Currently recruiting at Angeli Pallidus. We will take care of all of your monster hunting needs as Ituras one and only monster hunting guild.A young White haired Elf or about 29 with bright violet eyes has a thumbs up and is smiling is drawn on the flyer. The guild halls location is in that of Thorimir's capital Thaoswen though as of the time of writing this the guild hall is yet to be constructed. Arrive on the fifth day of the fifth month and the guild hall will be built. We take all races and people So pop right on by once the guild hall is finished and join the guild why don't ya.-sincerely Guild Master Fenris The guilds symbol, outstretched white wings is stamped on the bottom of the flyer.
The plot of this rp is pretty simple. Your characters will be people who have seen the flyer for Angeli Pallidus and have decided to join. The group will go on quests and jobs hunting monsters from tiny non powerful ones to epic proportions and monster hunts. Overall it's going to be a fun fantasy rp hopefully
Thorimian Information:
Geography: The kingdom of Thorimir is the largest Of three kingdoms of the continent Itura. The kingdom of Thorimir starts on the western shores of Itura and stretches to the middle and lower western half of the continent. The terrain is vast with sandy beaches and rolling fields to the west, high snowy mountainous peaks in the north , vast deserts in the southern most region and lush forests in the middle of the kingdom. It's neighbors are the kingdom's Niashu and Jeoswen with Niashu being the larger of the two kingdoms being able to rival Thorimir if there was ever a war. The kingdom of Jeoswen spans the northern part of Itura and is mostly a tundra like terrain who's main export is ice and exotic meat. Niashu spans the eastern coast , into the middle and lower eastern part of the continent it's western border meeting Thorimirs eastern border. Just like Thorimir the country exports everything from food, weapons and textiles, to magical crystals and weapons.
History: Thorimir was created by the warrior mage Torin Theramis in the first age. The story goes that he single handedly vanquished a now extinct evil race using nothing but his magic and his sword. He then set up the kingdom of Thorimir using his magic to set up the original buildings and castle of Thaosaen. Under his rule the kingdom quickly flourished and grew into a massive and wealthy kingdom. Along its growth it had a few skirmishes with the kingdom of Niashu but now are at peace with the current king of Thorimir Tayrin Theramis being quite good friends with the king of Niashu king Nian Nash. The kingdom of Thorimir is also Quite good friends with the kingdom of Jeoswen and it's king Jem Jeon. The kingdom is currently in the tenth age (each age thousands of years) which has been the most notable age for peace and prosperity but monster attacks are also becoming more frequent.
The largest and most notable conflict Thorimir has ever had was the Race Wars of the fourth age. As Thorimir expanded its borders the kingdom came across multiple races the most numerous and important ones being the Elves, Orcs and Dwarves. Upon discovery of these races instead of making peace and living in harmony the current king Trayuin Theramis enslaved the races for various work. The elves being used as field laborers and enslaved farmers. Orcs were used for blunt labor jobs such as lumber fields and used as unscripted soldiers their equipment enchanted to not allow them to turn against their commanders. Finally Dwarves were used for mining and forced blacksmithing and building.
After three ages of forced labor and slavery the Races decided to rebel against the humans. They were long and bloody wars with multiple false peace treaties and promises. Finally gaining freedom towards the end of the fourth age the races now live in a mostly peace with the humans. Furthermore now in the tenth age races now have full freedom and rights as any human though there is still some prejudice between the humans and other races as well as the races themselves having old feuds with each other that were around long before the humans arrived.
Races: There are numerous races in Itura and the kingdom of Thorimir but the most numerous and influential ones are the Humans, Orcs, Elves and daarves. With each race having a different culture and beliefs as well as old feuds with another that are mostly over now in the tenth age but still come up every now and then.
Humans are the most numerous and flawed race of Itura. They are easily corrupted and backstab each other and are usually the ones causing wars. Though that's not to say there aren't good as well, they are charitable loyal and helpful humans as well. They are trying most diverse on the emotional spectrum and have the most diverse personalities as well. Human culture also resolves around innovation and mastery of all trades. They like to try a bit of everything resulting in artists, warriors, mages and builders. Their appearances often vary as well with lighter skin tones from humans in the north and darker skin tones from humans in the south and height varies as well. Hair and eye color also vary from being dark haired to light haired and curly straight , wavy etc. Eye color are usually green, blue, Brown ,hazel etc. Humans also worship various gods but the main one is known as Dobris the king of the of the gods he is usually prayed to for anything and everything as he has immeasurable power. Humans believed he gave them the power to conquer Itura. Humans are capable of magic but must learn it and practice their language is known as Iturian. Humans also have feuds with the other four main races on account of the war but it is less so now that it is the tenth age but feuds still happen occasionally.
Orcs are a very warlike and tribal based race living all over Itura but with villages mainly in the Dagroim mountains that make the northern border of Thorimir and Jeoswen. They usually stand no less then about six feet and no more than eight feet. Their skin colors are usually shades of greens and greys and they have tusks that protrude out of their mouth with the elders having tusks like elephants. Their eye colors also vary though red seems the most frequent. They have hair of various colors as well but usually can be found bald or with just the top hair remaining and pulled back into a bun or short pony tail. Their culture revolves around war and strength. They have duels in their villages and often do honorable raids against each other as well as battle competitions their language is a guttural one known as Orcish and written it differs from the float writing of elvish and Iturian as it is rough glyphs. They worship the God known as Shugtar a god of war and conquest and pray to him before a fight. They are capable of magic but struggle to learn it which causes Orc mages to be respected by others of their kind. Their main feuds are with the dwarves ,and elves, fairly shrugging off the deeds the humans had done.
Dwarves are a race consisting of miners, builders and blacksmiths that live in underground cities of Itura. They stand no less than four feet and no more than five foot exactly. Their skin colors vary just like humans and their hair is usually long with decorative braids that also comes in various colors. They prefer to grow beards but you can find Dwarves clean shaven though it's quite unusual you do. Their eye color also vary similar to humans. Their culture revolves around crafting and mining and are a very stubborn people often comparing themselves to stone they have annual build offs and the weapons they make are said to last forever and are always given a name no matter of their deeds. Their languages is dwarvish and is written in runes. Dwarves worship the god known as Rozdar the God of crafting and blacksmithing they pray to him when working or in general. They struggle the most to learn magic and even if they do they aren't covered by others of their race as dwarves don't see kindly on magic. Their feuds are with the Orcs and humans
Elves are a race consisting of the best scholars , archers and magic users of Itura. They live in the forests of Itura usually using nature magic to shape the tree into homes without killing it.their skin ,eye, and hair colors range from all colors but the consistency in the race is their pointed ears. Elves also stand at various heights just like humans. Their hair is usually long and can be found let down or in buns they usually can be found clean shaven and most of not all don't have beards. Their culture revolves around nature and knowledge and they can usually be found pursuing knowledge in their forests. They also don't prefer war but can put out very skilled warriors being described as graceful. Elves also cannot lie though that does not keep them from speaking in half-truths and dancing around the answer. THeir god is named Etar and is the God of forests, knowledge, nature, and animals Elves will often pray to him for various guidance. Their language is known as elvish and has been described as the most beautiful of all the tongues. Out of all the races they learn magic the easiest and are often born with it instead of needing to learn.
Magic, Combat, and Guns,
Magic The is all types of magic in Itura ranging from elemental to mental. Spells are fueled by a mages bodily energy which is directly linked linked to stamina. The bigger the spell the more energy it will cost and the greater toll it will take on your character and if too much energy is used the spell will consume and kill the mage. There will be a stat system for the energy.
Combat Warriors will run off of stamina, if your character is doing flips and twirling their weapons and generally being flashy they will lose stamina quickly. Each action takes stamina but more complex actions drains more stamina. Just like with magic there will be a stat system. Furthermore if your character or an enemy gets hit in a certain part of the body like the leg gets slashed or the arm gets maimed that will affect certain actions and movement. There will be health points for monsters and certain areas of the body will take off more points than others. Legs-5 points Arms-5 points Sides and stomach-10 points Back-15 points Instant kills are, head, throat, heart and spine but these are very hard to hit in the fact I will most likely have the monster dodge. Furthermore each monster has certain weaknesses to certain things with silver being a constant. For example the monsters that your characters will encounter frequently are Vampires-weak to silver, and objects of their faith and magic Werewolves- weak to silver and magic Undead-weak to holy magic and silver
Guns Guns exist in Itura and their appearance are those of Flintlock pistols and muskets with a floating magical crystal that color varies on the user that for pistols is below the handle and rifles is above the hammer. These crystals store energy and then convert it into magical bullets of energy. A fully charged crystal will hold six shots for a pistol and rifle it will hold either ten or one powerful shot depending on the rifle type. To "reload" the gun one would grab the crystal and put their energy into it. Just like mages it will be stat based.
Guild symbol and uniform Symbol The guilds symbol is a pair of outstretched pure white wings.
Uniform The guilds uniform is fairly simple a black hooded cloak with the symbol on the back. Depending on your role the symbol will vary though from the guild position identification act of the seventh age.
Mages: the wings of the symbol with be angled downward and have outlined in a bright blue Warriors: the wings of the symbol will be angled upward and outlined in a dark red Gun users: the left wing will be angled downward and he right angles upward and outlined in green Archers: the opposite of the the gunslingers with the right wing angles downward and the left wing angled upward and outlined in yellow
If you are a warrior that uses magic whichever one you focus on more will dictate your symbol so say you are a warrior that uses fire magic sometimes your symbol on the back of your cloak will be the modification of the guilds symbol for the warrior identification.
Stat System
There are six Stats your character is built around: Health, Stamina, Physical Strength (PStr), Physical Defense (PDef), Magical Strength (MStr), and Magical Defense (MDef).
Health determines how hardy your character is and how much of a beating they can take. High health characters are more prone to resisting things such as poison, diseases, and extreme weather conditions, on top of generally taking more punishment via physical or magical damage.
Stamina determines your character’s ability to continuously do draining activities in both short and long term, such as fighting or working. Stamina determines how often you can do powerful attacks or complex maneuvers, as well as things such as how long you can maintain a full sprint, how long you can stay up without sleeping, or how well you survive while being hungry or tired.
Physical Strength covers both your power and precision to do physical activities. This includes things such as your ability to fight with melee weapons, use weapons such as a bow or crossbow, or general feats of power and technique such as swimming, wrestling, or handling heavy weights. Higher physical strength also indicates how well you can learn and use unique Martial Arts.
Physical Defense covers both your ability to resist physical harm, as well as avoid physical harm, either by being protected by a thick skin of armor or simply avoiding the attack. It covers both speed and toughness, like your ability to react to arrows being shot at you, being strangled by an enemy, or just things hitting you in general.
Magical Strength involves your ability to both learn and utilize spells and magic items such as guns and cannons, which run off crystals. Magical Strength covers your ability to not only manifest a high amount of magic energy, but also manipulate how much you control so you can cast spells with less stamina. Magical Strength also indicates how well you learn and use Spells.
Magical Defense involves being able to resist, avoid, and identify magic effects, whether they’re actively maligned such as a curse or simply passively dangerous such as a flame created by a magic fireball. Magical Defense also determines how quickly or easily you can resist the influence of magic from mind-altering effects such as magical fear, paralysis, and illusions.
All stats start with a base of 2. When determining your character’s stats, pick your stats from highest to lowest, the highest being 6 and the lowest being 1. After picking your stats, you may apply your racial bonus to then see what your final stats are.
Sample Stats before determining bonuses:
Health: 2
Stamina: 2
PStr: 2
PDef: 2
MStr: 2
MDef: 2
Sample Stats after determining bonuses:
Health: 5 (+3)
Stamina: 4 (+2)
PStr: 6 (+4)
PDef: 7 (+5)
MStr: 8 (+6)
MDef: 3 (+1)
Racial Bonuses
Each playable race has unique bonuses that make them better at certain stats, though by no means are they limited to using just those stats if they choose not to do so. Simply that if they choose to focus on their greatest abilities, they will find themselves very capable with those abilities, or simply moderately decent even if they do not focus on it. Here are the Racial Bonuses of the four basic playable races:
Dwarves: +2 PDef +1 MDef
Elves: +2 MStr and +1 MDef
Orcs: +2 PStr and +1 PDef
Humans: Three +1 they can put into any stat of their choosing
Semi Beastkin: +1 Stamina and two +1 they can put to any stat that doesn’t have a bonus
Full Beastkin: +2 Stamina and +1 to any stat that isn’t Stamina
Hobbits: +2 Health and +1 Stamina
Sample Stats with Human racial bonuses:
Health: 5
Stamina: 4
PStr: 6
PDef: 7
MStr: 11 (+3)
MDef: 3
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Martial Arts
In order for physical warriors and fighters to compete with their fellow mages in the field of combat, I recommend the inclusion of Martial Arts. These are techniques, abilities, and skills that a Physical Strength warrior can access and utilize to improve their performance in battle in ways that cannot be easily replicated by spellcasters. This includes unique weapon techniques that can weaken an enemy’s defenses or fighting ability, stances that can improve the character’s stats, or maneuvers that otherwise can shape the battlefield and allow individual warriors of similar stats differ from one another.
Examples of Martial Arts:
Disarming Strike - A precise attack that both strikes the enemy and removes their weapon or offensive ability, doing both damage and weakening their physical strength.
Riposte - A defensive technique that allows the character to unleash a powerful counter attack after deflecting a physical attack.
Spell Sunder - A vicious blow that damages the enemy’s magical defenses via their physical defenses, tearing through their Magical Defense while inflicting heavy damage.
Daredevil - A risky maneuver where the character takes on the full damage from an attack, but if they survive it they can immediately counter attack with a blow that causes as much damage to their attacker as their attack did to them.
Rules 1. Demons and any other type of monsters are non playable and cannot join Angeli Pallidus 2. You must show the draining of energy and stamina if not you get one warning then if you continue to not show it you will be kicked out 3. I am the Gm I have the last say but I am open to coming to a compromise through a conversation on PM 4. Take arguments to PM And do not allow them to cross over into your characters I don't mind character arguments but not if it's over what you were talking about in the OOC 5. No metagaming and godmoding 6. Have fun!
CS Name: Race: Age: Appearance:(description or pic I don't mind which) Bio: Stats Gear: Martial arts:(if any) Magic:(if any) Likes: Dislikes: Extras:
Quick question. I think I know the answer, but I just want to be sure. Do you want us to stick to the four main races, or is it alright if we go off script a bit (genasi, drow, tieflings and the like)?
Like many orcs, Malakaus is huge, burly, and heavily muscled. He has red tribal tattoos that shows that he is part of the Vorinclex Clan, though anyone who knows the clan would also know that his tattoos are incomplete, due to the fact he left the clan at an early age to pursue training among the humans. He's fairly unscarred despite being a warrior, something which makes conventional orcish warriors jeer. However he cares little for their insults because he knows his body bares no scars thanks to the protective qualities of his armor.
Malakaus's own armor which he has named Regalia. It is currently in it's third stage, as Malakaus has added additional ornemtnation including spikes, etchings, and the short cloak. An armor made of humble steel, however Malakaus is looking into improving the design by acquiring higher quality metals, which he believes could be obtained by processing various monster parts. Incidentally it also has him return to his orcish roots and study up on scrimshaw, or bone crafting, an art that most orcs use to make their equipment that Malakaus had shunned for being primitive.
Bio: Malakaus is a fairly typical orcish warrior, having been trained since youth to be a warrior. The only difference is that early into his training he found an interest in smithing and working metals, favoring the more complex and vastly more useful metal weapons and armor over his clan's traditional weapons of stone, wood, and bones. Thus he left his clan when he was about twelve years old, which by than he was already taller than most human men and a fair bit stronger as well. He took up an apprenticeship with an armorer for ten years, learning the secrets of smithing and molding metals into weapons, armors, and other useful gadgets. He didn't neglect his training as a warrior either, and often made money to support his education via things such as gladiatorial combat or dueling.
By the time he had completed his training to become his own journeyman, Malakaus had already constructed his own full set of armor, as well as a unique shield and axe. He hopes to improve his skills so that one day he can create a true master piece, testing the effectiveness of his own equipment through practical usage in battle. Of course nothing in life is for free, and if he wants the funding to continue crafting his weapons and armor he needs an income. Thus when he heard about the Angeli Pallidus, a guild of monster hunters, he figured it would solve two issues if he joined them. Not only will they pay him to hunt monsters which he can use to fund his smithing career, but he can test his equipment by hunting said monsters.
Gear: BattleAxe - Malakaus's custom battle axe. It appears to be a simple, single-sided broad axe, but with a twist of it's handle Malakaus can extend the shaft and turn the axe into a halberd, opening him up to a different style of fighting as needed. It is made entirely of metal and has some issues with durability due to being made of moving, hollow parts, so Malakaus has specifically constructed his axe to be very sturdy, but at the same time it also makes the axe incredibly heavy. Were it not for his orcish strength it would be impractical to use. Malakaus hopes to discover a metal alloy that is lighter without compromising durability.
Shield = A medium sized shield bristling with spikes. Despite it's heavy metal appearance, it's actually quite light. Malakaus's shield is is designed to push his ability to craft a metal that is both light and durable, while also incorporating techniques to treat wood to give it similar light but durable properties. So far he's simply manage to make a fairly decent shield that is lighter than it's design would indicate, but otherwise standard to other metal shields.
Full Plate Armor "Regalia mk.3" = Malakaus' main focus and the only piece of equipment he has given a name. The Regalia mk.3 is a set of full plate armor which on it's own is worth double it's weight in gold for conventional knights and warriors, as it's designed to make the most use of an orc's strength and powerful build to increase it's defenses while being fairly light weight. Granted, it is still heavier than any plate armor sized for a human or dwarf, but proportionally speaking it is rather light. It's design was inspired by a gladiator who defeated Malakaus, who despite being even slower than Malakaus, utilized his armor to full effect to barely be phased by his attacks and unleash an onslaught of blows against him due to his implacability. Malakaus has not yet tested this armor against conventional firearms, mostly due to the fact it's hard for him to get his hands on a gun.
Magic: Produce Flame - A basic fire spell Malakaus learned mostly for utility purposes. He conjures a small ball of fire to his hand, which he can throw at enemies to burn them, however he generally just uses it for illumination or to start a fire. Notable for being very effective at drying wet wood.
Mending - A basic spell designed to help repair the damage to objects. It's not strong enough to heal wounds or injuries in living people, but it can repair the damage done to clothing, weapons, and other things that aren't specifically living. It can even repair magic items, though it doesn't restore magic energy.
Tiger's Grace - The only advance level spell Malakaus knows. It massively increases his speed, agility, and jumping ability for a short time, allowing him to become startling fast despite his heavy armament. Hard to use consecutively though so he generally saves it for the most opportune moment.
Likes: Limes, fire, mountain climbing, and kittens. Dislikes: Bell peppers, being cold, swimming, and snakes. Extras: Has a pet cat named Barrel, because he found it in a barrel. Malakaus is pretty sure it's a magical cat, he just hasn't figured out what it can do.
Malakaus is also rather educated in magics for an orc, as he used to be sweet on an elf who tutored him. However they had a falling out due to Malakaus' growing romantic feelings for her, and now he shuns romance in general, especially with elves. He still tries to keep himself up-to-date about various magical lore, especially if they relate to ways to improve his crafting.
Doesn't get a lot of respect by both dwarves and orcs. Most dwarves he met see's Malakaus as a mere poser and could never match up to them in the arts, while orcs consider Malakaus incredibly cowardly for his reliance on weapons and armor, as well as his general friendliness around humans.
Malakaus hasn't seen his family in a long time. He isn't sure how they're doing either, and hopes to gain some honor and glory via his crafts before he returns to the clan. He doesn't want to see his family until he feels that he has done something great.
Name: Kyra Shepard Race: Human Age: 17 Appearance:
Kyra stands at 5'4 and weighs 123 pounds without her armor. Despite her dainty appearance, she's actually quite muscular and has some seriously strong pectoral muscles, as befitting an archer. She almost always wears her helmet even in civilian clothes.
Bio: Kyra was born in a family known for raising archers. Because archers are harder to train than a swordsman or spearman, her family makes a lot of money via mercenary work or being professional soldiers. Kyra herself is no exception: she started training with a bow as soon as she could stand, and knew how to draw and shoot before she could even run. However unlike her family who were tall and long armed, Kyra never grew very big. She still received the same training in archery, as well as horseback riding and some swordsmanship, but because she was so small no one ever thought to hire her as an archer compared to her brothers and sisters. Tired of always getting ignored due to her size, Kyra decided to prove her worth by joining the Angeli Pallidus. She had some experience hunting powerful beasts and some monsters before, so she hopes to take part in these hunts to show everyone that she just as good as the rest of her family. Gear: Longbow, Silver-Tipped Arrows, Steel Arming Sword, Chain Shirt, Steel helmet, Healing Powder, and a riding horse. Magic: Chameleon - An illusion spell that causes Kyra to blend into her environment, which becomes more effective the longer she stands still. Not only does it cause her her appearance to camouflage to the environment, but it also masks her scent, sounds, even the presence of her soul to match the environment. It loses effectiveness if she moves too much though. Likes: Sniping targets in one shot, eating meat, riding horses, and hunting. Dislikes: Dressing up, eating her vegetables, singing, not wearing her helmet. Extras: Kyra is very protective of her helmet after her father instilled a very important lesson about safety. Kyra also prefers to hunt beast while on horse back and is very skilled at horse archery, even using her much larger longbow on horseback instead of the usual recurve bows.
Bio: Sorna comes from the High Plains tribe, who live in the kingdom of Jeoswen. Fast and hardy folk who could traverse the mountains and tundras with great speed, Sorna was the chief's youngest daughter. Their tribe was at war with a rival tribe called the Ice Blood Tribe, centaurs who were attuned to ice magic and could use rituals to create deadly blizzards that could last for days. In order to secure an alliance with a human family, Sorna was offered along with some of her other sisters to a family of nobility. That family was the Shepard Family, a minor noble family known for their great archers. Though broud and aloof, Sorna grew close to the family, in particular their daughter, Kyra. She was the same age as Sorna and eager to prove herself to her family and Sorna, and the two grew up training and playing together. When Kyra made it clear that she was going to join a guild of monster hunters to prove themselves, Sorna came along to watch out for her friend.
Gear: Breastplate and barding, magic lance, Horseshoes of Speed, Glasses Magic: None
Likes: Running in a large open plain, jousting, carrots, playing music.
Dislikes: Small spaces, being treated like an animal, people staring at her, reading.
Extras: Sorna is farsighted, giving her great ability to see things at a distance, but makes it very hard for her to focus on things close to her face. This makes reading very annoying for her because everything looks blurry even when she puts it at arm's length. Her lance is enchanted to be able to change size at a moment's notice, allowing her to easily keep it on her person when in town, and take it out when hunting. A common technique she uses is to thrust at the enemy and coming up short, only to suddenly cause the lance to grow in length and impale them. Sorna's Horseshoes of Speed helps her move more quickly even over rough terrain, and helps protect her legs from things like briers and things that might damage her feet.
Name: Ranu Grahan Race: human Age: 31 Appearance: (under construction)
Bio: Born in the rural area of Jeoswen where hunting monsters is common, Ranu grew up familiar to the business. As the town lived on the harvest of hunting animals such as leather and meat, Ranu learned how to track and hunt animals, how to skin them after a successful hunt and such as he grew up. As soon as he was of age, he participated in the town's hunts. He started out with small critters, and slowly moved on to bigger games as he got used to it. After years of hunting around the town, Ranu wanted to seek more animals to hunt. He set off from his hometown to around the world, travelling with strangers he met on the way to see and hunt new games. And of course, try out new types of meat. He traveled full circle around the continent and returned to Itura as he heard the news of a monster hunting guild open for applications.
Gear: Large hammer, lots of knives and daggers for various stabbing and cutting A crystal with the size of a 1/8 of a baseball
Magic: apply flame: Produces a barrage of sparks when used without a tool, perfect for starting a small campfire. When used with a crystal attached to a tool, the tool can have a part of it flaming, useful for smashing something with fire or using as a torch. Application on tool lasts about 2 minutes before needing a recharge.
Name: Jason Oralie VII Race: Human Age: 19 Appearance:
A handsome and lean young man covered in gold accessories as well as bracers. Jason typically wears a silken white tunic with woven blue and green straps with chain mail underneath, white cotton trousers, and brown leather boots. His skin is exceptionally unmarred and pale having lived a life of luxury before escaping out on his own and becoming a wanted fugitive in his country. He always seems to have a cocky smirk on his face.
Bio: Jason was once the Crown Prince of Okeanos, A small but strong Island Kingdom south of Itura. For most of his life, Jason was raised to lead his people, most of his studies involving learning languages, cartography, strategies, and logistics. Things that he surprisingly excelled at even though he was mediocre in the use of martial weapons and magic. This combined with Jason's natural charisma made the boy into a natural-born leader, having formed a crew of his own with the many nobles and peasants he had befriended in his life. Life was great for the young prince as he had his whole future ahead of him. Sadly his father, King Jason Oralie VI became injured after going out hunting one day with his uncle, a boar having pierced his armor with its tusk. This left the king bedridden and the kingdom under his uncle's rule, due to his mother's death during childbirth and Jason being only 15 at the time. His uncle quickly began consolidating his power over the kingdom, as the man began replacing his father's closest allies in order to steal the throne from him.
Being a young teenager with few allies left, Jason quickly began to plan for his escape after his father had 'succumbed' to his injuries. Quickly getting in touch with the exiled nobles and his crew, the young prince planned a heist to steal the Golden Hide MK II, his family's most prized vessel from under his uncle's nose. Jason used the wealth from his own allowance to buy supplies for the trip. Whilst using the leftover over funds to gift his uncle with a large casket of wine drugged with a sleeping agent, due to the man's penchant for extravagant feasts.
On the night of the feast, Jason with his allies all dressed as various prostitutes attended the party and bided their time as his uncle and his most trusted followers began to drink the drugged wine. Slowly but surely the usurper and his subordinates fell asleep, Jason and his allies quickly robbing everyone of their values before heading toward the vault where all his family's riches lay. Taking the sword and ring from his uncles as well as all the gold left in the vault after his uncles lavish spending.
Jason and his followers rode the Golden Hide MK II out of Okeanos, branded as traitors and pirates by his uncle, Jason committed to a life of adventuring joined by the youths he had led in his homeland as guild members of Angeli Pallidus.
Gear:
A magical sword that is neither unbreakable or destructive, it is merely an enchanted that can reflect light continuously toward whatever the wielder is pointing at with its tip.
A magical ring with a Badger's head affixed to it. It provides the wearer resistance to poisons. Incredibly useful for the Oralie royal lineage.
A magical flying ship once owned by Jason Oralie I, which he used to conquer the current Island Kingdom of Okeanos. It has been refurnished by his descendants with the latest technology, although used more as a national icon. It is still fitted for combat in the skies, Being armed with large cannons able to be powered using magical energy as well as a fully stocked armory of non-magical weapons for the crew.
Magic: Plunder: A magical spell that allows one to steal what item the target consider's most valuable as long as it can fit in one's palm. If the first item is too big the spell will steal an item of lower value than the original target. Its range is five feet and increases by another five feet the more energy is used.
Transparency: A illusion spell that makes the user/target transparent to the naked eye, it allows the user to blend into the background and become harder to discern for those unskilled in magic. It lasts for 10 minutes.
Muffle: A spell that muffles the sound an object or person makes, it allows the user to silent one's footsteps or even lower the volume of breaking down a door's lock.
Likes: Gold, Money, Ships, Women, Winning without moving one finger, Fame. Dislikes: Going to the frontlines, Not being in charge, Things that are too good to be true. Extras: Although Jason has a massive ego, he is still a charismatic and strategic individual capable of leading. He places a high value on the Golden Hide and his crew, spending most of his money in maintaining it and keeping his crew well-fed and healthy. He also doesn't take kindly to people insulting them and can become very violent to the point of actually fighting himself despite how mediocre he is.
Tall, dark, and well muscled. Has white hair and miscolored eyes due to an early life among witches. Has ritual markings on his body to channel his Magics as well. He’s 6’8 and weighs 221 pounds.
Bio:
"It takes dark magic to cure dark magics."
That was a saying that Darc grew up with, and why he decided that on his naming day, he would be called Darc Riovas. Ever since he was a baby, Darc was adopted by a coven of witches in a dark and secluded forest, along with other orphans. Unlike most witches, they had no intentions of eating these children or using them as slaves: they were simply women who practiced a sort of magic that most civilized places did not approve of. Things like Necromancy or Hexes, magic that typically would have an angry mob or a zealous crusader trying to hunt you down just for knowing. But the witches taught Darc and the other children that these magics were simply tools, and could be used for both good or evil, depending on the intentions. A fireball is a chaotic force that burns and destroys, but no one would think it was evil if it's used by someone with good intentions to kill monsters, but no one would think it was good if a mad wizard decides to burn down a village with a fireball either.
Thus Darc learned necromancy and hexes, how to manipulate life force and how to put curses on others. But he was also taught ethics and how these very same forces can be countered using the same power they draw from: not only did Darc learn how to absorb life energy, but to give it as well. He learned what it takes to place a curse on someone and how one can easily break the curse as long as you knew how to redirect it. While learning magic from his teachers Darc also learned a lot about life and how people tend to react to things they consider evil, and made sure that Darc learned not to judge too harshly: fear feeds ignorance. It was important that Darc had patience and kept an open mind to teach others, rather than to assume that he was somehow superior by virtue of his education.
As Darc grew older, soon the witches that he would consider his mothers told him to leave. It was time for him to find his own home and do something with his life. The rest of his siblings had already gone, either dissatisfied by the witch's teachings or wanting to see the world on their own. Darc was reluctant, but willing to leave and find out more about the outside world. For a while it was scary: people seemed to distrust him and more often than not he seemed to get into trouble simply for the way he looked. But taking his mother's lessons to heart, he didn't hold a grudge and continued to observe the people and their woes. When he started to notice problems, he figured he could use his magic to help them. He did things like help grieving families move on by using his Necromancy spells to allow the family to have one last conversation with their loved ones, or used hexes to curse things like illnesses and diseases to have a short life.
Darc still ran into problems with people who distrusted him, but at the same time Darc started to grow more confident about his abilities and his looks. He knew he was doing good and aimed to prove it by deeds, not appearances. When he heard about a guild for monster hunters, he thought this would be the best chance for him to show how his powers, though normally evil, can be used for good.
Gear:
Ritual Bone Armor Arm-Mounted Crossbow Large Hunting Knife Bug Lantern Magic Mushrooms Various Potions and Oils
Magic:
Ghost Touch - Darc's main offensive spell. He creates a ghostly, skeletal hand that he can shoot out at an enemy. If it hits them, it fills them with necrotic energy that not only hurts them but also prevents any form of healing or regeneration for a short time. It's even useful against the undead, as the hand will physically weigh them down as if someone was holding them down.
Undead Vigor - A buff spell that bolsters a target with a necromancy facsimile of life, granting them extra stamina and energy until they use it up.
Macabre Preservation - This spell protects a dead body from rot, decay, and magic that might cause the body to become undead for an indefinite amount of time. If the spell fades, the body resumes natural decay.
Seance - Let's Darc communicate with the spirits of the dead. Either a spirit that is haunting nearby, or a specific spirit if Darc uses something related to them, such as a drop of their blood, a strand of hair, or a body part. Having someone taking part of the ritual who is related to the spirit also helps.
Vitae Sacrifice - A powerful spell that inflicts Darc with a heavy amount of necrotic energy, harming him greatly. But in exchange he can choose one person who will then be healed by twice the amount of damage that Darc takes.
Life Drain - A powerful spell that allows Darc to drain life energy from anyone he touches. If he uses it on an undead creature, he can instead reverse it, sacrificing his own life energy to do a considerable amount of damage to the undead instead.
Baneful Laughter - Darc's secondary offensive spell. He insults, laughs at, or otherwise demeans a target, harming them with physic energy that can throw off their ability to fight or do any complex action. It doesn't do a lot of damage but Darc doesn't need to use any notable magic incantations, motions, or objects to use this spell, simply the ability to speak to someone.
Misfortune - Darc curses up to three creatures, causing them to have bad luck and make it more likely for them to fail at things they're doing.
Curse - A common spell that Darc uses in a fight. Curse causes any damage a target takes to hurt even more, and Darc can choose a particular aspect that the target will be considerable worse at, such as cursing the target's strength or their intelligence.
Frenzy - A hex that causes a target to go into a berserker rage, making them physically more powerful, but at the cost of causing them to attack friend and foe alike, or anyone who just happens to be in reach. This rage is a primal one so it prevents those cursed from being able to use their magic as well.
Circle of Honesty - Darc creates a twenty-foot radius zone where no one can intentionally speak a lie. Darc will know when someone is actively lying while within a Circle of Honesty, as well as if they're trying to tell half-truths. However this spell does not compel anyone in the circle to actually speak. The spell ends if Darc leaves the circle or otherwise dismisses it.
Nightmare - A powerful curse that causes a target to see their darkest fears in the flesh. No one else but the target can see the Nightmare, and the Nightmare can physically affect the target. Though those who are awake can try and steel their minds against the Nightmare, those who are asleep cannot, nor do they awaken while they are being haunted by the Nightmare.
Likes:
Helping people, gathering magic potion components, and dancing
Dislikes:
Ignorant people, people who tell him to change his clothes, and dogs
Extras:
His mothers stay in contact with him via messenger crows. He usually writes a little letter every day to let them know how he's doing. Sometimes they send letters back or small presents like spell components or anything that could be carried by crow.
Bio: A weathered, experienced Bounty Hunter and Gunslinger, Black has spent most of his life on the road. Moving from town to town, job to job until one notice board bore a flyer different to the usual Wanted Posters...
Gear: Clothing: Boots, chaps, cotton shirt, wool doublet, leather gloves, hat and duster. Armour: A battered breastplate. Weapons: A pair of Pistols, Rifle, Bowie knife and Sabre.
Magic: None. Likes: Whiskey and cigars. Getting paid. Dislikes: Children.
Might drop the Light magic, as it doesnt fit the theme of an elementalist I was going for.
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"The taste of magic is unlike anything else."
[ 89 | 5'9" | 142lbs | Elf ]
APPEARANCE
BACKSTORY
Sariel had all the opportunities in life handed to her on a silver platter. Born in a wealthy, Elven family, she was destined to enroll into the grandest magical academy available. However, even from a young age, Sariel dreamt of exploring the world and discover new things; a dream her parents certainly didnt share. They envisioned the girl taking over their business instead.
As Sariel grew older, she also became more rebellious. While an excellent student in practical terms, she was a poor one when it came to obeying the teachers. On the cusp of graduating, Sariel instead vanished from the academy. She wanted to see the world, not read from it in books. And she sure as hell wasnt going to be content sitting in an lavishly decorated office tending to business proposals.
So for the next 40 or so years, Sariel wandered the continent; exploring the various cultures and sights the world had to offer and occasionally selling herself out as a mercenary. After all when all was said and done, she was still a combat capable mage with plenty of tricks up her sleeves.
Angeli Pallidus is little more than a distraction for her for now, a way to experience even more of the world. Whether this will become a long lasting engagement or a quick romp with the unknown, only time would tell.
PERSONALITY
Sariel carries with her an air of pride and haughtiness. Even the simple act of walking she does with an air of superiority. She also revels in showing off her intellect before others.
Likes: Fluffy things, being right, showing off, magic, vegetables, talking about magic, fellow elves
Dislikes: Being put in place, not being able to use magic, dark magic, ignorance, meat, smaller races (particularly children), fellow elves, human/dwarven cities
GEAR
Being a mage, Sariel doesnt rely on equipment like any other vocation. The only prized possession she owns is her staff, which acts as a spell focus; allowing her to refine her spells to greater effect more efficiently.
MAGIC
M A G E : L I G H T
Light •
These mages govern mind and body in positive ways and control the very essence of light itself. At their best, Mages of Light can conjure impenetrable shields and influence those around them to do the impossible.
L E V E L 1 For an instant, light can be persuaded to move in a straight line in any direction carrying with it the persuasive spells mages of light utilize. This light is formless and cannot pass through objects. It can however be absorbed into a target bestowing upon it a desired effect, such as mending superficial wounds or alleviating pain. L E V E L 2 Light can be bent and moved at will. Spells at this level can enhance the body allowing targets to move faster, lift heavier objects, heal internal damage and take less damage. L E V E L 3 Mages can turn dark to light both figuratively and literally. Light can be conjured and maintained in an area no more than ten feet in diameter providing the addition of an "area of effect" to any spell. Mages of Light can heal en mass, or provide bonuses to multiple individuals at the same time.
M A S T E R Y Life •••••••••
Exhausting all of your mage points, you can guide the souls of the fallen back to their body or create an entirely new one. Revive fallen allies or trap your new soul in a crystal.
S P E L L B O O K
Glow
Push light into an object no larger than 10ft in any dimension.
M A G E : E A R T H
Earth •
Mages of this discipline command the very earth itself, forcing it to submission and manipulating it as they see fit. At their best, they can shift entire landscapes, create spouts of lava and even alter gravity...
L E V E L 1 For an instant, elements can be persuaded to move in a straight line in any direction. As an example, the trajectory of a thrown pebble can be improved when a mage pushes against as it leaves their hand. Alternatively, if the pebble is being thrown at a mage, they can catch the pebble by pushing against it in the opposite direction, slowing it down or stopping it entirely. Pushing Earth only requires minimal effort unless subjected to extreme usage. Stopping an object over 100lbs will drain the caster considerably. L E V E L 2 For a duration, elements can be made to move in any direction. Effort increases as time passes. L E V E L 3 Instantly conjure your elemental in an unoccupied space in your line of sight. This elemental cannot act independently. Basic instructions can be given at which the elemental will perform this to the best of its ability. Animating an object in this manner costs considerable effort.
M A S T E R Y Gravity •••••••••
Increasing the density and the mass of a chunk of earth in your line of sight, you sharply increase it's pull. Targets within 10ft of your spell's locations will be pinned and crushed by the g-force alone. Targets within 20ft will be unable to move, moving causing them to loose their footing and fall toward the epicenter. Targets up to 30ft will be slowed considerably. A highly taxing spell that will leave the spellcaster fatigued.
S P E L L B O O K Smoke Screen
Instantly conjure a thick black cloud of smoke. Can be used to mask movement or confuse.
Earthquake
Create an earthquake in the immediate area. The magnitude is dependent on the effort put into the spell.
M A G E : W A T E R
Water •
Mages of this discipline command power over water itself. At their best, they can conjure blocks of ice, create violent maelstroms to sunder the surrounding landscape or even drain the very life essence out of an unsuspecting victim.
L E V E L 1 For an instant, water can be persuaded to move in a straight line in any direction. Pushing Water only requires points when subjected to extreme usage. Stopping a mass of water over 100lbs will drain a considerable amount of stamina. Attempting to move water at a point beyond 100ft from the caster will drain a lot of stamina. L E V E L 2 For a duration, water can be made to move in any direction, held aloft and take any form desired. Besides direction and duration, the same rules for level 1 applies. At this level, water can also be turned to ice or boiled to extreme temperatures but doing so drains extra stamina. L E V E L 3 Instantly conjure your elemental in an unoccupied space in your line of sight. Three points are consumed. Additional stamina is consumed if rules from levels 1 and 2 are applied to the summoned mass ie. summoning more than 100lbs of water or making it freeze will consume extra stamina. This elemental allows for some autonomy of its own accord, but will still follow the conjurers dictation.
M A S T E R Y Maelstrom •••••••••
Conjure a violent torrent of water that turns into a whirlpool covering an area in a 100ft radius with the caster at the center. Anything and anyone caught in the water is immediately lifted off the ground propelled to the height of the whirlpool (100ft) and thrown outside the spell's range. There is a 10ft radius circle at the center of this whirlpool marking the only safe zone.
S P E L L B O O K Steam
Create a blast of super heated water and air that can be used as a smoke screen or, at close range, scald a target.
Steam Bomb
Create a explosion of super heated water and air that can be used as a smoke screen over a large area, or severely scald all targets in that area.
Drain
Drain all the water from a target you can touch.
Tidal Wave
Conjure a massive wall of water stretching 100ft tall and 100ft wide that washes over everything in the immediate vicinity.
M A G E : F I R E
Fire •
Mages of this discipline command the purest form of destruction. They typically reach the peak of their prowess when used in clever combination with other mage disciplines.
L E V E L 1 For an instant, the element of fire can be persuaded to move in a straight line in any direction as long as you can see it. If there is no available fire, a small gout can be conjured from the hands at the cost of more effort. L E V E L 2 For a duration, fire you can see can be made to moved in any direction, suspended, expanded or even extinguished. Summoned fire will always burn at its hottest. L E V E L 3 At this level, a mage can conjure fire at any point in a 100ft radius that they can see. Additionally, any non-biological entities inside the radius can be set on fire instantly. Doing either of these will consume three points.
M A S T E R Y Phoenix •••••••••
Become flame itself. The caster is reduced to level two manipulation of flame. In addition, their body is no longer physical, instead manifesting as a body engulfed in fire. The caster gains the ability to move through fire to quickly traverse the environment.
S P E L L B O O K
M A G E : A I R
Air •
Mages of this discipline command the air around them. At their best they can create windstorms, vacuums, or even influence the weather.
L E V E L 1 For an instant, pockets of air in an area you can see can be persuaded to move in a straight line in any direction. These bursts of air are strong enough to push objects under 100lbs over or push objects over 100lbs back a few feet, stunning them. Pushing air only requires effort when subjected to extreme usage. Pushing any object over 100lbs costs effort. Moving air outside a range of 100ft costs effort. L E V E L 2 For a duration, currents of air in an area you can see can be made to move in any direction, expanded or compressed. Besides direction and duration, the same rules for level 1 applies. L E V E L 3 At this level, pockets of air can be conjured in a space you can see where there is no breathable air. The space can be occupied by water but cannot be occupied by a solid object. Pockets of air can also be "erased" creating a vacuum.
M A S T E R Y Storm •••••••••
Rapidly changing the temperature of the atmosphere creates storms. Once a storm is created, a number of combinations of other disciplines will produce some surprising results.
E L E M E N T Water •• Fire •• Air •• Earth ••
R E S U L T Rain, Snow or Hail Call Lightening Battering Wind Sand Storm
Once a storm has been called, it remains without the need for further manipulation from the mage that cast the spell. In addition any effects created by the storm by combining it with another element remain permanent. Calling lightning will turn the storm into a lightning storm where being struck becomes a constant threat. The storm itself can only be dismissed by the caster or cancelled by another master Air Mage.
@ColourlessKing accepted @Ryonara appearance pic won't work @Midnighwolf make the backstory at least a paragraph and your appearance pic won't work @Cleverbird pics won't work but once you finish everything just let me know when youre done and I'll check it out