes leave him paltry as a war magus, hardly capable of laying any degree of men to waste with any of his magic alone. He makes due with using his magic to boost his ability to fight and using brute force to fight off others. Given the chance he'd much rather let others do the fighting and simply support them with his magic but sadly that's not always an option.
Background:
Leomund is little more than a simple fisherman's son from a quaint fishing village off the shore of a great sea by the mainland. His mother died giving birth to him so for the most part it's just been him and his father. The two of them fished for a living, paying their taxes and keeping what was left for food. On good months they'd have some left over to sell in the markets. The money helped smooth over some of the poorer hauls they had so in the end it was all balanced out.
Of course his father wanted a good life for his son so naturally as a sort of plea to the fortunes he put forward an application for his son to join Seraph Academy. While ordinarily a fisherman's son would have little to no chance in joining a school like theirs luck just so happened to be in their favor. While going over application letters his application was mistakenly placed in the accepted pile which was then taken and issued congratulatory letters for their acceptance into their school. When the news got back his father celebrated.
While this was a chance for them to make it big and strike out of the humble lifestyle of simple fishermen this ultimately meant that Leomund had a long road to walk ahead of him, both figuratively and literally. Renting out the only spellbook the village held from the village elder his father had him study hard to learn a cursory amount of magic, just enough to fake an understanding of magic that would hopefully be enough to get him by at the start. Soon enough the school year would begin so to get him in on time they set him up with a pack of his belongings and set him out to go and make a future for himself in the big city.
So he set forth.
And not long after he left the village after many hours of walking night fell. With night came a band of vicious bandits, armed men who waylaid his campsite and tied him up while they looted him of all his possessions. Just as they were finished robbing him they were going to leave him for dead when from the inky depths of the darkened woods a menacing figure trudged forth. Stepping into the light of the campfire the tall and intimidating figure of a dark armored foe was revealed. She towered over each and every one of them, a veritable statue of metal, and clutched in her grip was a massive ship's anchor. It might of been rusted all across but the great bend of iron was more than thick enough to hold strong ever still. With each resounding step the chains which bound the loop of the anchor to her left arm rattled, giving off this aura of dread which filled the hearts of all who faced her. Peering down at the quivering mortals beneath her the glowing yellow eyes from the yawning darkness that was the inside of the helmet cast their dread-filling light upon the terrified rogues.
She needed not deliver a single blow as they scattered before she could even face them down. Little did they know that she had no clue what was even going on. She just wanted to say hi. Luckily for Leomund her approach was all that was needed to drive his captors off, leaving him now free albeit still bereft of all possessions with the exception of his acceptance letter which he cleverly hid in the dirt when the bandits weren't observing him.
Despite her imposing apparel Leomund found himself more thankful to this strange ominous savior of his rather than intimidated like all the others. When she spoke it was quite clear she meant him no harm. She was a wandering mercenary who traveled the land taking money in exchange for use of her unnatural strength to crush foes with the ship anchor she wielded. He asked her what the price for her service was. She just shrugged. She had no real acumen for coin so she would just accept whatever sounded good for the job. With this in mind he basically offered her the job of guarding him and in exchange when he finally made it big as a caster of some sort he'd pay for all her expenses. She agreed to it because it sounded like a good trade and he was nice about it.
And so the two of them set forward to Zauberheim. Along the way he learned that she was in fact a drowned sailor who's spent a very long time walking the ocean floor before she finally found land. Neither of them are sure how long but it was probably pretty long given how much rust her anchor had gathered. She was a strange sort with a few marbles missing for sure but given how she stepped in and helped him when he was staring at a very immediate death he's able to overlook such eccentricities.
Such is the story of how Leomund got to school. The rest, as they say, is a tale for another time. Maybe soon. Probably.
&
Name: Gangraena the Abyss Treader.
Appearance:
Truly a figure which most would dread to see coming at them. She stands at an even six foot tall and weighs a solid one hundred and ninety pounds though most wouldn't be able to tell since she looks like she weighs half that. Most would assume a warrior such as herself would have sizeable muscles but her body looks soft and feminine. This is due to the fact that the mesh of writhing tendrils lurking beneath her flesh grant her a great deal more strength than she aught to have. If one were to look closely at her exposed flesh they could see shallow movements beneath the skin, like eels beneath opaque water.
Her skin is a blue tinged grey like that of a drowned corpse. Her body might be a bit less bloated than the average floater but she looks no less drowned. Her hair is a murky dark green, not unlike kelp. Her hair is straight albeit messy more often than not and cut just above her neckline. Her face while bearing some of the characteristic slender femininity of the light elves is a bit rounder, a softer jawline with cheeks that are more full with a lower cheekbone that eccentuates the eyes which... Well, require some explanation.
The sockets which once housed eyes are empty now. More than that the eyelids themselves are missing as well, leaving the eye sockets open up to the edges of the skull, leaving only the eyebrows. Inside the hollow apertures her eyes once occupied is a deep darkness, an abyss so black staring deeply into them can leave one's grip on sanity loosened. As though swimming in the shores of the fathomless darkness which appears to stretch on for eternity are two spheres of winding light in an unearthly yellow hue, one mote for each socket.
Her armor is no less imposing than herself despite it's piecemeal collection of parts. Her helmet is a large dark iron greathelm, concealing all but the intangible clots of yellow light that serve as her eyes which shine through the narrow eye slots. Her body armor was actually taken from a knight of a tribe of turtlemen, a massive breastplate far too heavy for any normal man or elf to use. It's plates are half an inch thick and are designed to fit onto a curved shell but Gangraena wears it anyway since she can move it about despite it's bulk. For shoulder protection she wears a large set of dark iron pauldrons. On her arms she wears dark iron gauntlets and vambraces. Her legs are protected with a set of gilded but scratched iron greaves complete with once elaborate cuisses that look like whatever designs they were embossed with has been smashed into a spangle of loose metal atop the plates. Her weapon is a large ship anchor which has been covered with more than few centuries worth of rust, wielded by the loop it's tied by. It's attached to a chain which is wrapped several times around her left arm which is her dominant arm.
Race: Light Elf.
Magic/Abilities:
Having been restored by some ancient entity at the bottom of the ocean's deepest chasms she possesses unusual alterations to her body which have changed her greatly. The dark graft which keeps her alive also grants her an unnatural level of strength as well as nearly endless stamina. As a result of this unearthly change her ability to use any form of magic is completely forfeit. Even despite her heritages natural inclination she's never had any talent in casting anyhow.
Perhaps the strangest thing about this are the dark creatures which confer these gifts. Her body is filled with a tightly pact network of tiny ichorous tendrils which grasp one another, forming a network capable of exerting such force. They communicate each other through the dark magic they've been fused with. There is no part of her that ceases to move regardless of how badly she's torn apart. Even in the case of decapitation her body will continue to move as if still connected to her head, albeit a bit more awkwardly given the disconnect between her head's position and her body's. Thanks to the tendrils breathing is no longer required and they are sustained by the dark magic, sustaining her in turn. Her tolerance for pain much like her stamina is no less plentiful and despite completely lacking eyes the dark magic confers a special sight which allows her to see as any normal person of her former species would.
These symbiotes have some other curious properties that it confers upon it's host. Due to the nature of the tendrils within a large variety of curses will have no effect on her other than the vague excitement of the squirming masses inside her flesh.
Lastly as a result of an ancient pact between her dark benefactor and the oceans themselves the water will never bring her damage or decay. While variety of aquatic beastmen can decide for themselves at large many of the true beasts of the deep will ignore her.
Personality:
Despite being a creature close to all would consider wholly unnatural she's pretty chipper about it all. She's a bright and sunny soul who just so happens to be a barnacle-ridden mess of dark magic who has spent several thousand years trudging the deepest reaches of the ocean in search of land. While many a mind would shatter in the fathomless length of time spent wandering in pitch black waters she seems to have come away from it rather well. Perhaps maybe that alone is it's own form of insanity.
Even in life she was never the sharpest tool in the shed. She's extremely trusting and often a poor judge of character. Though she might be quite naive her experience in combat during her time ashore clearly shows. She understands violence quite well and quickly resorts to such methods in the face of most obstacles. She's nearly impossible to threaten and negative emotions run past her with plenty of haste as she flits back to a positive frame of mind quite easily.
As a bit of a side effect from the whole process her knowledge of her own past is spotty at best. Bits and pieces are left floating in a gulph of darkness and not just the stretch of time occupying her memory where nothing but walking occured and darkness was all she could see. Oftentimes she can be rather addle-minded, forgetful and quite easily confused as well. She means well though and generally holds little ill-will towards most folks. Her aims are simply enough to go from day to day, surviving and spending time with good friends when she can. Quite frankly anything is better than wandering the depths of the ocean so she's quite easy to please.
Background:
A long time ago in a large port city run by the light elves were a family of sailors. When she was of age she'd join her father on his voyages, traveling the waters aboard their seaworthy vessel. One night however the weather was particularly stormy and the ship was overturned. Most of the sailors aboard the ship drowned that night but Gangraena's fate was chosen by a different force. As she begun to drown shadowy forces dragged her below, pulling her body well into the depths. Even as she lost consciousness her form drifted inbetween the great oceanic crags and into the great tear in the earth's face below the waves.
So deep below she was pulled. She was dragged into depths which in ordinary circumstances would hold pressures too great for the soft bodies of most surface dwellers. This was no ordinary circumstance however, dark magic protecting her from the dangers of the deep until she was brought into a long forgotten temple which had sunk into the ocean ages ago. This mysterious entity took her into it's flooded halls and set her upon it's unearthly altar. Though drowned she was not wholly dead before it began the process.
When she awoke everything was dark. There was only water in her lungs and there was no light to see by. Without anything to go by she started to float about without direction. As she left the temple she was starting to float away so she grasped around herself for something to hold onto. She managed to grab hold of the anchor which had fallen off her ship which was destroyed in the storm. With the anchor weighing her down she was able to set her feet on the ground and begin her long trek, dragging the anchor along behind her like it was some old oar.
_ From then on she simply walked. She had no direction to follow so she'd simply walk until she ran into something and then try to walk around that. This continued for thousands upon thousands of years. Though long as such a trek might be it could of been shorter but she had a terrible sense of direction and often wound up walking in circles for many years at a time. Sometimes she would fall into pits that could swallow mountains and occasionally she'd run into mountains that make those of the surface world seem pitifully small by comparison. Being a realm vastly larger than the surface land it's features often dwarfed those that appeared above.
For a time so long it beggars the imagination she simply wandered the depths, anchor in hand. Eventually she stumbled into a village of deep ones. They fled at the sight of her though she couldn't understand why. She followed where some of them went and it led her near a city by the shore. She tried to go through the city but the guards kept yelling and sticking spears in her so she went around it instead. Eventually she reached shore at long last. She walked along the beach after that, dragging along her rust crusted anchor until she eventually found a port town. There she hung around until she learned their language, the locals giving her reasonable distance given her appearance but otherwise simply assuming she's just another deep one.
Once she was able to understand people she used her great strength to help people, asking very little in exchange. Most of the armor she's now owner of are pieces from warriors she's felled in her travels. One night she came and scared off a group of bandits, rescuing a young man named Leomund. As thanks he offered to pay her back later on when he was a more renown mage. She accepted, offering in turn to keep him safe until then. She didn't have anything better to do so it seemed like a fair deal.
And such is the story of how Gangraena met Leomund. Also some other stuff.
Yeah, my reservations about Gangraena were confirmed. She looks too much of a monster not to be reported to the authorities.
At best, she might get taken in by the scholars in Zauberheim and separated from Leomund, removing her from the RP proper. At worst, well... we can leave that to the imagination.
@PaulHaynek - Alright then. I have two choices for alternatives.
1: I swap Gang out for a fellow student who uses alchemy to enhance himself at a severe cost.
Or
2: I scrap them both and replace Leomund with a student that's a rogue elf who uses darkness magic to conjure shadowy hands that can grapple opponents and wield weapons.
Which sounds better?
Edit: Actually, I'll just go with the second choice myself. I like the idea better and it's easier to work with being a single character.
Name: Kazudain: The Lightning Arch-mage / Blitz Warrior / Beast Tamer / the Blue Pilgrim
A tall man with a worn travelers cloak. The handle of a sword poking out from one shoulder along side a long bow and quiver.
Elf
Lightning Magics - (more when I can think them up.)
With a great focus on Lightning magic, the ability to safely imbue such a volatile and chaotic element into inanimate objects, let alone living beings, is a great mark of achievement. Many lightning mages have a sort of concentration period for their spells, which leaves them in more of a supportive role as most basic spells take a few seconds to activate. Over 300 years of experience has apparently allowed Kazudain to learn a solution to this drawback. As elemental magic is bound to the light half of the spectrum there are no lightning based curses. Paralysis and movement restriction effects are common with higher tier spells.
All lightning based attacks can be done with and without holding Stormshadow. It proves more draining on reserves without utilizing Stormshadow as a medium.
Bolt Needle A thin, piercing beam of lightning. Channeled to a specific point then released. Can only hold so much power while still holding its small shape, but its intense piercing potential makes up for it. Travels a great distance in a straight line. Requires power to be continuously channeled as the beam travels else it dissipates instantly.
Bolt Wave A short to mid-range power attack where lightning magic is channeled into the blade then released as the blade is swung. The more power channeled, the stronger the wave and further it can travel before dissipating. Used to great effect when cutting through obstacles and batting away minor fodder. Greatly loses power after 10 meters.
Lightning Veins - Speed buff that increases speed and reaction time. Can induce on self and allies, though physical contact is needed to buff allies. Has only been able to buff 2 allies at a time with full benefit of the buff. Allies will feel as if speed and reactions will have doubled. Buff's benefits decrease as more allies are buffed. Has the added benefit of shocking opponents on contact, with a greater chance of partial paralysis the more intense the charge.
Blitz - A speed technique to quickly traverse the battlefield, it leaves a patch of scorched earth and a slight boom in his wake. Can traverse 50m max per jump and has been used to great effect in battle. It was this technique that gave rise to the man's alternate name among the elves and some beast-folk settlements. Combined with Lightning Veins Kazudain's fighting style can prove devastating.
Bolt Arrow - By imbuing his arrows with a little magic the man has a ranged option to incapacitate opponents. Not very silent when the arrow strikes the target and can be draining on the reserves.
Disruption Wave - While not really a curse, the move can be seen as a debuff in essence. By charging power into the sword and stabbing it into the ground, a wave of energy is released in order to dispel strong illusions and curses. Needs 10 seconds to charge and can be seen charging. Will need to charge longer for more powerful illusions.
Disruption Shock - While Disruption Wave has a more external effect when used, Disruption Shock is more internal. By sending a literal shock through his body Kazudain disrupts the flow of energy fueling the curse, breaking it.
Stormshadow
A great sword of blue and silver. Imbued with multiple runes to be used as a medium for a range of lightning techniques, runes glowing bright blue when magic is used and off when none is used.
Those that remember conversing with the man claim him to be a calm yet jovial individual. Speaking in riddles at times and always asking questions. At times he would help another in need while other times stay his hand on whim. Would always pay back any debt owed.
In battle they would say he was steadfast, loyal and unrelenting yet honorable. Swinging his sword with great strength while his companion covered his flank. Always taking to the front line to break enemy momentum or defenses.
He never had much patience with those with larger than needed egos and was known to take a sort of innocent delight in leaving such individuals flabbergasted and embarrassed. Al in good humor of course and not for malicious purposes.
Most who hear this name in conversation will know of the person spoken of. A nomad who never stays in one place long, he will come and go, disappearing at times for years before showing up without a trace. Reported to have been seen on multiple occasions within the last 300 years, some were notable battles.
Not many can properly see his face due to the cloak he wears, however, it is accepted that he is a Elf that wishes to remain anonymous. Some believe that his face was marred by a dreaded creature long ago, and had be unable to either heal the wound or bare his shame.
Known for his battle prowess and skill, he was never alone in battle. HE had a constant companion, a large cat that follows the man like a loyal friend and subordinate with the rare ability to cast Ice Magics with skill. Both were known for fighting past their limits when they had no magic left to use, using skill and wit to gain victory. It is not known how the man came across such a fearsome yet loyal beast, though there are rumors abound.
One is that the man and beast were last scene crossing the border of Razelia, taking a road well known as the quickest route to the Kingdom of Zauberheim...
Maldur: The Beast of Ice / Frost Guardian
A solid, robust build with a large frame, when officially measured it stood 4 and a half feet to the shoulder and near 8 from the head to the base of its tail. While the name of it's exact race is unknown, it is a magnificent specimen of whichever species it belongs too.
Neutral Magics Roar of Dread With a little magic Maldur and imbue his roars with a sonic attack. It calls upon the feeling all prey gets when confronted with a predator; run. The roar can be heard for well over a mile, but only those within a quarter that will feel the full effect of the attack. It had been used to great effect in cutting enemy moral at the start of battle.
Ice Magics
Guard of the North - With a great roar and a slam of a paw a large wall of ice will jut from the ground before it. Maldur is able to control the size and strength of the wall, from the size of a small door to that of a large wall dozens of meters tall and wide.
Breath of the North - With a growl and runic circle above its head, shards of ice will fall from the sky. This move was used primarily as a retreat tactic as the move will harm friend and foe caught in its area of effect. These blades of ice were known to shear through both leather and toughened skin with ease. It could pierce weakly enchanted metal armors to various levels of success.
Kiss of the North - With a chuff and gust of cold wind, a layer of ice would grow on its pelt, giving Maldur a set of Ice Armor. This blessing can be imbued to others as well, up to 3 people plus itself could have a near full piece set of grieves, vambraces and chest piece. any more and the blessing won't take effect.
Call of the North - Freezing the ground around it gives Maldur extra traction for a speed boost, allowing it to traverse the battlefield with great speed. Kazudain had been known to use his Lightning Veins blessing to give Maldur a boost of great magnitude.
Blade of the North - Rooting itself in place it charges up its power with a rumbling growl. A large lance of ice will form above it, taking concentration to make it. When ready a magic ring will for around it and with a mighty roar, fire at its target. The move takes a full minute to form and leaves Maldur vulnerable. The time can be cut down if Kiss of the North has been used on itself, 5 seconds per piece of armour.
Glacius Breath A spell charged similarly to Blade of the North, the difference being that Glacius Breath is an area of effect spell rather than a concentrated attack. After consolidating enough mana, Maldur releases it all in a concussive wave, freezing the area with frost and ice. Can be directed instead of omni-directional though requires a little more concentration. It is said that Maldur once froze near a quarter mile of land ending the battle. It is also said that Maldur collapsed due to exhaustion from the effort.
Despite not speaking in the common tongue, Maldur displays a sharp character. Like most wild cat-beasts it has a languid laziness when resting, looking as if it couldn't be bothered to care for the goings of the world around it. Those with a keen eye would notice that Maldur keeps a watchful gaze about it, muscles coiled, ready to act at a moments notice.
Kazudain has claimed that Maldur holds both great wit and wisdom, despite the fact that only he can interpret Maldur's chuffs, growls and body language. Should it get annoyed with its masters actions it has been known to either swipe at him with a paw, freeze the floor before Kazudain's steps or freeze the mans feet to the floor, walking off with a pleased chuff.
Maldur has a surprising gentleness and affection for children of all races and has been known to defend them with great zeal when they are threatened. It has been seen sleeping while young-lings play around it, climbing atop it, pulling it's ears and tail without so much as a growl. When asked about this peculiarity Kazudain would simply shrug and say that:
"He has a way with children that even I can't fathom."
When angered all its ferocity and wildness in its blood comes to bear; it does not take kindly to those that harm the ones under its care. Or when trying to take its food for that matter.
It seems to share it's masters general dislike for those that act more pompous than warranted but chooses to ignore them when possible.
In the world exists many beings large and small, anywhere on the scale of strength of power. From the variety of Beastkin, Elves, Humans and more. Beasts the roam the world by fin, wing and paw, From the passive to the aggressive. Some in numerous herds that travel the great plains of the West Isles to the Southern wastes. Some so rare they exist only in text and myth. Many still have yet to be found in the world, continuing the circle of life as the Goddesses had seen fit to create.
Then there are those that are utterly unique in of themselves. None know the origins of Maldur, the great cat-beast companion to the Lightning Arch-mage, Kazudain. And the man himself has never seen fit to reveal the secret of this beast which follows in his wake. All accounts of this beast are with accounts with its master, never have the pair been separated unless ordered to by Kazudain.
As a beast it has never shown the capability for actually speech in any tongue, and yet it seems to showcase a higher than usual awareness and intelligence compared to other creatures. What's more, Maldur has an unusual mastery over Ice Magics, accounts of great hails of snow and thick walls of ice appearing with a mighty roar. And when all magic was spent it was said Maldur fought with fang and claw, displaying swift grace and great strength in battle.
There are still many secrets left untold behind the violet eyes of this beast, that which only it and it's master know for now. When it was seen last, Maldur was treading the worn road into Razelia, following it's master loyally where ever their travels take them...
"There was no reason for you to do that my friend." The man received a snort in response. He crossed his arms.
"Yes, yes, I know you don't like others reaching for your food but that back there? Your little shout made the Innkeeper faint from shock. You have a problem." With a small growl and shake of its head the mans companion continued walking. The man made to follow but found his foot wouldn't move. He looked down to find his foot frozen in a small block of ice, sticking it to the ground. Looking back at his partner he found the amused twinkle in its eyes that annoyed him so.
"Very funny. Maldur. Now release my leg so we can really get a move on, I'd rather get to the next town before nightfall. We do have a schedule to keep." Maldur gave a huff as the ice disappeared, the pair breaking into a run to reach the next town.
=========That Night=========
"...and so Balderus jumps out from the doorway, tackling the leader! That took out the weakened support beam which made the roof cave in, taking half of our enemies out of the fight. So, seeing the cards of fate stacked against them the rest of the group were about to run when the reinforcements Balderus called for arrived, surrounding the bandits. At that they all threw their arms to the ground, ending the battle. With that the underground slaver ring was torn out of Sikaarus for good and Balderus regained the honor of his family name." With the clank of mugs the people of the tavern cheered at the end of the story. Chanting the Balderus for a time as the story teller looked at his companion.
Like he expected of Maldur, his companion was laying on his side, head still in the lap of a barmaid who saw fit to give his ears and chin a good scratch. With a shake of his head the man turned back to his drink and food, relishing the cider as he took a gulp from his mug.
"Ha ha, always good to here one of your stories Master Kazudain." Looking up said man saw the bar owner approaching, tail waving behind him.
"It's been what? 10, 12 years since you last visited? Mara kept wondering when you would be back." The bar owner gestured to the girl petting Maldur, who now laid on his back with the barmaid, Mara, rubbing Maldur's belly. The big softy. Kazudain chuckled as he put the mug down.
"I know Cadra, but as I've told your father and his father, I can never stay in one pl-"
"Place for too long. I know, I've heard it enough times over the years when you were passing through. Even if you never do tell us why." With a shake of his scaled head Cadra grabbed the travelers empty mug and refilled it. "So, what business do you have 'round these parts this time?"
"We're heading north towards Zauberheim. I heard it was time of year for their annual tournament." Cadra gave a steady nod while giving the refilled mug back. Kazudain accepted it readily.
"Right the Festival Tournament. There's always something a little different every year, this year will be no different. I hear a number of promising students will be taking part this year." A chuckle rose from Kazudain.
"There are always promising students every year, Cadra. This year will be no different then the last 10 in that regard." Cadra chuckled himself.
"You speak truth, Master Kazudain. But from what I hear this year will be something to remember compared to previous years." With a raised brow Kazudain leaned in as Cadra did the same.