"-And they 3 were led astray, and became corrupt in all their ways."
Well hello there, so I'm guessing that for whatever reason this wall of text interests you? Alright then, have a seat, this is going to be primarily story driven but there will be a heavy dose of RPG in it which is composed of Magic, swords, monster murdering and a lot of welcomed "I've got a suggestion."
500 years ago, before the time of the Arcane Dawn, there was a strange thing that had woken up from it's sleep. This thing did not know where it was, it did not know who it was, nor what it was. It only knew one thing : It was not human. It was like a person in every aspect, it felt, it spoke, it even resembled people. However, it's face was nothing like what you would expect. It's eyes were blood red with black pupils. It's mouth was scared and torn, it's teeth were jagged and cracked. And it's skin was a pale shade of grey. The thing awoke in the middle of a forest in the dead of night, it could not see for very far but nonetheless it found it's way in the darkness. "I can't see" it said. And the leaves shone like fires. They danced in the midnight wind like golden fireflies. The thing recoiled at their light, but learned that they meant no harm. "I don't know where I am" it said. And the trees pointed onwards. Leading the thing to a village of humans. Guards were still roaming, watching for anyone to do them harm. Torches fell to the ground at the sight of the thing shambling through the streets, it's face striking fear down the spines of many guards. 'What is that thing?' 'It's a monster of some kind' 'Monster!' "M-mon...ster..." It whispered, not knowing what was happening. The guards drew their swords, and slowly stepped closer to the monster that recoiled at them. "No!" It screamed, and swords turned to puddles. The blades of their swords melted, burning their hands, some beyond help. Shields burst into flames, searing them more. 'What did that thing just do?!' The guards screamed, they did not know of magic, so what could it be? The monster grew more and more scared as other guards advanced on it. "STAY AWAY!" it yelled out as the ground beneath their feet had collapsed, dropping all of them into the earth as the monster ran away.
After a few hours passed, the monster was hiding in a cave, the smell of blood and ocean in the air. The monster brought it's hands to it's chest. "I'm cold." it said, and fire sprung up around it. It looked to the ocean outside and saw nothing. Just a dark shade of blue. Nothing more. The monster thought of how the guards were together, and thought of itself, alone.
"I'm lonely" it said, and the fire went out. The wind sped up, and the monster was scared once more. A column of leaves rose up from the ground, out of it arose someone new. Another monster. It's eyes were a bright shade of blue, it's skin was darker, and it had no teeth, only a wooden mask to cover the bottom of it's mouth with a painted smile. The monsters met each other's gazes, one with fear, one with indifference.
I'm your friend. the second one spoke. It kneeled down to eye level with the first one and stared into it's blooded eyes. F..riend... the first monster spoke with nothing happening. I can make you safe. They don't have to see you. The first monster grew happy, it was scared and alone. But this other monster, this second one...it meant well, did it not?
I can make you hard to see. Those people will never find you again. I promise. The red eyed monster was enthralled. It wanted to hide, it was scared, it believed the blue eyed monster. The red eyed monster grew excited and the blue eyed held out it's hand. Take my hand and listen to my words. The two monsters clasped their hands together, a purple light emitting from their eyes and they closed. The waters grew still, the cave grew silent, everything was idle. Not a sound.
Let man never find us again. Let none witness us. Let us be known but not found.
The two monsters were lifted into the air, the light from the moon dimmed more and more as they grew harder to see. Their bodies became black clouds, and then one single cloud. A black, thick, malevolent cloud. The cloud spoke to itself once. Now we will leave, they will not find us, but we will make certain they do not. And the cloud left the cave and flew high into the air, high above the white clouds and far from sight, the cloud turned to face the earth, far below. And flew downwards, not slowing to land but to hit the earth. The cloud landed into the river, flying through the ground, down, down, down.
It found solitude beneath the ground, far from sight.
Now, we will ensure that no one will have a chance of finding us, they will know enough strife to occupy them until the end of time. And the darkness below slowly began to create for itself an evil that would take a very long time to complete. It would take 500 years for it's creation to surface. And it will soon rise. It must be stopped. We made the mistake of driving that monster into the earth. We have to do something.
The darkness must die. Before we do.
If you really are gonna make a character for this, I suggest you read the hider below.
You may have noticed the magic system as well as the weapons system. You may ask "What if I want to make a spellsword?" That's fine. This isn't skyrim, the combat system is flexible. If you wanna throw a curveball with a firebolt you wont be stopped just because it's not explained. You can light the blade of your sword on fire, freeze it or anything else as long as you remain reasonable.
You can also potentially make weapons from elements. Such as a water sword or a fire mace. But like before, you have to stay reasonable, elemental weapons take mastery of that element to make, your skills with the weapon are optional. So an 18 year old character is not very likely to have mastery over earth magic, but a 38 year old character would be because they've devoted their life to earth magic. Stay reasonable, justify your character and their skills, and you can make a force of nature, I'll let you know if you go wrong though.
ANOTHER THING : At the very least, please give a general idea of your character's magic skills. Something like 'The best [X] can do with water magic is [YYYYY]' would work for me.
Character Sheet
Diversity is key.
" Optional Quote "
Name (Self explanatory)
Age (20-30)
Race (This is in your hands, if you want to make a human, make a human. If you want to make your own race entirely, have at it. But provide an explanation. And if you want to use another person's race, ask it's creator.)
Appearance (This only affects the start of the game, meaning you could say your character is wearing simple clothes when later they could be clad in steel.)
Personality (I don't mind how in depth you make this, just as long as you don't make your character a psychotic murderer with a hobby of lighting live rabbits on fire.)
Starting magic (Any one magic type other than Divine or Shadow. If you do not want to use magic just write "N/A")
Starting weapon (Any weapon listed. If your character carries chakrams, venom darts, bolas or throwing bombs, select one of these throwing weapons, you may only start with one type and up to 3 of it. If you have no weapons at all write "N/A". You may also make your own weapons if you can justify them and if I approve them.)
Belief (Optional, this actually has no effect on the story.)
Greatest Strength (What is the one thing about your character that defines them best? Are they the strong of our little group? The smartest? The most determined? Don't turn this into "The most [x]", just tell us what their best quality is.
Other (Anything else)
Rules Three strikes and you are done.
I: All standard RPGuild rules apply here, follow them.
II: Godmodding/Metagaming/Powerplaying etc. Will NOT be tolerated at all. If I find out you have done something in my roleplay you shouldn't have done that violates this rule, you should make arrangements for your departure.
III: When posting, I ask that you make at the very least 5 full sentences. Anything beyond the minimum is free rein for the poster, I don't mind if you make so little as a full paragraph. I don't mind if you make so much as a dozen paragraphs. But 5 sentences at least, please and thank you.
IV: Try your best to have proper grammar, I understand that not everyone is perfect at this whether they are speaking their first language or not, but if you can, do as best as possible, as for others around you, if they make a mistake, by all means let them know, but don't throw a fit just because someone uses a period in place of a comma.
V: Absolutely no form of bigotry is going to slide here. Ageism, homophobia, sexism, racism, none of that here, pack it in.
Pronounced - Ay-Drim
Geography - The land was once covered with hills and mountains for miles, but the land today is torn apart, mountains have crumbled, ancient sites are in ruins, and some of the vast, lush forest have been cut into pieces, there are of course plenty of areas still beautiful without question, but it is not uncommon to find a mountain with a crater in it's side visible for miles. The northern areas are cold as may be imagined, few locations have been ravaged here, cliffs dot the place sparsely and offer a fantastic overlook of the land. The middle area is a mix of warm and cool depending on where you are, this area is damaged much more than the north, forests surround anyone here, plant life flourishes throughout this area. An occasional valley can be seen in the middle of Edrim. And Finally the south, this area is bare and war torn, it is the most damaged of all three areas, mountains have been ripped away, massive craters varying heavily in size aren't to hard to find, though they aren't a few feet from one another, it is still common to see them. The air is hot and humid, boulders dot the barren landscape with few numbers.
Climate - In the north, the temperature is frigid and the air is dry, few plants grow up here, only in the summer does this harsh environment seem even barely merciful and forgiving. The wind rarely kicks up in the north, making wind chill a less worrying factor. Snow is always a present thing in the north, on the ground and on it's way. In the middle the weather is mild and temperate, not to hot or cold, the summers are warm and the winters are cool but nothing is to violent. Plant life flourishes in this area. Rain is reasonably common in the middle and wind comes and goes. And the south is hot and dangerous, large trees bigger than castles are found in spades through the south. Rainstorms are a very common thing here, violent wind and other natural forces use the land as a playground. Huge, endless rainforests grow like insect swarms due to the constant source of water.
Diversity - Edrim is home to several races, most notably Humans and Elves. These are the two dominant races of Edrim. There are a number of minor races that are vastly out numbered by the Humans and Elves who are at each others throats.
Wildlife - Edrim is diverse in animal life roaming through the fields. It consists mostly of bears, wolves and deer, but there are also many other animals, such as horses, tigers, and many more. Bears are commonly hunted for pelts and claws, wolves are hunted out of self defense and deer are the main target of hunters and pelt collectors. Farmers raise goats, horses and dogs, which are occasionally sold to soldiers as war dogs.
Edrim is home to 2 different beliefs worshipping a god or goddess. While there are often disputes over who is right or wrong, a majority of the people have nothing against differing opinions.
Kidara is the god of kinship and protection. He represents the idea that all are equal upon birth, but that respect is subject to change based on the persons actions, leading to Kidara's protection favoring the victim. he is represented by a sun separated by a large crack down the middle. "All have worth in Kidara's eyes, but some will lose their favor with evil"
Haeldra is the goddess of the sea and all that calls it home. She represents the idea that the ocean is where a life once came from, the ocean is the dangerous of places which means Haeldra is not to be crossed. When you step into the waters, be sure you do not upset the goddess said to sleep below. She is represented with a storm cloud surrounded by fire "Those who pass into my domain be cradled, those who defile my domain be damned."
ARMOR IN IT'S OWN GROUP AT THE BOTTOM OF THE LISTS ARE OFF LIMITS, FURTHERMORE THESE ARE ONLY GUIDELINES. IF YOU HAVE ANY OTHER IDEAS THEN SAY IT.
Armor is broken into 3 different categories, Fleet, Light, and Heavy. Fleet armor, as the name suggests, allows for swift and agile movements, the only hindrances of Fleet armor are it's low defense capabilities. Light armor constricts the wearer only slightly and is stronger than Fleet armor but not by much. Heavy armor is the highest in defense but constricts the wearer from any attempts at agile movement.
Leather Armor Hide Armor Iron Armor Steel Armor Corundum Armor Plate Armor Fur Armor Chain Armor Beastmaster's Suit Knight Armor Chain Mail Assassin's Armor Ancient Rider's Armor Mage Battle mail Royal Armor Demon Hunter's Suit Spider Weave
Blazing Mantle Divine Raiment Lion crest
Heavy Iron Armor Heavy Steel Armor Heavy Corundom Armor Ancient Warrior Armor Knight Steel Suit Moss Plate Guard Felled Crest Archean Rainment Cynder Armor Vulcan's Faithful Armor Crusader's Mail Snowstormer Armor Old Scale Guard Vigil Armor Beast Mantle Meteoric Iron Suit Frost Guardian Amour Pale Warrior Armor Halo Crest
Arcane Ward Molten Wreath Ward of Magnus
WEAPONS IN THEIR OWN GROUP AT THE BOTTOM OF THE LISTS ARE OFF LIMITS, FURTHERMORE THESE ARE ONLY GUIDELINES. IF YOU HAVE YOUR OWN IDEAS THEN SAY T.
Weapons are not very complex in Dawn of The Heroes, while some are easy to use, other are not as easy, for example, venom darts can be used from a distance but can miss their target, throwing bombs can do the same but can cause collateral damage. Most Weapons are either hand made or crafted by someone else, though you can obtain a weapon a different way, just explain how.
Some weapons can be used in two hands, some cannot. Some require two hands to use.
The weapons in this category are- Sword (Dual Wield Capable) War Axe (Dual Wield Capable) Dagger (Dual Wield Capable) Sickle (Dual Wield Capable) Claymore (Two-hander) Battleax (Two-hander) staff (Two-hander)
Nandera Summer's Edge Whisperer
The weapons in this category are- Spear (Two-hander) Glaive (Two-hander) Halberd (Two-hander) Pike (Two-hander) Horseman's Axe (Two-hander) War Scythe (Two-hander) staff (Two-hander)
Crestbreaker Stormbolt Reaving Tooth
The weapons in this category are- Mace (Dual Wield Capable) Hammer (Two-hander) Staff (Two-hander) Maul (Two-hander) War fists. (Dual Wield Only) Flail
Judgement Hand of War Grasping Might
The weapons in this category are- Bow (Two-hander) Crossbow (Two-hander) Hand Crossbow (Dual Wield Capable) Charkam Throwing Bomb Venom Dart Bola
Razorsong Winter Fangs Blight Knife
To use magic in Dawn of The Heroes, a player must learn magic somehow, you can start off with magic but once the game begins, you must learn it another way. There is no mana or magicka, but this means magic is much more complicated. When creating a character for Dawn of The Heroes, the player selects one magic type from the list below, Divine and Shadow magic are excluded, the magic type chosen is the one the character knows from the start. However, if you can make sense out of it, your character can have more than one magic type learned. Just don't make it a 12 year old who is basically the god of this world. No.
Another note : If you choose necromancy, you need to justify it a lot more. Death magic is one of the most difficult but rewarding of magic types. A character around 30 would only know the most basics. If you want a character who is a master of necromancy, put a lot of effort into this.
Long before the Guardians walked the land, Angels looming high above were at a loss, beneath them was a world of people exploring the land. They feared that they would one day invade their home, and so they created the Arcane. A way to defend themselves, to create, and to destroy. The Angels banded together, bringing the smartest of them together, they created what they considered a weapon and a tool. They called it magic. With this new power, they could command fire to their desires, call upon the most grand of storms and shatter mountains. They had the power to communicate with the most wild of animals and seal fatal wounds with ease. Eventually, the angels perfected the art of magic and would lie in wait for humanity. Slowly, the Angels began to think the humans would never invade, and over time they grew arrogant, they no longer thought they needed to defend themselves because they didn't believe there was anything to defend themselves from at all. They thought they were untouchable.
However, the humans eventually found a way into the Angels home. When the Angels saw these humans at their doorstep, they were terrified. Several of the angels lit fire in their palms, ready to attack, one human reached for his sword, this was enough for the angels, who reduced him to ash. In a fit of anger, the other humans drew their weapons and attacked the Angels, none of them survived. The Angels gathered and decided that the humans were unpredictable and that they could return at anytime, possibly even long after the Angels had forgotten how to use magic, and so they recorded magic in books, filling several libraries with arcane knowledge. How to harness the power of magic, what to do with it, and why it was created.
Time had passed, and the humans heard of strange beings wreathed in light who had turned their people to ashes, the humans were angered by this, and set off on the path to the Angels home again. However, they did not know which path the previous explorers took, and found themselves taking a different trail. When they reached their journey's end. They discovered a library filled with books containing a tool referred to as "Magic". The curious humans discovered that this magic was created as a tool to defend Angels from humans. "The things described in these pages is a method of protection and, if the need arises, eradication from or of the Humans."
The humans who had realized what this was were furious. These things had created a weapon to kill humans, who did not want to harm the Angels. Finally, the humans decided that they would turn the Angels perfect tool against them, they robbed the library of as many tomes as they could, and returned home. Not long after was when the Angels discovered one of their libraries were nearly empty, unsure of this, they assumed some of their people wanted to learn about magic, and they dismissed it.
Months later, humans had learned to control fire, freeze oceans, and call down raging storms just as the Angels had, and so they returned to the Angelic homelands to take their revenge once more. When the Angels discovered these humans had the power of magic at their fingertips, they pieced it together with the library. After a battle between the two, leaders from both sides declared peace with one another so that chaos would no erupt again. When the humans left, the Angels sealed off their home so no mortal could ever step inside again. This event is referred to as the Arcane dawn. The day on which humans took the arcane from the Angels and declared peace with them. While some do not celebrate this, others rejoice for this day. Mages and scholars gather and tell this story to the younger so that they may tell their children of the stories.
Fire magic is the power to create and will flames to your desire, the power to handle the most dangerous of elements and not be harmed. Fire magic is possibly the most dangerous form of magic, both to an enemy and to the one wielding it. Many people have been burned beyond recognition or killed because they weren't careful. Don't be like them.
Water magic is the power to command to sea, water magic is not the most dangerous of magic but it can still prove dangerous, one could flood an entire city with this magic or even cause a rainstorm that could last for months. Water is one of the basic needs of human life, here, you can make even more use from it.
Ice magic is the power to use the cold to your advantage, from making walls of snow to protect you and your allies, to encasing yourself in an entire suit of solid icy armor, ice magic can give you that power. People say the cold can kill you, care to prove them right?
Earth magic is the power to take from the earth itself, the ground we walk on, and putting it to use. Whether that use is a weapon, a house, or a creation to sate your curiosity, the power of the earth lies here. Many people have used earth magic for forging armor or weapons, and some castles with unknown origins have earth magic to thank as well.
Wind magic is the power to call storms down on enemies, send raging twisters across fields, and summon huge gales of wind to sweep the battlefield. Wind magic has been the cause of many towns being wrecked by storms if they weren't caused by water magic. Or maybe they were natural.
Divine magic is the ancient practice done by the angels of the afterlife, Divine magic harnesses the power of holy energy in balance with that of the user. Divine magic is used to ward off the darkness, call upon angelic allies to help the user fight and even destroy the darkest creatures of the night.
Necromancy is the practice of manipulating the forces that control life and death, a true master of Necromancy can raise the dead from their slumber to serve for eternity. Necromancers often sacrifice their own souls for immortality, and while this practice is frowned upon, there are few people in Edrim who are even aware that Necromancy exists.
Shadow magic is the most vile and twisted form of magic nameable. Practiced by the creatures who stalk the shadows, this form of magic taps into the darkness of the world and is used to bend the shadows to the users desire, summon the children on the night to battle and even snuffing out Divine light.
Healing magic is a tool anyone should know if they're risking their lives. Healing magic at it's weakest can heal eyesight or stop bleeding. Healing magic at it's strongest can mend bones that have been shattered beyond help and fix fatal, life ending wounds, it cannot, however, bring someone back who is too far gone.
Beast magic is used to call the children of the wild to your side, with it you can summon animals big and small to battle, at it's weakest, you can communicate with small animals such as cats or mice. At it's strongest these animals will bend to your will, and even the strongest and fiercest animals, such as bears or wolves.
Trickery magic is what some might call the most fun magic they can think of. But it is also the most versatile. Trickery magic focuses on "cheating" a situation. Whether that cheating involves turning invisible to escape the authorities, casting illusions to confuse someone before robbing them or disguising yourself as a monster to keep unwanted visitors away. Trickster magic is one of, but not the most, complex and difficult forms of magic but is also the most rewarding for whatever task.
Edrim is called home to many, many different creatures of varying shapes and sizes. Ranging from burning horses to arcane spirits, normal is an all too twisted concept in the wilds.
Flames enemies are creatures who are born from the ashes of fire, they live in it, they breathe it and hold it in their bones. The masters of the destructive element, however, none have ever came close to matching the skill of the Lord of fire.
Hell spawn A demon with a lust for blood, beware, they may just hunger for yours. Nightmare Something out of the darkest dreams, don't be afraid. Infernal Soul Ensnared in hellfire, these spirits have been turned mad from suffering, defeating one helps them more than you. Lurker These creatures hide in pits of ash, waiting for their next meal to be lit up like a candle, it's not seeing them, but getting away, that makes a challenge. Blaze Strider A grand stallion with a fiery mane, their eyes white with heat. If you're lucky, you can tame this beast. Hell Hound Nothing more than feral mongrels, they're kept starving so they're never reluctant to bite into the flesh of a poor vicinity. Magma Beast An unruly behemoth that lurks in the deepest pits of fire, when it wakes from it's slumber, it will stop at nothing to kill anyone it spots.
Lord Of Fire "A tall, ash brown haired man stands before you in a burnt set of very fine clothes adorned in gold. Scorch marks guild his person. Soot is on his coat. And his face...it's covered in torn bandages. One eye, a golden, impatient orb stares through you. His skin glows red with power."
The departed souls of the mortal world. Most people might be happy to see an old relative again until they realize their old relative is now a feral, decaying horror. Among many campfire stories about the undead is a story about a woman known only as the Pale one
Ghoul Wraith Shadow Person Tomb Stalker Risen Phantasm Ghast
The Pale One "You heard a noise. Or did you? It's out there...lurking until you turn back around. There's a decaying body in front of you, was it there a minute ago? It seems to have been hanged from a rope attached to the ceiling...no, it's not hanging. It's standing, right in front of you."
The Arcane enemies are the ones who harness the power of the Angels, they are living or artificial things that can summon lightning at will, or block it with stronger will. Many mages have pursued untamed knowledge, but most of the ancient knowledge on magic is recorded by the insane mage called Magnus.
Wisp The spirit of a mage that still lingers. Caster Jinn Crystalwing Corrupted Mage Hallowed Shadow Mage
Magnus "When you stop to listen you can hear the beating of wings as well as the sound of scraping. You feel something inside you, the air is heavy with energy and you feel that you can do anything. You stand before the first mortal mage."
Elementals are works of art to mages, these entities are the living embodiment of what every mage dreams to be, Elementals are masters of their inborn magic skills, created by a being known as the Forger.
Fire Elemental Earth Elemental Water Elemental Wind Elemental Divine Elemental Shadow Elemental Atronach
The Forger "Elemental figures are flying around you. They seem so marvelous, where could they come from? You look down on the ground where you stand and find a humanoid being with silver skin and blue eyes. It holds a turquoise sphere wrapped in metal pieces orbiting it constantly. Your question is answered upon seeing this."
The children of the wild. The Ferals are the wolves, the dogs and the cats of nature. Wild beasts that hunt in pacts or alone, divided into two through the forests, one such beast neither dare welcome has bested countless hunters, he is the silver toothed animal named GrayFang.
GrayFang "The forest is quiet and cool. But you could have sworn that shadow wasn't there before. You look past it and notice a dark figure barely noticeable among the trees. A low rumbling sound is heard as it takes a step forward, the light from your lantern reflecting off of it's silver teeth."
The people of the mortal world and to some the stupidest. Humans are the most diverse of enemies, ranging from brute force madmen to cunning, dreadful assassins, there is a bandit encampment with a man who fits both titles of Madman and dreadful, they call him Ironbones.
Bandit Hunter Assassin Beserker Reaver Horseman Bandit General
Ironbones "The cave is lit with torches, the smell of blood hits your nose. Laughter is coming from the end of the cave, when you reach the caverns end you see a man in a poorly crafted throne covered in bear pelts. Broken skulls are littered around the battleax at his side."
The Divine are the saints and Angels that reside in the heavens, children of eternal light and creators of the Arcane. The Divine are formidable in battle, especially one. The Angel of War.
War "Divine warmth fills the hall. Towering statues of ancient figures keep watch. At the room on the other side you notice a blazing red light, the light from a golden two handed sword. It's wielder gazes into you with fiery eyes. Let the battle begin."
The lost are, by nature, nonexistent. They were never intentional. But despite this, they persist, something about them causes the lost to still "exist". The most mysterious of the lost are the Unknown twins.
Wanderer Anomaly Monstrosity Turned Death Bringer Betrayed Spirit Child of Night
The Unknown Twins "The ground at your feet is the only thing you can see in the dense, endless mist. Something isn't right, that's all you can say to describe this. You notice two shapes In the mist, perhaps they can help. No, they're not in the mist, they are the mist and they're right in front of you. A few inches off the ground are a boy and a girl no older than 10. Something is wrong, like a scribble on a masterpiece, these two seem out of place."
You may think I am leaving a lot of this open ended because of laziness or uncertainty, but that couldn't be further from the truth. I do that so you the player can influence the story. I don't provide a list of races because I want to give the players the freedom to make their own. I only provide guidelines for gear because I want the players to have the freedom to arm themselves in any insane way they want. I don't do this to leech ideas from others, I do this so they can play god with those ideas. I have spent almost a year on this monster of a role-play and I hope that you enjoy this hellscape of text and Bbcode I've put up, happy to have you.
I will make a vampire, not like what you're probably used to, he will be older than the birth of the twin Gods for one thing, and the little tease I slipped in also has to do with him.
Should you want to make a vampire, let me know and I'll explain more.
I am making vampires imortal and more genetic than cursed, they can build up a tolerance to sunlight over a few years and do not have to drink blood but can, more may come.
Underneath the sun we rise
In between the stars we gleam
Far above the skies we soar
Down into the dark we march
Fear no evil for our hearts, they shine
Fear no darkness for our hearts shine a thousand rays into the pitch blackened night!
Name : Darius Vendravicar
Age : 612
Race : Vampire - Darius is a vampire who has lived for six centuries. While most vampires cannot stand the sun, it is possible to build a tolerance over years of exposure -like he did- to supposedly daywalk. Feeding on blood is not something that all vampires have to do, for some it is an only option, for others it's last resort, but either way the optional food choice makes immortality far easier to bare as it slows the aging process by years.
Appearance : Darius appears to be in his 30s, having well done jet black hair, lightly tanned skin, and red-yellow eyes. He is roughly 6, feet tall and is has a rather limber and nimble build, but he is capable of winning a hand to hand fight if need be. Darius usually wears average clothes, a cotton shirt and pair of pants, but he does have better clothes somewhere. On the back of his left hand is a black insignia of a crescent moon with lines extendin out from one side like rays of sunlight.
Personality : Darius is reserved and reclusive mostly, not bothering to talk with most people because of past events, but to anyone who can get to know him, Darius is a respectable and kind soul who would do anything for his friends. Most of the time he is caught staring into thin air, probably reminiscing about the past. When someone makes Darius mad, they better hope it's not a fight they're in or else they likely won't live another day, he's not one to resort to violence, but he doesn't just let people walk over him.
Back then, everything was amazing...Wait, what? Oh, yes of course, I'm just fine.
Starting Magic : Darius is a master of fire magic, having spent his entire life - which, remember, he's six centuries old- learning and practicing the control of the destructive forces of nature.
Listen here my friend, I know a thing or two about destruction. So if you want to dance with a dragon, you're more than welcome to step on its toes and reap the costs.
Starting Weapon : Darius wields a longsword with a silvery, two sided blade and black pommel, he keeps it in good condition and treats it well. The blade is 4 feet long, with a hilt stretching 2.5 feet. His sword's scabbard is solid white with hundreds of winding patterns painted in gold in every which way.
Beliefs: : He has none.
When you've lived as long as I have lived, you tend to lose faith in any God or goddess. You'll see more things than you'll care to that will test all of your faith, believe me, I would know.
Greatest Strength : Darius is a master mage, he has almost unparalleled skill with fire magic and has the experiences and stories to back up that claim.
Other : There are things about him that you may never get to learn, maybe that's for the best. If you knew everything he's experienced you'd wonder how he still walks with his life intact.
Currently busy right now but I'm seriously looking forward in making a character and playing this! I love the Red-Eyed God. Definitely deserve a hug, yo!
Interest here. I've got a character in mind that I'd like to use. Hawlin, since you were concerned, my character would be the son of a ship's captain, and falls closest to 'Rogue'.
Pretty cool choices, so far. I was just asking because I was seeing if we were good on mages, already...though I suppose it's pretty early to be asking such questions. xD
Most likey ice magic, centaur (since they seem woefully unpopular to play as).
Colour me interested! I'm feeling like putting a pure mage together; a bitter necromancer, perhaps. Is the age range flexible at all? I'd probably like to make them a little older.
Coming from a humble background, Geneva usually wears a blue tunic over a light chainmail and black breeches tucked into boots. When out for bounties or travelling, she adorns a Steel Armor.
Personality: Geneva is known to be fierce and unyielding in battle. Out of it, however, people notice her humble beginnings by being, well, humble and polite. She has a good moral compass, believing that people are capable of good despite what people see of them or their past. Overly protective of those she cares about, she’d sooner die than turn her back on them. For strangers, however, her darker roots shine through as she puts her life above those she doesn’t know. She is dangerously indifferent to the lives of criminals deemed to be too far gone. She does sympathize with child criminals as she was one in the beginning, but would not bat away if she is betrayed the second time for the life of crime.
Starting magic: Healing and Ice Magic. Both were learned with the help of the Salagin family’s court wizard jokingly but warmingly refer to as the ‘Gran Mage’. Gran Mage is usually found in the Knight’s training field, healing foolish reckless knights and giving them a stern warning not to do so again. As a warning to the knights she heals, Gran Mage has the tendency to shoot precise snowballs with some ice in them. Unfortunately, Geneva usually receives this snowballs. While it wasn’t due to foolishness, it was mostly because of her recklessness in proving herself capable in the battlefield. Geneva, not really wanting to be a burden to the court wizard, asked to know some healing. Gran Mage passed her knowledge to Geneva, the Ice Magic a side-effect in their odd friendship. Geneva can stop the bleeding with her healing magic and could generate small shards or cubes of ice.
Starting weapon: Long Sword and Shield. She doesn’t bear arms or armor that holds the Salagin crest while adventuring. She deems it too dangerous and could put the noble family in unneeded trouble.
Belief: Geneva came to believe in the teachings of Kidara when she came into the mercy of the Salagin noble family -- the people who took her in. She’s been taught of Kidara’s lessons and understood, deep in her heart, that Kidara’s lessons were the only reason she was alive today.
Greatest Strength: Geneva takes great pride in her strength, convictions, and humility. Without those, she believes that she wouldn’t be who she is right now.
Backstory / Other:
If people looked at Geneva’s past and compared it to her present, they wouldn’t believe what they’d see in their own eyes. Before she was a well-respected knight of the Salagin noble family, she was just a part of a hungry group of thieves and murderers. She was born in that life, only knowing the life of crime. She learned how to steal food from inattentive stall owners, manipulate the good will of ordinary people in order to steal from them, and hunt both animals and people.
Geneva knew that what she was doing was wrong, however. She had doubts with her family but knew to keep those thoughts to herself. After all, some of her family were made an example of. Her life changed, however, in that one fateful day. There was a fancy carriage riding through the woods accompanied by few soldiers on horseback. Sensing the opportunity, her family charged. Geneva only saw chaos and bloodshed. Her doubts rose and her loyalty to her family reached its breaking point the moment her mother pulled a young girl, younger than Geneva, by her hair and threatened the girl’s life if the girl’s family didn’t obey her mother.
The father of the girl commanded the soldiers to stop fighting and Geneva’s family immediately proceeded to loot every single thing they could see. Geneva would’ve gone back with her family, disillusioned but still willing to obey if it meant her safety, were it not for the fact that Geneva saw the change in her mother’s expression: her mother tightening the grip on the dagger she held against the throat of the young girl, the smile that Geneva knew would turn into that insane grin, the way her mother just straightened.
Before Geneva knew it, her dagger’s blade bit into the leg of her mother. Her mother’s sheer surprise and audacity of her own daughter wounding her was enough to weaken her grasp of the girl and allowed the daughter’s father to command his soldiers to kill all of Geneva’s family. Geneva, on the other hand, held no illusions of dying in the hands of the soldiers as she knew that her mother would do the deed were she not fast enough.
Fortunately, in that moment, Geneva was. After her first cut that made her mother stumble and fall to one knee on the ground, Geneva buried the dagger deep in her mother’s throat and backed away. When remembering that event, she thought of it as rather anticlimactic. There were no dashing escape from her mother’s wrath, but only the gurgling of the dying woman that gave birth to her. Her family, those that weren’t felled the by the soldiers, managed to flee deep in the forest never to be seen again.
Geneva, on the other hand, was given another chance. There, she was offered to pay her crimes by serving the family she rescued in that day. It was also where she would learn how to read and write, to wield a sword not to kill but protect, and given a shield to defend. It was there where she saw the wonders of the world, where good was many and evil few. Geneva was knighted when she was twenty-one, served Lord Salagin’s daughter, Amanita --the same girl she saved all those years ago -- for four years before being allowed to wander away from Salagin lands and learn more of Edrim.
My CS sheet. :)
Edit: Hawkin, I just noticed that you'd be doing Ice Magic. Just tell me if you want me to change it (if the GM doesn't beat you there first, lol). IC, my character's use of Ice Magic is only to acquire fresh water and for snowball fights.
I was going to go in that direction, but I'm fine with sharing or picking something else (since darkness is a pretty solid 'no'). Also, my character (who I should probably make a CS for >_> ) isn't a swordsman and will most likely have significantly more powerful spells, by that logic.
The GM also said something about only starting with 1 magic type.
Well, my magic, if any, will be Storm/Wind. It fits him more.
EDIT: Aw, damn. I was planning to use a pre-existing character, but I recently got a better quality image and was going to upload it... then I found an image I've really wanted to use for a character. I build around the image I use, often, so it's hard to decide between them
You can absolutely make a nephilim but do try and explain, don't leave it as "yeah so their race is partially god like Kay moving on"@Alias
Oh and just because one person took some type of magic doesn't mean it's off limits, I encourage diversity but I don't condone first come first serve mindsets :)
@BlizzAwesome, thanks man! And no worries about godmodding. This account is pretty new but this ain't my first rodeo on the guild if ya know what I mean xD
Luci stands at 5'10, not counting antlers. A spiderweave veiled mantle is clasped to their silver bracers and thrown over their back. Other than this, they're clad in light steel armor treated black and worn fairly sparsely to accentuate what his kind consider a lithe figure.
Personality Playful and spry by nature, Luciel behaves more like a fawn of his kind, though groomed with etiquette and poise as to better exist among humanity. 'Common' not being Luciel's first language, he can be fairly literal and to the point at times but means well and strives to be polite above all else even when it may not be appropriate. This noted, such composure bleeds over into other emotions making it difficult to read his subtleties. While he isn't the most intimidating, misplaced jovial mannerisms can make an altercation fairly unnerving for an opponent. Apologies and backpedaling explanations aside, Luciel values efficiency in combat and isn't above attacking an unarmed or downed opponent.
Starting magic ~-Cryomancy-~ The clerics of Luciel's Moon Clan are proficiently versed in ice magic, passing down the knowledge to serve as small life skills or even debilitating attacks depending on the devotion of the caster. Of the arsenal, arguably the most valuable has proven to be a form of 'resist cold'. Rather than sporting a barrier against ice magic, the spell instead allows the caster to better tolerate cold climates by preventing the damage of exposure. While this has its limits, chilly air shouldn't pose much threat during its maintained duration...however, Luciel's slender legs are less than practical in deep snow, which poses its own problems.
Deterrent magic is the next step up, providing one of the few spells which 'resist cold' applies to. Superchilling moisture in the air condenses the particles to create a snap-freezing fog which has a nasty habit of adhering to surfaces and causing temporary blindness or frostbite on exposed flesh. Armored targets can still find themselves bogged down by accumulating ice which, given enough time, has the potential to become immobilizing. Sustaining the spell can freeze calm pools of water. A more controlled version can conjure small torrents of snow which obscure vision in the way a blizzard does, albeit for only a few seconds. This method, sustained, can also freeze water, though leaving it rough enough to cross with relative ease. Milder craft can allow a caster to pack a snowball out of thin air, given a moment to condense.
Assault spells are the bread and butter of conventional combat, ranging from brandishing a shield of ice to shattering said shield and hurling shards in a direction to carving through the air with concentrated frost. The shield isn't the most durable and can probably soak a hit or two depending on the weight and force of the strike, but truly shines against projectiles as it can be expanded enough to provide decent cover as long as contact is maintained by the caster. Shards broken off by force cannot be launched as a counterattack and quickly evaporate as the shield is made from magic rather than moisture in the air. 'Hoarfrost' is the most standard attack spell Luciel has mastered, augmenting swipes of his sword to paint tiny spikes of ice onto/into a target. Similar to the snap-freeze fog, the ice can accumulate and weigh a target down if it isn't addressed, and a direct wound-causing strike forces slowly melting needles into a wound. Arguably a secondary deterrent, the pain can be considerable, and the follow-up injury of the needles tend to leave messy gashes and additional internal injury.
Starting weapon Outside of natural weapons such as a well placed kick, Luciel totes a rapier styled to be mostly ornamental though still durable and keen enough to seriously injure. Silver-y accents and a rose-vine design along its unusually broad blade make it almost pass as a shortsword of sorts. Regardless, the weapon's primary purpose is to serve as a catalyst of sorts similar to a wand for the sake of spellcasting which functions in tandem with the silver claw'd tips of his left-hands adornment.
Belief A beast of the Fay, Luciel's clan worshiped the moon as the weight that turns the world and brings seasons. In their legends, 'La Luna' was a spirit that painted existence as it's known, and after finishing her prophetic masterpiece of the stars, ascended to join her brother. 'Mir Sol' and 'La Luna' supposedly rule the heavens and etch the stories of all mortals into the infinite sea of stars.
Greatest Strength Excellent runner and jumper, considerably moreso than most athletic bipedals, allowing him to be fairly nimble.
Other - Speaks vith zeh slightest ouf accents vhich I intend on inflictink upon readers.
Well, my magic, if any, will be Storm/Wind. It fits him more.
EDIT: Aw, damn. I was planning to use a pre-existing character, but I recently got a better quality image and was going to upload it... then I found an image I've really wanted to use for a character. I build around the image I use, often, so it's hard to decide between them
I know the feels. The hardest part of character creation is usually deciding on a pic. xD