It has been 50 years since the fall of Camelot. Since then countless evils have plagued the world. Demons toying with mortals, Necromancers raising an undead legion, Orcs pillaging and plundering settlements, Dragons razing cities, and so on. The benevolent forces of the world, humanity and its allies, take shelter in reclusive areas, protected shrines and forests, great imperial cities and other matters of protected places. All the while, villains now fight each other for the title of the dark lord, one who will rule all the world. Lancelot, the destroyer of Camelot, is one of those players. Little is known about Lancelot; other then his betrayal of camelot and the various legends of his power. Few know who he truly is, but one thing is certain; The Dark Knight fully intends on becoming the Dark lord. But to do that, he needs an army. Not some mere cannonfodder assembly of monsters and mens, but a collaboration of the world's most wicked of villains, weakest of slaves, and all inbetween; A chaotic melting point to help spread his branches of conquest; and to provide him the loyalty needed for his conquest. The mysterious, former knight of Camelot, has invited many abhorrent individuals into seats of his table; To form the Knights of Evil. Under this family-like organization, all knights swear allegiance to the self-proclaimed dark lord Lancelot. They are free to have their own ambition and goals, and do not have to cooperate with their fellow knights. So long as they prove loyal to the dark lord and respect his boundaries, they are protected under his rule from all matter of good and evil other then themselves.
Welcome Ladies and Gentlemen to the most sinister organization to plague earth. The Knights of Evil are an unruly group of a seemingly random and unorganized position. Some seem to me more keen on working against each other rather then to cooperate, each knight for their own goals and reason for swearing their loyalty to Lancelot. Still, the glue that holds them together is that sworn duty, a duty some may honor and others detest; but a duty they must keep regardless. Some are here against there will, others curious, others willing. No matter the case, all must follow their duties willed upon by the self proclaimed dark lord.
You will be playing as either a Knight of Evil, or a slave. As a Knight of Evil, your character is assigned a specific role within the organization. Aside from fulfilling that role, your character is free to do as he or she wishes. Your character will also have of possessions a legendary artifact gifted to them from Lancelot's ancient treasure. As a slave, you were either captured by force or cursed by dark magic to serve Lancelot. Slaves either take the roles of prisoners, who are forced to do manual labor when they aren't contained in their cell, fight battles against their wishes, or simply serve as a house servant depending upon the individual.
[h1][center](Name And a nickname or title optional.)[/center][/h1] [h3][center](nicknames and Titles, if any)[/center][/h3] [h2][center]General description[/center][/h2] [center]
[h3]Race[/h3] (race)
[h3]Age[/h3] (age. If your character is as old as dirt you don't have to give an exact number.)
[h3]Size[/h3] (Height and Weight. For more beastial characters you can also give length and other more descriptive dimensions of the size.)
[h3]Gender[/h3] (Gender)
[h3]Sexuality[/h3] (Sexuality)
[h3]Religion[/h3] (Relgion. Optional, remember that cultists and those that worship dark dieties or demons do qualify as a relgion.)
[h3]Job[/h3] (Job. Unless you have a suggested role, leave this blank until I assign you a job.) [/center] [h2][center][b]Personality[/b][/center][/h2] [indent](personality here, at least 1 paragraph.)[/indent] [h2][center][b]Biography[/b][/center][/h2] [indent](Biography here.)[/indent] [hider=My Hider] [h2][center][img]Appearance[/img][/center][/h2] [center] (Picture of Character. If more then one form or picture, make new hiders and center each picture. Each picture gets a description)[/center] [indent](I expect at least a paragraph of the character's physical description; including typical attire if they have any.)[/indent] [/hider] [h2][center][b]Traits and Equipment[/b][/center][/h2] [hider=Race Description] [indent](Only for non-humans.)[/indent] [/hider] [hider=Curse/Power Description] [indent](Only for those with unique abilities, powers, or curses outside of racial traits)[/indent] [/hider] [hider=Spell list] (only for those who can cast spells.) [list] [*] [b](Spell name)[/b] [indent][i](spell Description. Copy and paste this format for each spell.)[/i][/indent] [/list] [/hider] [hider=Strengths/Skills/Talents] [list] [*][b](Title of skill)[/b] [indent] (Description of Skills. These include non-spell abilities, racial abilities, skills with weapons, etc. Copy and paste for each skill.)[/indent] [/list] [/hider] [hider=Weaknesses] [list] [*][b](Title of weakness)[/b] [indent] (Description of weakness, these include racial weaknesses, areas where a character lacks at, personal weaknesses, etc. Copy and paste for each weakness.)[/indent] [/list] [/hider] [hider=Equipment] [list] [*][b](Name of equipment)[/b] [indent] (Description of equipment, pictures may be included. Copy and paste for each equipment. Pets, servants, any armies and companions count as 'equipment' for this list. Ignore if you lack any equipment)[/indent]
[/list] [/hider] [hider=Artifact] [h2][center][b](name of artifact)[/b][/center][/h2] [center](picture of artifact)[/center] [indent] (Description of artifact and list any unique properties it may have.)[/indent] [/hider] [h2][center][b]Relationships[/b][/center][/h2] (optional. Unless if you have predefined relationships with other accepted characters that were discussed by both parties, keep this blank and add to it as the IC progresses, giving a brief description have how your character feels about the other characters he/she interacts with.) [h2][center][b]Other[/b][/center][/h2] (Theme songs or other noteworthy things and such go here.)
-No metagaming or Godmodding (You should know that by now.)
-1 character per person (Unless stated otherwise.) If your character dies or is removed from the rp somehow, you are free to make a new submission. You may also make backup/prepare submissions in such event or if I permit multi-character play.
-Don't act immature or disrespectful. Again, this shouldn't have to be said.
-I encourage worldbuilding here. You are free to create races, nations, lands, gods, and religions if need be. However I have the final say in such decisions, which means I will likely make suggestions, offer changes, and other critiquing to creative inputs if I don't outright accept everything you've presented.
-Unless stated otherwise, I will not be playing a character. I will be focusing on control most of the npc's and keep the game flowing by managing everything and getting events going instead.
-I am a bit picky with accepting things if you couldn't tell, but I do try to cooperate with suggestions so that I can both balance and keep in check the overall world while still giving you the basis of your ideas. I won't like every idea you throw at me, some of them I might just deny completely, but I trust that you can both be mature about and respect the decisions I make in that regard.
-Characters are free to fight, bicker, and attempt to kill each other if needed. So long as they remain loyal to Lancelot they won't get any trouble with him or his associates, so you are free to make enemies with each other as well as friends.
-That being said, I don't want people to argue and fight in the OOC. If it comes to that, I will step in with a final verdict on whatever matter is the issue. I advise you to come with me with any questions first instead of creating unnecessary conflict with each other.
-Romance is allowed, but keep it pg13 and save any steamy stuff for Pming each other.
-Character interaction is going to be key for this roleplay. I don't expect everyone to have a social butterfly, but I'd rather avoid making every character a lonesome Sasuke the Shadowhog.
-This is a sort of high fantasy RP, so I do expect a lot of powerhouse character submissions. There will be an NPC who will have the 'powercap' limit for all players, in the sense that the strongest of characters should all be equal to him in overall power. I don't have the npc up yet, but essentially it is around mountain buster/army crusher level. Note that not every character should be at this high tier, especially if they aren't keen on fighting. I do encourage other useful abilities and magic that is better outside of combat.
-Feel free to pm me any questions, but I'd prefer it if you'd ask me here so that everyone can see it (Incase they have the same question.) This also applies to character submissions, however if there is private information you want to keep from the sheet for whatever reason (Plot twist or something I suppose) you may pm it.
-The pace of this RP will be slow, something like a one or two week cycle. I advise using collabs for social interactions or advanced group combat situations; but that isn't required persay. Events and missions will help get the story moving forward, but for the most part characters should have a lot of time to socialize around the castle.
-If you are using a race from mythology or fantasy, while I allow plenty of creative freedoms, I do require that you at least try to stick with the basis of whatever lore your drawing from. For example a vampire should have the typical weaknesses a vampire would have. I.E. Sunlight, moving water, salt, holy bullshit. There may be some things to prevent that, such as an artifact to help with those weaknesses, but otherwise don't be afraid to give your character a lot of cheesey weaknesses. (I do encourage that kind of cheese, including witches that melt from water or werewolves that blister from silver.)
-Lancelot is a character rarely seen and more common then not your character has been recruited by some means other then Lancelot himself visiting that character. Be it using one of the NPC's to contact the character in question, a message from a crow or some magical note, be creative with the invite and include it in the biography.
-I'd like to keep the cast diverse enough so that we stay away from having more then two of the same race, especially considering I will be willing to accept a sizable cast. I do however, also encourage that different characters have similar roles. For example, two really strong tanks or sorcerers. In essence, this is good fuel for potential rivalries.
-Keep in mind this is still a work in progress and I probably won't have the OOC up for a bit because I'm still trying to flesh out the premise and all, however I will try to get things going once I get at least six accepted characters.
-As for technology and magic; I have no rules for any specific magic. How magic works for you can be different to someone else. Hax-esq powers will be moderated a bit to avoid doing anything Dr. Strange-esq levels of bullshit, but otherwise I encourage you with creative powers. Most of the technology is medieval-era, however industrial and steampunk technology does exist (albeit it rare and only in one nation).
-You may create an artifact for your character or you may ask me to make an artifact for your character; if the latter then you should give me a submission sheet so I have an idea what to give you.
-Jobs are not the character's choice, but Lancelot's. You can still give a suggested Job or Role in the job sections but otherwise leave it blank.
Alright here is a work in progress to show where im at and where im going with the sheet. I still have a ways to go, so ill save my progress here.
Grolik
Titles: Da Chief Gobbo, Da Rabble Rouser, Da High Tyrant, Da Steam Lord, Da Tanker, Da Dwarf Killah, Mountain Shaker, Black Powder Baron, Supreme Despot, Chief Oppressor and Da Lord King Boss of Da Goblins.
Race
Goblin
Age
~30some
Size
~3.5 ft
Gender
Male
Religion
He worships the great and powerful Green Skin Gods Gork and Mork. They are the patron dietys of many an orc or goblin. One is a brutal and savage fighter and the other is a clever manipulator. Which one is which is generally unimportant as they are often switched accidentally even by their own priests. And the method of worship is very easy, to give favor to Gork (or Mork) is to exact savage brutality on.. well anyone really but those who are considered enemies are preferred. Giving favor to Mork (or Gork) is the same except with a touch of Cleverness.
Job
Warlord
Personality
Grolik is a powerful Goblin, Although physically weaker than most men or dwarves his power is through the clever application of savage brutality. He is prone to cruel bouts of rage and bloodshed just like the rest of his species but he is also devious and more than capable of crafting elaborate battle plans that actually only rely on a long series of simple tasks that chain together into a genius tactical strategy. Other than that he loves chaos and madness, particularly as a city or town falls to chaos beneath his war band. He is less subtle than some of Lancelot's knight but a terrible force to be reckoned with none the less.
Biography
(Biography here.)
Grolik is a burly and ferocious goblin, with a dirty and mottled grey skin and long ears and a set of plate mail that seems to be crafted, crudely, from a set of Runic Dwarven plate. While the Runes still enchant the armor with durability and strength they are not as powerful as the true enchanted dwarven armor. He carries a long sword/cleaver something between an axe and a sword, he also carries a large bore blunderbuss that fires a cone of fire and jagged scrap metal. It is said that the single blast from Grolik's cannon has killed Mountain trolls or Ogres in one shot.
Traits and Equipment
Goblins are short creatures standing only ~3ft tall, they are slight of build. When being compared to a human or orc they are weak and would pose little threat to most humans. However their danger comes from their number and ability to repopulate rapidly. They where little more than a nuicance in ages before, but now with the Goblins having discovered their own version of Steam technology that is admittedly unreliable and nearly as dangerous to the goblins themselves as the enemy. Their advantage over others is made doubly dangerous when the throngs of goblins is reinforced with cannon fire and grumbling hulks belching smoke and steam.
N/A
N/A
Tactician
Grolik is actually a very clever tactician able to make his horde of goblins and machines a great power
Scrapper
Grolik can fight, not in any kind of honorable duel but if pressed he is more than happy to climb onto his opponents back and gnaw on their ears and neck while trying to gouge the eyes or claw the face.
Forward thinker
Grolik's greatest advantage over his brethren is his ability to think forward more than a week or two. His influence brought the Goblins quickly from the stone/bronze age directly into the steam and iron age.
Goblin horde
Grolik's greatest strength is the vast hordes of goblins and beasts, so many in fact that he is more than capable of launching a sustained and brutal siege on mighty fortresses without assistance. Sending gangs of goblins into sewers or underground tunnels benath the city to pop up and burn and ravage the city while its being bombarded from mortars and zepplins.
Technology
The power that has made the goblins more than a petty nuisance is their steam driven engines and black powder. While a goblin fighter is a tenacious but ultimately weak fighter, a goblin steam tank or rifle squad makes them a terror on the field, Tanks often drive deep into the enemy lines shielding the goblins within from harm (usually) while the gunners pepper the field with bullets and spears from the many ports on the tanks. The tanks often also have a large bore cannon mounted on top. The cannons are generally filled with grape shot to pulverize a whole company of soldiers. Or solid balls to pound through gates or walls.
The Zepplins are the great feat of engineering, a huge balloon with a boat lashed underneath sporting cannons and bomb ports to rain explosives and heavy slugs on the battle field. the Zepplins are slow but their heavy armament make them a powerful arial asset, while the zepplins could not combat a dragon well, most dragons or griffons would be hesitant to attack them because the large bore cannons would to horrible damage if they managed to hit, and the veteran zepplins have put down their fair share of wyvers and griffons.
Small stature
As most Goblins Grolik is smaller and weaker than men, though his enchanted armor makes him -nearly- as strong as the average man.
Commander
Grolik is a commander, not a warrior. While he can fight he doesn't especially want to. He prefers to watch a city burn from the safety of his command tank or giant zepplin. So he is not an especially fearsome warrior. even when gripped by his bloody rage.
Self-conscious
He is a mighty Warlord that has been the causing great strife around their mountain. However his short stature makes him self conscious and will become enraged and irrational if pushed too far.
(Name of equipment)
(Description of equipment, pictures may be included. Copy and paste for each equipment. Pets, servants, any armies and companions count as 'equipment' for this list. Ignore if you lack any equipment)
(name of artifact)
(picture of artifact)
(Description of artifact and list any unique properties it may have.)
Relationships
(optional. Unless if you have predefined relationships with other accepted characters that were discussed by both parties, keep this blank and add to it as the IC progresses, giving a brief description have how your character feels about the other characters he/she interacts with.)
Other
(Theme songs or other noteworthy things and such go here.)
The Faceless Acolyte, the Eternal Hermit, the Derranged Researcher.
General description
Race
Formerly human.
Age
A couple of centuries old.
Size
5'7" (170 cm), 128 pounds (58 kg)
Gender
Female.
Sexuality
Uninterested.
Religion
None.
Job
Personality
The most accurate word to use with Callisto is detached. Emotions aren't foreign to her, but they don't seem to work the same way on her than the way they do on normal persons. Her moral compass is anything but working, and any trace of empathy has long ago been erased after years of isolation and study. What remains is a cold individual whose's only interest is treading into the unknown, and record her findings for future use. Callisto sees an individual as a group of characteristics that interact with each other in several ways, a cluster of information that can be unveiled to further any project she may have at the moment. She's notably resourceful and crafty which, combined with her intellect and prodigious memory, have served her well on her long life
Biography
Callisto's past is something that has never been figured out, as her true name has been lost in the echelons of time. What is known, however, is that she looks like a human, bleeds like a human, and has been around longer than any other human. The most damning evidence of this are the rare "Tomes of Callisto" that are scattered all around the world. Each and every single one of them is a valued possession by any mortal seeker of knowledge as the amount of fields they cover is truly vast. They range from "Compendium of Alchemical Herbs III" to "Introduction to Blacksmithing" or even "Interracial Breeding". Some of them are fairly recent, and others date back to a hundred years old. However, they all share the same characteristic: they're all bulky, leather-bound books with an unique, intricate sigil on their cover.
Each of these tomes describes, in a great amount of detail, Callisto's journey through a particular subject, her thoughts about it and personal experiments alongside ther results and conclusions. They're not, however, for the faint of heart, as some of them can treat unsavory subjects and Callisto was capable of taking unethical courses of action all for the sake of new results. This has brought a particular reputation to her name: While her methods are highly questionable, no one is able to deny how useful the information Callisto provides with her research is.
Around seventy years ago, Callisto began to aid local lords and important figures from behind the scenes as they didn't want their image to be muddied by their association with the erudite. In return, they provided her with whatever she needed for her research and her projects. This led to a period of time where Callisto ventured farther into the realms of the unknown. She perfected her knowledge of the arcane and the dark arts, and dared to experiment with those volatile fields. Isolated incidents began to happen: Water turned into blood, then into molten iron. Statues of stone began to turn to wood, and grow vile plants that spread unknown diseases to the populace. Fires that would create fuel instead of consuming it. And those were all caused by this single woman.
Ironically, it was with the Fall of Camelot and the chaos that soon followed that the catastrophes she produced began to diminish. Her experiments brought fruits, and so Callisto was able to begin the preparations for a spell of her own creation, a spell that would greatly increase her capabilities. And, after three years of ardous work, the Passage Recall spell had been finished: an incantation that would greatly aid the creation of her tomes. A new age for Callisto had begun.
As of today, Callisto has written a large number of tomes and has requested Lancelot for a safe place to keep her most recent research. In exchange of that, she'd work to give his army as many advantages over the others as she could. And that would mean, of course, more research to be done.
Callisto is a slender woman of caucasian complexion whose face are always hidden by a grey, featureless mask. She's got long, brown hair that extends just above her shoulderblades. She usually wears a dark red cloth armor, with black bracers and black cloth pants. Her figure is notably slender and androgynous which, alongside her mostly neutral attire, make it easier for someone to mistake her for a man.
Traits and Equipment
Ageless: By means long forgotten by Callisto, she is unable to die by age, illness or other natural causes. However, poisons and physical wounds still affect her as normal
Passage Recall:
Callisto's signature spell, this one consists of two key parts: Recording and Recall. The first one, Recording, consists of turning a memory into an enchanted passage that is then written into a parchment of Callisto's choice. Said passage can be read by anyone, and it can also record images. The second part, Recalling, consists of Callisto calling back a choosen passage back into her memory. Unlike Recording, this has a much larger area of effect, capable of reaching kilometers. Callisto uses this second part to recall spells she has learned through the years. However, the amount of time it takes for her to recall the memory is notably longer, and any interruptions can break the process.
Prodigious Intellect
Callisto has a sharp mind, and is notoriously clever. Coupled with her great memory, this allows her to put two and two together quite quickly.
Great Scholar:
The amount of intellectual fields Callisto excels at is incredibly vast, thanks to her intellectual capabilities. The tomes she has written, wether she manually did so or with the aide of Passage Recall, are also quite clear for those who read it.
Accomplished Spellcaster
Perhaps not by skill itself but by the variety of spells she is able to cast, Callisto's magical capabilities cannot be denied
Accomplished Swordswoman
Although it's not her forte, if it is needed Callisto can hold her ground with a sword. However, it is not a skill she likes to rely on.
Lack of Empathy
Callisto is completely unable to emotionally connect to another being. As such, any kind of social interaction with her is arduous at its best, and it can easily put her at odds with anyone.
Mortal Body
Even though she is unable to die by natural causes or illness, her body remains as fragile as that of a human. And, as such, she'll fall to any cleave as any other person.
Tomes of Callisto:
An incredibly large collection of books written by herself, these tomes cover a great, varied amount of subjects. They're safely stored in the Moonlake Keep
Longsword
A long, heavy and rather plain longsword, it works just as well as any other when it comes to inflicting harm to other persons. Used for self-defence, mostly.
Mask
A featureless grey mask Callisto wears in every situation. It has a crack on its right eye.
Key of Europa.
A rather plain-looking wooden necklace, in truth this object has been exposed to a great amount of energy of different places, and has seen many things. And, as such, this artifact allows the wearer to comprehend any language that they hear or see.
-I like her record and recall gimmick, however I feel as though the recall ability should have a long cast time (ideally, by recalling a memory I imagine she'll have a few seconds where she'll be still and vulnerable; trying to think of that spell.) to compensate for its versatility.
Aside from that I don't have any other balance issues.
For her job, she will be a part of the task force. Unlike the rest of the Knights of Evil, the task force is expected to work as a team. Her specific role will be the librarian. Namely, she is to consistently keep tabs on her collection of tomes to make sure none are stolen or missing. Knights of Evil have permission to read these books, but are not allowed to leave the library with them. As an additional role, her artifact that gives her the knowledge of all languages will make her a translator for the task force.
So how are we planning to start this? I'm not trying to rush the start or anything as we're still recruiting, but I was wondering if we would be starting with our characters being invited, or arriving at the castle, or first meeting with lancelot, whatever. Just asking so I can get a better idea of what we'll be writing about in the first post and can start coming up with a few ideas maybe.
@Komager For most characters, they have been enlisted either three days prior, or on the very day they move to the castle. The opening IC post will have these characters cross the bridge and enter their new base of operations; and given some time before their first meeting for any interactions. Some characters at my specifications will already be at the castle that will help organize the newcomers. Lancelot will not be present, but the keep's 'manager' will be present and give a speech on Lancelot's behalf.
Do you mind if I make a whole new character? While I loved the way I set him up, I don't actually know to much of the religious aspects for my own use. I also feel I would say something offensive at one point since their is a lot of popular figures in his back story (Such as Lucifer/Satan). You can keep him as another NPC if you so want and edit anything of him you want, but I want to do a less all powerful demon and more like a sort of undead knight or some sort of monster. ( Maybe even an alien...)
The Insecta does not know if the Gods the Human worship are real or not. He just knows that Man claim they do, but Insecta has never met one before so he cannot be sure if they do or don't.
Job
(Job. Unless you have a suggested role, leave this blank until I assign you a job.)
Personality
Insecta is very indifferent to everyone he meets. Yet he is a violent and vicious to everything breathing, quite aggressive to any Human and and the Monstrous scum of the earth. He usually is extremely cynical and vengeful to those that he speaks to, finding himself more 'evolved' then themselves and not some sort of slave to their beliefs and Gods. He is also extremely loyal, thinking cooperation is the key to any success.
Biography
Gawth doesn't know how he arrived on Earth, perhaps it was a millenium ago or just a few days before he was found by his Master Aknosh. Aknosh was a Mighty Dark sorcerer who ruled over the Newman Swamplands. One day while looking for ingredients for one of his many Evil Potions, he stumbled upon a worm like creature encased in rock. A fossil. Aknosh had never seen this creature before and out of sheer curiosity decided to use his powers to bring it back to life. After a few Human sacrifices, the Creature was born anew. At the time it was just a innocent worm, but quickly began to molt and become larger and larger with each passing day. From a small Worm like creature into a sentient being. Aknosh was astound and kept it around as a slave. The creature had grown strong magical powers. Aknosh not sure if it was due to his magic inflicted on him when being born of just a natural affinity the creature was born with.
After several months of using the creature to capture Humans for Aknosh's dark deeds, the creature turned on his Master. Luring his Master into the swamps with his voice and then crushing him with his mind, Gawth was freed from his hold. Gawth took over his Master's lair, eventually being found by Lancelot. A raven carried his message, asking him to join his Dark order. Gawth was not sure if this was meant for his Master or not, but accepted, due to not having no other direction for his future.
Gawth is a quite small, about a foot shorter than most Men. He is covered in Magical armor on his entire torso. Where armor doesn't cover, his natural Brown Grown Chitin is used for protection. He wears a Chitin Crown that protects his Brain and only allows his eyes and mouth to be revealed. His Eyes are sharp like a Snake and his Mouth is full of Razer sharp teeth, uniformed into three rows, hiding a thick green tongue. Tattered Cloth covers his groin and where his legs would be. He usually wears his old Masters cloak to hide his appearance form the unsuspecting.
Traits and Equipment
Gawth is not of this world, but shares many traits of an Earth Insect. His skin is leathery, usually covered by a Hard Chitin. He also has limited vision only seeing in Infrared. His species does not need to eat food, instead spitting out an acidic sludge that melts his meal into a soup which he then slurps with his tongue. He also has a natural resistance to Magic, either due to being enhanced by it or just by his Alien Physiology. Finally his biology is massively different from a Human, even with his Humanoid appearance. Making him incredibly resistance to diseases and poisons.
Levitate
Gawth has no legs, but moves through levitating. He can also make short leaps that simulate jumping.
Telepathy
Gawth cannot properly talk any language, but instead can telepathically speak to others. Not so much as words, but as in thoughts allowing anyone to understand him regardless of language or speech. Either in private or in groups for long ranges as long as he has already has spoken to them and if they are in his general area. Those with strong wills or unholy magical abilities can resist his communication, but those who can not can hear his whispers. Weaker individual, he can read their thoughts and even plant thoughts or false memories.
Telekinetic Force Manipulation
The Insecta cannot perform complex telekinetic operations, like the manipulation of matter and energy at an atomic level, being limited to more basic applications. Such as Pulling and Throwing objects around. Either targeted or in a small area.
Magical Shield
A permanent shield is casted around around Gawth. It shield against Magic abilities that would level cities, but continuous spells impacting the shield will cause fatigue to Gawth.
Alien Overgrowth
A natural skill born with Gawth. At will he can mutate plants into a very different, almost twisted and infected form of themselves. Anything from a single oak to a whole crop field will be turned into mutated flora. The Humans who eat these plants begin to feel ill, if they continue to consume the Alien plants they will suffer and painful death.
Regeneration
Gawth can repair his Chitin and skin vastly faster than any Human could. Usually taking a few minutes to heal a wound that would normally mean the end of his life if he didn't have this ability.
Absorption.
Gawth will spew out an acidic sludge from his mouth that will begin to break down all matters of life until they broken down into a liquid that later can be consumed by him. Eating can cure Gawth of his mental and physical fatigue. It takes a few minutes.
Acidic Blood.
Gawth's blood is acidic with a property to even light wood on fire. They blood is strong enough to turn the most master crafted sword into scrap.
Fire Weakness
Just like most of Earth's insects, Gawth is vulnerable to fire. Fire spawned from magic less so, due to his strong magical resistance, but still weak to his skin as a normal flame.
Physical Weakness
Physically speaking, Gawth has the same strength as a normal man. Not really much of a direct fighter. So once he is greatly fatigued from his Magic, Their isn't much Gawth can do.
Magical Fatigue
Constantly using magic will begin to fatigue Gawth. It will start by weakening his Powers and then start to not function all together. After his Magical powers have been drained his physical abilities will start taking a negative effect.
Fossil
An ancient fossil that intrigues him significantly. He is not sure what creature it beholds and hopes to find out one day. It is extremely interesting to Gawth nether the less.
I know the sheet isn't finished yet, but I'm really intrigued by the current state its in and I have a few questions and ideas I'd like to share. First off I think you perfected the Sci-Fi element perfectly for a fantasy setting; this gives me endless legion vibes so far which is what I'd like to see in a collaboration of Sci-Fi in a fantasy setting.
Which brings the question; Do you consider his force power/psychic power to be magic-esq or separate from magic entirely? As an alien it would make sense that their otherwordly powers are foreign to magic, at least on an earthly level. This could determine whether or not anti-magic shit would affect his abilities, how his abilities react to other players, and so forth.
His overall power is interesting, and considering he is by himself and can make his own army I think his backround would fit best as some outcast of his race (For whatever reason) and ended up upon earth, where he sought the chance to appease his war god by making a new start for himself here and whatnot; joining lancelot's conquest in exchange that Lancelot will aid him in returning to the stars.
I Really love the concept of him making armies by infecting people. However my gripe with its current build as that they seem to be assimulated completely to fit their standard soldier bill you described. I think it would be more interesting if the mutations weren't as uniform (especially since all of his units aren't human) and maybe something a bit more like Zergs. This is up to you of course, however since we already have two war lords and he does presently have some decent psychic prowess I'd like for him to have a limit on his army. Namely, he cannot possess nor control more then X soldiers at a time. With typical population logic stronger units take up additional space so you'll have a bit more micro managing with your units. I'd also prefer if you didn't start with an army, rather slowly built up one overtime. This can be done by 'recruiting' former enemies as a part of his army; overtime giving him a sizable mass that he can replace with each battle.
These suggestions aren't manditory, and I'll wait for you to finish the sheet before reviewing it and giving any other suggestions if needed.
I know the sheet isn't finished yet, but I'm really intrigued by the current state its in and I have a few questions and ideas I'd like to share. First off I think you perfected the Sci-Fi element perfectly for a fantasy setting; this gives me endless legion vibes so far which is what I'd like to see in a collaboration of Sci-Fi in a fantasy setting.
Which brings the question; Do you consider his force power/psychic power to be magic-esq or separate from magic entirely? As an alien it would make sense that their otherwordly powers are foreign to magic, at least on an earthly level. This could determine whether or not anti-magic shit would affect his abilities, how his abilities react to other players, and so fourth.
His overall power is interesting, and considering he is by himself and can make his own army I think his backround would fit best as some outcast of his race (For whatever reason) and ended up upon earth, where he sought the chance to appease his war god by making a new start for himself here and whatnot; joining lancelot's conquest in exchange that Lancelot will aid him in returning to the stars.
I Really love the concept of him making armies by infecting people. However my gripe with its current build as that they seem to be assimulated completely to fit their standard soldier bill you described. I think it would be more interesting if the mutations weren't as uniform (especially since all of his units aren't human) and maybe something a bit more like Zergs. This is up to you of course, however since we already have two war lords and he does presently have some decent psychic prowess I'd like for him to have a limit on his army. Namely, he cannot possess nor control more then X soldiers at a time. With typical population logic stronger units take up additional space so you'll have a bit more micro managing with your units. I'd also prefer if you didn't start with an army, rather slowly built up one overtime. This can be done by 'recruiting' former enemies as a part of his army; overtime giving him a sizable mass that he can replace with each battle.
These suggestions aren't manditory, and I'll wait for you to finish the sheet before reviewing it and giving any other suggestions if needed.
I thank you for you interest in him, but here is some rough idea on how I am making his history which should explain some things. A sorcerer is going to find a fossil of a creature he has never seen or heard before. He is an alien, but his fossil is brought to life by magic. Some stuff happen and he turns on his former master. Since he was brought to life by magic he has a magic affinity. His magic is earthly even though his physical self and abilities are alien. Technically it is a mix of both, the magic he does have is due to his alien being (All mental ones and nothing like shooting fire balls) although naturally he wouldn't be using magic as he is not from this world.
He is very curious of some sort of origin for himself, like his only purpose of his life is to find it out since he can tell he is quite alien (or maybe he isn't since monsters are so vast. He is, but IC he doesn't truly know). So Lancelot could promise a bit more insight to his origin or even promise him that he can send him to the stars when he conquerors the world. Regardless if he can.
Honestly since we have characters who do have armies Ill toss it out initially and in the IC build to him starting to raise one, although Id like it to keep more uniform not all random and evolving due to the situations. Although when he does figure out how to do it, he probably wont be too good at it so they will look a little more monstrous. Ill figure it out when I get there.
If there is room I would like to throw up a CS. If not keep this one in mind please Wip still balancing everthing out and missing some stuff.
Nazarik kal'ish R'lyeh
Nazarik, lord of famine, prophet of pestilence, singer of despair, master of corruption, the hooded traveler.
Race
Cursed human/ summoned being
Age
Ancient
6 feet
Gender
Male
Sexuality
Straight (if he thought about it)
Religion
Nazarik worships, if only for necessity, an ancient being called Sargoth. Once long ago it had a name, considered a god of life, good harvest and hope by ancient cultures. It has long since withered away and come what is now known as Sargoth mother of pestilence, famine and despair. While not sure if it is a god it holds great sway over the lives of man and beast alike. Its hold has lessened allowing his current master to rule over him.
Job
(Job. Unless you have a suggested role, leave this blank until I assign you a job.)
Personality
Nazarik is a very mild mannered and rather polite. Often times with meeting with others he would offer his profuse apologise for the trouble of the meetings and attempt to strike up a friendly conversation. When walking or working he will often be heard Whistling as he subjects his "guests" to the diseases of his god. While loyal to Lancelot, his damaged mind shifts opinions of his peers almost hourly.
Anyone with a shred of Sanity can see Nazarik is insane. At times he will zone out, as he relives an ancient day in a long dead city, hidden away in the how dark corners of the earth. Speaking of gods and beings that no longer exist, places where no mortal being has be in centuries. He will have arguments in a dead language, with people no longer alive. He prone to what many call "polite rage" as he will never raise his voice or lose his reasoning, yet he will kill those who displease him in the slightest.
Biography
(Biography here.)
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Traits and Equipment
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(only for those who can cast spells.)
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(Title of weakness)
(Description of weakness, these include racial weaknesses, areas where a character lacks at, personal weaknesses, etc. Copy and paste for each weakness.)
(Name of equipment)
(Description of equipment, pictures may be included. Copy and paste for each equipment. Pets, servants, any armies and companions count as 'equipment' for this list. Ignore if you lack any equipment)
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Relationships
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Other
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Titles: Da Chief Gobbo, Da Rabble Rouser, Da High Tyrant, Da Steam Lord, Da Tanker, Da Dwarf Killah, Mountain Shaker, Black Powder Baron, Supreme Despot, Chief Oppressor, Keg Drainer, Baby Stompah and Da Lord King Boss of Da Goblins
Race
Goblin
Age
35
Size
~3.5 ft
Gender
Male
Religion
He worships the great and powerful Green Skin Gods Gork and Mork. They are the patron dietys of many an orc or goblin. One is a brutal and savage fighter and the other is a clever manipulator. Which one is which is generally unimportant as they are often switched accidentally even by their own priests. And the method of worship is very easy, to give favor to Gork (or Mork) is to exact savage brutality on.. well anyone really but those who are considered enemies are preferred. Giving favor to Mork (or Gork) is the same except with a touch of Cleverness.
Job
Warlord
Personality
Grolik is a powerful Goblin, Although physically weaker than most men or dwarves his power is through the clever application of savage brutality. He is prone to cruel bouts of rage and bloodshed just like the rest of his species but he is also devious and more than capable of crafting elaborate battle plans that actually only rely on a long series of simple tasks that chain together into a genius tactical strategy. Other than that he loves chaos and madness, particularly as a city or town falls to chaos beneath his war band. He is less subtle than some of Lancelot's knight but a terrible force to be reckoned with none the less. He also thoroughly enjoys the sight of his enemies or rivals hope crumbling before his eyes, when their best plans fail to the onslaught of goblin deviousness.
Biography
Grolik was born in the upper rungs of Goblin society as a child of one of the generals. For many years he grew, and fought, and earned his scars but it quickly became obvious that he was a different kind of goblin when compared to his peers. He was smarter than any other goblin that had been know in living history. even the goblin king at the time was amazed at Grolik's intelligence. Unfortunately this painted a target on the young goblin as a threat to the goblin royalty, and right they where. Each plan they sent against him, each assassin and cruel trick they had used to subvert their own predecessors failed spectacularly against Grolik. for many years Grolik's mind was honed by out thinking his own people. While the majority of goblins are quite stupid those who rule may still be stupid but are often very clever, able to think of very inventive means of murder.
Grolik survived well into adult hood fending off assassins and poison until he made his own grab for power, but it was not aimed at the goblin leadership. He managed to convince a small band of goblins to follow him and raided a dwarven keep. This happened often and the event was no surprise to either side. However Grolik's prize was a Dwarven gun and a steam driven vehicle. He successfully captured both and began taking them apart and learning how they worked. The designs where difficult to understand as a whole but the machine was actually a long series of simple parts. He crafted his own gun, it was a crude thing that was drastically more powerful than the Dwarven version, but also tended to explode sending fragments of the barrel as shrapnel around the room. He took the risk regardless, a simple act of extreme savagery was all that was needed to make him the king of Goblins.
He strode into the king's throne roon and fired his make shift blunderbuss at the king without ceremony or monologue. He wreathed the king in flame are blasted a hole through him the size of a watermelon. From then on his fate as king was sealed. However, his mind showed through when he promptly banned assassination and passed a law that stated "The one who kills the Goblin king is here by sentenced to death" While this may not seem like a solid plan, the goblins had never had laws before and believed that maybe it was worth a shot. Thus Grolik secured his domain over the goblins so strongly that there has been no attempts on his life since he ascended the throne.
What he did to make the goblin forces so terrifying was that he united them into a singular force rather than a hodge podge of warbands that all only partially owed their allegance to the goblin king. He drafted the smartest goblins he could find and turned them into engineers. As the first version of the terribly dangerous guns and steam driven tanks came together he used them to launch a siege on the dwarves that occupied the mountain he would one day call his own. The Dwarves broke and where slaughtered to the last in the depth of their mines. This gave Grolik and his cadre of engineers ample materials and examples to deconstruct. The dwarven technology was better in nearly every sense. Grolik's engineers managed to make a version that was truly deadly (often as much so for goblins as the enemy) and simple. Once safety components where largely removed and more powerful steam engines installed it made each vehicle a devastating weapon, even (or especially) when it failed spectacularly.
Once the Dwarves where purged from the Goblin's new home they began work in the mines and workshops to churn out steam engines and guns at an alarming rate. The few human cities enjoyed a period of several years of peace and prosperity as teh goblins toiled away in their new home. However The first city fell some years later, shortly after Grolik turned 30, The tide of steam tanks and cannon fire brought the city to the ground within a single night. When the other cities learned of this they fortified themselves better and began prolonging each siege to the point of annoying Grolik immensely. About this time Grolik demanded something new from his engineers, and laid the plans for the great Goblin Zeppelins. While the steam tanks are prone to catastrophic explosions that detonate the steam boiler and explode the powder magazine the Zeppelins where designed somewhat more carefully as each demands a draining expense of resources. While parts of the zeppelins are prone to failure it is rarely disastrous and merely an annoyance of maintenance.
Grolik is a burly and ferocious goblin, with a dirty and mottled grey skin and long ears and a set of plate mail that seems to be crafted, crudely, from a set of Runic Dwarven plate. While the Runes still enchant the armor with durability and strength they are not as powerful as the true enchanted dwarven armor. He carries a long sword/cleaver something between an axe and a sword, he also carries a large bore blunderbuss that fires a cone of fire and jagged scrap metal. It is said that the single blast from Grolik's cannon has killed Mountain trolls or Ogres in one shot.
Traits and Equipment
Goblins are short creatures standing only ~3ft tall, they are slight of build. When being compared to a human or orc they are weak and would pose little threat to most humans. However their danger comes from their number and ability to repopulate rapidly. They where little more than a nuicance in ages before, but now with the Goblins having discovered their own version of Steam technology that is admittedly unreliable and nearly as dangerous to the goblins themselves as the enemy. Their advantage over others is made doubly dangerous when the throngs of goblins is reinforced with cannon fire and grumbling hulks belching smoke and steam.
N/A
N/A
Tactician
Grolik is actually a very clever tactician able to make his horde of goblins and machines a great power
Intelligent
Grolik is smarter than the vast majority of other Goblins. While not a great mind when compared to a powerful mage he uses his intelligence as one of his greatest weapons. Due to the general understanding that goblins are stupid creatures, his intelligence is a cruel surprise for his enemies.
Forward thinker
Grolik's greatest advantage over his brethren is his ability to think forward more than a week or two. His influence brought the Goblins quickly from the stone/bronze age directly into the steam and iron age.
Goblin horde
Grolik's greatest strength is the vast hordes of goblins and beasts, so many in fact that he is more than capable of launching a sustained and brutal siege on mighty fortresses without assistance. Sending gangs of goblins into sewers or underground tunnels benath the city to pop up and burn and ravage the city while its being bombarded from mortars and zepplins.
Technology
The power that has made the goblins more than a petty nuisance is their steam driven engines and black powder. While a goblin fighter is a tenacious but ultimately weak fighter, a goblin steam tank or rifle squad makes them a terror on the field, Tanks often drive deep into the enemy lines shielding the goblins within from harm (usually) while the gunners pepper the field with bullets and spears from the many ports on the tanks. The tanks often also have a large bore cannon mounted on top. The cannons are generally filled with grape shot to pulverize a whole company of soldiers. Or solid balls to pound through gates or walls.
The Zeppelins are the greatest feat of engineering, a huge balloon with a boat lashed underneath sporting cannons and bomb ports to rain explosives and heavy slugs on the battle field. the Zeppelins are slow but their heavy armament make them a powerful Arial asset, while the zeppelins could not combat a dragon well, most dragons or griffons would be hesitant to attack them because the large bore cannons would to horrible damage if they managed to hit, and the veteran zeppelins have put down their fair share of wyvers and griffons. Many cities around the Goblin mountain have began to see the floating war machines as an omen of doom often leading to the burning of their cities and towns.
Small stature
As most Goblins Grolik is smaller and weaker than men, though his enchanted armor makes him -nearly- as strong as the average man.
Commander
Grolik is a commander, not a warrior. While he can fight he doesn't especially want to. He prefers to watch a city burn from the safety of his command tank or giant zepplin. So he is not an especially fearsome warrior. even when gripped by his bloody rage.
Self-conscious
He is a mighty Warlord that has been the causing great strife around their mountain. However his short stature makes him self conscious and will become enraged and irrational if pushed too far.
Rune Armor This armor is made from a former Dwarven king's battle armor. It is damaged and been partially modified to fit Grolik it still offers a great deal of protection and its runes imbue Grolik with physical might and protection.
Blunderbuss Grolik's blunderbuss has only been fired once, to assume his role as Goblin King. However it is capable of monsterous damage to any target that is cursed to be in its path. (assuming it does not explode)
Choppah A heavy cross between a long sword and a meat cleaver. Grolik would have some trouble wielding it at his size but with the strength granted to him by his runic armor he wields it with ease.
The Balrog's Heart
The Balrog's heart is a gem stone mined from the depts of the Dwarven cities in the years before Grolik took the forge city for himself. It is rumored to be a magical black hole, damaging spells and illusions directed at its holder are consumed by the stone with no obvious effect on the wearer. It appears to be true as the Goblin Shamans who where attempting to use their spells on the Dwarven king who was wearing it at the time was entirely unaffected by their magic. Grolik currently wears it as part of a macabre crown. Set into the skull of the former dwarven king that sits on the goblins own head.
Relationships
Rival with Nraz'gagr the Wildhorn (Not openly violent, but there are often minor scuffles)
Other
(Theme songs or other noteworthy things and such go here.)
Okay I think I've finished my character, call out any problems with it.
Val'vath the Voidcaller
Voidcaller, Priest of the Banished Gods
General description
Race
Lycan (Descendants of ancient werewolves)
Age
600 years
Size
7' 250lbs
Gender
Male
Sexuality
Heterosexual, although lust is a emotion he has seemingly not felt in centuries.
Religion
Priest of the Banished Gods- The Banished Gods are a trinity of powerful beings that were banished to the void when the universe was still young. The faith generally involves blood sacrifice and is highly ritualistic. While their worship was extremely common among lycan tribes for centuries, they have fallen out of practice in favor of more shamanistic beliefs. Despite their waning popularity in the Far North West of the world, Val'vath remains as devoted to the Gods as ever and is displeased by his own races treachery.
Job
Mage- Capable of summoning abominations from the void and casting powerful spells to send soldiers into a frenzy or obliterate them, Lancelot has ordered Val'vath to use his powers to wipe out his enemies, regardless of the cost to allied armies.
Personality
Val'vath is completely devoted to his Gods and takes any insult to them personally; while this is mainly caused by his zeal, it is also in part caused by his mind deteriorating due to spending several centuries isolated in service to the Banished Gods. Despite his unstable mental state, Val'vath is still surprisingly self-aware with an incredibly sharp tongue when confronted by others, although he is happy to offer help or advice to those he like, he is by no means wise however as his advice tends to be twisted or non-nonsensical to most. To his enemies, Val'vath is utterly ruthless and holds no pity in his heart for them; killing captives if they are a irritation to him without a second thought and being incredibly reluctant to work with them even momentarily.
Biography
Born in the far North West of the world to a pair of Voidcallers, Val'vath's fate was sealed at birth. Any child born to a voidcaller was destined to become a priest of the Banished Gods and to live a life of piety and often times madness. The trials Val'vath and the other trainee priests faced were brutal and more akin to the type of training a warrior what have in many places; Voidcallers were not only expected to be capable of spreading the word of the Banished Gods but also defending their faith in battle. The young voidcallers were put through three trials to ensure they were prepared to serve the Gods. The first trial was a trial of intellect; while the trial varied it was always test of the lycans intellect and failure would typically result in death. In Val'vath's case, each of the lycans were infected with a slow acting but deadly poisons. They were then locked in a room filled with nothing but alchemical ingredients and ordered to develop and antidote. The second Trial was a trial of magic which had a the acolytes duel each other to the death with basic magical spells and minor rituals,assuming they were fast enough to complete them. The final trial was a trial by combat which had the apprentices fight a beast from the wild in hand to hand combat. The beasts were generally wolves or crocodiles but an unlucky few were forced to face a bear. After Val'vath completed his trials he was named a voidcaller by the tribe's chieftain and sent to work the will of the Banished Gods. Val'vath served as a priest to the Banished Gods for about 200 hundred years (the average lifespan expected of magically adept lycans) with little incident. Then, one dark night the voidcaller felt their presence calling to him so he followed. The God's presence brought him underground into a vast and unexplored cave system. At the depths of the cave Vaul'vath found his destination; a gateway to the void, a plane tear. Here the Banished God's whispers could be heard clearly and understood even by the most faithless human, albeit the experience would likely be maddening. The Gods from the void explained to the lycan that he was to become their greatest servant, their champion who would spread the word of the Banished Gods to the south of the world with more power than any voidcaller in living memory. This would take time however. Val'vath spent centuries in that cave under the tutelage of the Banished Gods; their magic sustaining him and teaching him enchantments that would allow his body to function as though he was in his prime well after he should have been nothing more than a set of bones. After several centuries training with the Banished Gods and gaining the power to break mortal minds with ease, call upon abominations from the void to serve him and more, the Gods released him from the caverns and allowed him out into the world once more. When he found his old tribe had abandoned the Banished Gods in favor of worshiping forest spirits, he was furious and slaughtered every priest in the village along with the chieftain and razed the forests around the village; leaving the tribe in a small wasteland. Val'vath spent several years re-establishing the Banished Gods in the North before hearing whispers from the South of a powerful knight seeking servants of power from across the realm ;Val'vath sought out the one spreading these whispers and demanded more information, he was not hard to find as foreigners were extremely rare in the North. When he was satisfied with the humans explanation he warned him away from the North and made his own way south. When Val'vath finally arrived at his destination he immediately swore fealty to Lancelot and stood ready for any tasks he was provided, otherwise he would spend his time spreading the faith of the Banished Gods.
Val'vath is a black-furred lycan with glowing purple eyes(albeit they were initially green but years of practicing void magic have left a physical mark on his body). While he he stands at 7', his body underneath his robes is almost skeletal in appearance as most of his physical strength comes from enchantments and blessings from his Gods,each of his hands possess claws reaching up to 3 inches in length and his mouth is filled with razor sharp teeth capable of shredding flesh with ease. Vaul'vath generally wears simple black robes with metal chain links around his waist, these links chain souls to his physical form as they are required to be nearby for any rituals he may cast. This also causes the chains to flail wildly as he casts any spells requiring souls as they desperately try to escape the void.
Traits and Equipment
Lycans are descendants of ancient werewolves, the curse that transformed their ancestors is still present in their own bodies but has diluted and changed over the centuries. Lycans are constantly in beast form no matter the pattern of the moon (although many claim to feel empowered by a full moon) and still retain a mild weakness to silver, although contact with the metal is not lethal it is incredibly painful and causes severe burning. Lycans have retained some of their ancestors strength and speed although they have lost a portion of it in favor of a higher intelligence and magical capabilities, while the average lycan is still equal in strength to a human in almost peak condition an experienced soldier would have no issues defeating one in melee combat.
Val'vath's body has become numbed to pain over the centuries and merely feels a dull ache when taking damage. The exception to this is silver weaponry which still causes intense pain and burning. He also has several magcial enchnantments cast on his body which give him all the strength of a lycan in it's prime. Whenever Val'vath kills a creature using void magic, he lays claim to it in the name of the Banished Gods and binds them to him for use in rituals.
Void Call
An incredibly varied but basic ability which Val'vath's power is built upon, the void caller is capable of reaching into the void and pulling forth either highly unstable void energy and firing it at an enemy, tearing souls asunder and warping minds, or bringing forth a far more stable form of void energy capable of blocking harm. The void energy used in this spell also causes minor damage to Val'vath, causing small blisters on his body and hands at best and severe burns at worst.
Minor Planemeld
Val'vath uses all of his knowledge and power to temporarily meld the local area with the void,bringing forth a variety of different abominations and swaths of unstable void energy lashing out at anything not attuned to the void. This ritual requires several souls and a blood sacrifice to activate the ritual, Val'vath must remain focused to keep the meld active. This ritual could likely be kept active for 10 minutes at maximum and even then it is highly possible Val'vath would faint from exhaustion after ending it. The void creatures summoned by this spell are hostile to all excluding Val'vath and the unstable void energy is capable of attacking anyone.
Void Corruption
Val'vath calls forth a minor void beast to infest the body of a dead creature. The void beast is bound to Val'vath's will and will fight like a rabid animal. Val'vath is also capable of using this as a ritual to infest nearby corpses (~20 metres around him), as a ritual this spell costs a minor blood sacrifice. Infested corpses will shudder and twitch constantly for some time after resurrection as the void beast adjusts to it's new body. The beast will also make physical changes to the corpse, initially these changes resort to purple eyes and void energy cackling in their hands causing the flesh to peel away but as time goes on the void beast will adjust the bkdy to make it more fit for combat. This is done by increasing the volume of bone in the body (usually by deconstructing essential organs and converting it to bone) and having it grow from the hands as claws and the back as armour, although this change requires the creature to function for several weeks. Val'vath can control a maximum of 15 corrupted corpses at once.
Frenzy
Val'vath may cast a blood ritual capable of sending nearby mortal allies into a mad frenzy and boosting their physical strength. The magic itself is easy for any individual to shake off if they are aware they are under it's effects. If it is not immediately shaken off however, those affected will go completely berserk as the sensation of pain numbs and they may attack both allies and enemies. While under the spells effect they are exposed to void energy, causing blisters and burns over their body. The ritual requires a significant amount of blood to cast although Val'vath may cast a less potent version of the spell using a small amount of blood.
Whispers of the Banished Gods
Val'vath may call upon a minor creature from the void to infest an individuals mind and torment them with their own thoughts, this may quickly cause weaker willed individuals to go completely insane while it will provide a horrific distraction to most, mocking them and making it generally difficult to focus on more complex tasks. There is a chance a second void creature my be called and infest a nearby mind, while Val'vath is more resilient to this due to his experience with the void he is by no means immune.
Conjure Void Creature
Val'vath calls upon the Banished Gods to give him an ally to protect him, without payment, several lesser void creatures will be summoned to his aid. A minor sacrifice will provide him with a pair void creatures of medium power while a large sacrifice will provide him with a powerful void creature. (see Equipment section for general examples of void creatures.
Ritualism
Val'vath is incredibly competent at performing rituals, magical in nature or otherwise. He has performed birthing ceremonies and funerals for centuries along with a variety of other lesser used rituals
Torture
While Val'vath is not incredibly competent at questioning a captive, he is more than capable of inflicting pain through flaying and has even perfected a method of skinning (with magical assistance) that allows the victim to survive for a fair period of time after their skin has been peeled from their bodies. He also takes pleasure in torturing the mind of captives with his magic until they are begging for death.
Herbalism
Val'vath hasa vast knowledge of plant life and is easily capable of identifying poisons from a glance and any academical uses from a taste.
Silver
If Val'vath is struck by a silver weapon, his body will blister and his blood will burn. While not instantly lethal fighting an opponent with a silver weapon leaves him at a significant disadvantage.
Fragile Body
While his magic keeps his mind functioning and his muscles strong, Val'vaths bones and joints are still old and brittle. Any opponent fighting him in melee combat could break his bones with ease; even if Val'vath killed his opponent he would likely still suffer a breakage or a brittle bone
Savagery
Val'vath has lived in a very primitive area of the world for most of his life meaning most technology is beyond his understanding. Living in a more untamed place has also led to him believing that to surrender in combat is to die and so would never surrender himself and assume to be taken captive.
Chains of Binding
A set of enchanted iron chains around Val'vath's waist that chain souls he has captured to him for use in rituals
Sacrificial Knife
A serrated iron knife with several small runes engraved into it used for sacrifices and to lash out at foes.Also binds souls that have been killed using the blade.
Lesser Void Creature
Weak creatures Val'vath is capable of summoning from the void to perform tasks and fight for him in combat. These creatures are almost always small in stature and are only capable of firing small bolts of void energy or clawing at opponents. Example Image of a lesser void creature (although they can vary):
Common Void Creature
Val'vath is capable of summoing a pair of common void creatures from the void, these creatures generally have a more twisted and terrifying appearance than lesser void creatures and are more powerful, being able to fire small barrages of void energy at enemies. Examples of common void cratures (these creatures can massively vary in appearance)
Greater Void Creature
Val'vath is capable of summoning a greater void creatures from the void, this creature generally has a twisted humonoid appearance and is capable of using void magic offensively and defensively, from channeling void energy into beams or creating domes of void energy to shield it and it's master. Example appearance of a greater void creature
The Chain of Torment
A chain with a intricately carved handle and several ruins; while the length of the chain may make the weapon seem useless, a small amount of void magic is capable of vastly increasing it's length and allows it to attach to a nearby target. Opponents caught in this chain are exposed to large amounts of void energy, causing their skin to peel and blister as their mind is ripped apart, while this occurs their very soul is drained from their body and bound to Val'vath for later use in rituals.
The First Elemental, Ancestor of Ice Elemental, Walking Blizzard, The Gift of Old Gods
General description
Race
Ice elemental
Age
somewhere around 1800000 years and 2000000 years
Size
Height: 35 meters Weight: 39 tons
Gender
None.
Sexuality
None.
Religion
Bal doesn't follow any religion. But he does acknowledge the existence of both older and new gods and beings higher than them.
Job
None
Personality
Bal appeared to be as a primitive, savaged just like his other elemental's brother. But to be the oldest elemental that is still walking may prove otherwise. Under his skin is a mixture of a devious being that survived through all chaos and a savage beast that annihilate everything in its path. Bal tends to resolve to kill and pillage, but he can also be a tactician if the situation required. Bal usually said unnecessary words before his opponent's death. T
Biography
Bal Khu'rath was the first elemental to be born. Having such a long time of living, but he only travels around the South Pole, destroying everything in his path to ease his bloodthirst. Bal's action to join the Lancelot army may be hard to understand for some. But for Bal, his action only acts as an excuse to ease his madness that is becoming harder and harder to fulfill.
Bal is a 35 meters tall and human-like giants. Spikes that are formed by ices can be found mainly on his forehead and his back. His color may vary from white to deep blue, as his color change due to the sun reflection. Even though being covered by a rocky and uneven surface, his skin is undebatable that it has served it purpose, for many enchanted weapons from famous bounty hunters had remained on his skin. Although resemble many parts of human like, Bal doesn't have ears, nose, or mouth. On his chest, an area of with the light blue color showing his heart position. (The above picture as close as I can get for Bal's appearance).
Traits and Equipment
Ice Elemental: Ice elementals are ancient being composed mainly of ice and a mystical crystal serves as a heart. Only a very small group or races can surpass their strength. The ice elemental height is from 3 to 6 meters and weight from 4 to 8 tons with Bal as an exception. Ice elementals are the only group of elemental that still exists.
Ice of Elemental: Being born as the Son of the Old Gods, Bal doesn't need to breathe, eat, or drink. Furthermore, he is immune to toxic, poison, and protection from mental or body manipulation.
Total Ice Manipulation: Bal has total ice manipulation, only being stronger than him can revoke his power.
(Title of skill)
Walking Blizzard(Bal only): Bal has an aura of blizzard around him with the radius is about 100 meters. Anyone in this aura will become slow and loss of body temperature.
Master of mace and shield(Bal only): Through his year of living, Bal has mastered the art of using mace and shield on the battlefield.
Master of unarmed combat(Bal only): Before learning to use weapons, Bal was capable of defeating most enemies one on one.
Master of Ice sculpting(Bal only): Bal can create and manipulate the shape of the ice. But he can only create melee weapon or a coat of armor. And the object that he creates must always remain with him or it will disappear.
Skin of Ice(Bal only): His skin is one of the strongest things that the Earth can offer. Heavy and dense, Bal's skin can only be recreated after thousand of years living below -79 degree Celsius.
Intellect: Through his year of living, Bal is able to read and write, just not at a normal size letter.
No normal weak point: Decapitate his head will not kill him, only destroying his heart will cause him to die.
No joint: His body lack normal joint, allowing him to deliver attack that is impossible to being with joint
Small Ice Age: when Bal is killed, he will release an eternal blizzard on an area equivalent to 5 km2. The ice will travel from Bal body at the speed of 25 m/s. Any being that is still in this area will be killed immediately when the blizzard touches them.
Power of Alpha: Bal is able to lift up to 80 tons when he is in his best state.
Weakness
Madness: Bal is very easy to become mad if he don't harm any living being for a short time. Although Bal is protect from mind control, his madness and bloodlust can killed everything around him. Maybe even his own beloved army.
Lack of the ability to fly and swim: Because of his weight and lack of suitable body part, he can fly or swim. If dropping from high distant can kill him (>70km).
Slow: Because of his weight, Bal top speed isn't that high compared to his body. But his average speed is equal to an army horse full sprint traveling in a day. Other ice elementals' speed is half of Bal's speed
Easy to spot: Because of his weight, Bal can't join guerrillas operation.
Destruction lover: As an ancient being, Bal and other ice elementals love to destroy.
Growth limitation: There are will never be an ice elemental stronger than Bal. And there will never be an ice elemental taller than 10 meters. Other ice elementals although also have hard skin, but it can be cut if put enough force and effort on their head.
Cannibalism: Although Bal doesn't need to eat, other ice elementals do. So other ice elementals usually eat each other. But they must fight one on one and on the same size in other to eat each other.
Stupid: Most ice elementals are illiterate and have below human intelligent. Although some appeared to have equal or higher intelligent
.
Magic limitation: Bal and other elementals can only possess one type of magic.
Heart of Bal: The only weak point on Bal. Although his heart is covered by multiple layers of ice, concentration fire should do the work.
Equipment
Army of Ice: Bal is the first to succeed in creating an army of ice elementals. Although they are not strong as Bal, each of them can take 20 to 60 normal soldiers based on their size.The army includes 1600 of 3 meters Ice Elementals, 400 of 4 meters Ice Elementals, 100 of 5 meters Ice Elementals, and 25 of 6 meters Ice Elementals