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Hidden 11 yrs ago Post by Luna
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Hello everyone its me Luna
Hidden 11 yrs ago Post by Rtron
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Fallenreaper said
You also forgot there's 3 minor goddess, the Naga ones, roaming around betwen the mortal plane and heavens. Not to mention there's a reason there's mostly males that survived the war, with only 3 I'm primarly going to focus on: Aarem, Xiah, and Ren. Right now, I've been guessing on the dieties's genders and if we went by names, then there hardly be any females at all. -_-


Just flip a coin every name. Heads, male, tails, female.
Hidden 11 yrs ago Post by Rtron
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Luna said
Hello everyone its me Luna


Hullloo Luna!
Hidden 11 yrs ago Post by Fallenreaper
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Fallenreaper ღ~Lil' Emotional Cocktail~ღ

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Freeshooter92 said
I'm just saying slight edits to names might be in order, or just a few little things shuffled around. I feel like we didn't really utilize the dieties the last game, and I think that's a shame. And, I guess my job is to be the guy that brings little mistakes or oddities to your attention so's dey can be fixed up proppa. As for metals, I'm just really knowledgeable on the subject, given I took metal shop as well as four semesters of material science. If you ever nee to know the physics of any sort of material or structure, let me know. I'd like to put some of my talents to use here, given that I lost the meager world-building job I had when the site died.


They will play a role in this rp, just not a great one in the first Act. Trust me. I've got nasty little plots for all my PCs...Gms included.

I don't mind Player help or creativity, to be honest this world is built off y'all's enjoyment of it and if you want to add to it, by all means ask. Just note, I'm not waiting around for you to get it done and it's not to be mean. I do enough of that with my Co-GMs... *teases Rtron and Lucius*
Hidden 11 yrs ago Post by Rtron
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Fallenreaper said
They will play a role in this rp, just not a great one in the first Act. Trust me. I've got nasty little plots for all my PCs...Gms included.


I look forward to it...

Fallen said I do enough of that with my Co-GMs... *teases Rtron and Lucius*


Not Guilty as charged.
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Rtron said
I look forward to it... Guilty as charged.


Currently I'm about to send you and Lucius a plot outline for you to look over. Also, distracted by the Starwars chat!
Hidden 11 yrs ago Post by WitchChild
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I think i may skip this
Hidden 11 yrs ago Post by Rtron
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Fallenreaper said
Currently I'm about to send you and Lucius a plot outline for you to look over. Also, distracted by the Starwars chat!


Got it.
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WitchChild said
I think i may skip this


You sure? We've room and we'd love to have you. The more the merrier.
Hidden 11 yrs ago Post by Luna
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Rtron said
Hullloo Luna!


Hello Rtron nice to hear from you again
Hidden 11 yrs ago Post by Fallenreaper
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UserName: Fallenreaper

Character name: Mar, her full name is Marya and only used by her race.

Age: 260, but 26 in appearance.

Mageblood type: Lux

Favoured Magic Class: Vitamancy

Previous Magic training: Novice

Race: Desert Naga

Appearance:



Mar is built like other Naga females, her upper half from head to below her naval is human while the pelvis and below melts into a snake tail. When at ease, her height is around 5’7” though with provocation she can rear up to 7’ high and tail curls underneath her, tense and poised to lash out. Most of her unique features are centered on her human torso. Her hair a light brown and have a wavy appear to it, often pulled back into a ponytail by a bone clip but when it’s loose, the hair ends just below her shoulders. Eyes deep and serious, their warmth slightly lingering under the depths, are colored a rich brown. The pupils are able to dilate between slits or completely engulfing her eyes, turning them completely black.

Her skin is white and rosy by the slight color flooding her surface. Scales appear along her shoulders, starting large at the top and shrink in size along her arm to end about her elbow. The flesh closer to the navel has a tint of desert brown that trails into a deeper color, melting into the tail of a rattle snake without the rattle. There are diamond pattern markings along the top which follow the tail to the tip. On the scales are faded crisscross scars from dangers and battle in her duties, but the most vivid one is where the dagger had sliced into chest and barely missed her heart. Time to time it still hurts.

Short Bio:

Mar was born as all Naga were. Her early memories- faded now- was in the Eastern territory of Mesa Gaan, a Naga city within Matash in Yarsomere region, and mostly in darkness from a hole in the desert landscape. She was born among a small family of five siblings as like her siblings, the moment her eyes opened she felt an immediate pull towards the first thing that caught her sight: Her mother, Vynir. For twenty years, most of her world was made of her mother, siblings, and her, deep within the burrow’s sandy and dark place. It was also during that time she learned the outside was dangerous when one of her siblings, a sister, had been snatched by a desert lizard’s head seeking an easy meal during her mother’s absence.

It was when she was 63, her appearance looked like a young six going on seven year old girl, her hands had wrapped about her mother’s sickle before she started to lift it up. Her muscles still too weak, Mar was taught by her mother alongside her remaining siblings to craft crude weapons suited for their small hands as well as fighting basics to hunt with and defend themselves. Over the years that ended her childhood, Mar watched her siblings fall to the dangers of the desert, learning from their mistakes and ensuring her own survival. Still feeling attachment to her mother, Lyamis, her remaining brother, and her remained about Vynir until they turned 130. It was then she was able to survive on her own and with it, her need for independence kicked in. Over the following ten years, their mother and even her brother seemed to be less and less apart of her life. Occasionally she would cross paths with Lyamis from time to time in her hunts, but it would be months at a time when she saw her mother. 148 years, their mother gathered both her children, driven by an innate instinct, then introduced them to Mesa Gaan, the Naga city and Vynir’s home. Among her family was six other surviving Naga that had joined up with their migration and it was there, they were sorted into one of two castes: Hunter or Crafter.

After examining her crudely made sickle, Mar became a huntress alongside Lyamis. She learned to exist among other Naga and the duties that came with being a huntress, from protecting the tribe in the watch stations to one of the few willing to guard the Ravine entrance deep underground that Mesa Gaan had once been part of. It was task few chose willing, but it was Mar that seemed to enjoy each time her turn came and often wandered Ravine’s passages and tunnels. Sometimes bring back meat, a strange carcass, and more from deeper parts when she hunted in small groups, her brother among them so often, until her 220th birthday.

This was the year she was chosen to be a Matriarch Tyro, a strictly female position, and was starting to learn a new level of responsibility. It was sudden and unexpected as Matriarch Amaryllis had announced the selection just a year after a most promising Tyro had passed in the Ravine, Mar among those on guard duty and the very Naga to end the Tyro’s life when the female had entered Malice. It was also the same event that sent a Naga party deep into the Ravine. There was little hope those lost would return until that very day, when they arrived with a strange slivery skinned biped: an Orc or demon named Karnage. Years passed in Amaryllis’s teachings and Karnage’s escort within Mesa Gaan, spending equal time in Karnage’s company as she did the three castes while they developed a connection of sort. It was a deep respect for each other’s skill and unique ability; eventually Mar stopped seeing her duty as a chore and more akin to a daily habit. Besides tending to Karnage, due to Amaryllis’s wishes, there was a subtle animosity between her and her fellow Tyro, Amaryllis’s oldest Ellys, which had slowly grown Mar’s since her acceptance into the caste.

Mar didn’t know just how far that hate would go in the end or how the effects would’ve changed her life forever. After turning 260, Mar and a male Naga were on duty just outside the Station north of Mesa Gaan’s territory when he suddenly attacked her. His coils wrapped about her causing Mar’s nature to fight back. Mar’s first impression was that the male was attempting to force himself upon her, but that was far from the truth when pain erupted from her chest. It dug in, barely missed her heart, and made her pinned coils fight harder. He had a bone dagger and fully intended to kill her! Fear, a sudden and unexpected emotion, washed over her causing her to take hold of the male’s head back. Tingles rushed up her fingers and disappeared into his skin, her fingers took a fistful of his hair. Her mageblood activated. Witnessed by several Naga that had timed their arrival to relieve them perfectly, the male Naga’s eyes bled and face contorted into an agonized expression, his skull crumbled in upon it and killed him instantly. Once the body was limply discarded off, her body crumbled to the ground, weakened by the effort spent. Mar was soon surrounded by wary spears pointed at her throat. Finally pulling the blade and discarded it from her chest, she was herded slowly to Mesa Gaan where she was placed on trial by the 3 matriarchs.

It was clear during the trial, Ellys’s hidden hatred and spite came out in persuasion to banish Mar completely. It wasn’t until Karnage requested to talk with the Matriarchs and offer another solution: He offered to lead Mar to Twilight College. Amaryllis, the eldest and most respected of the three, seemed relieved at this. Not soon after had Mar and Karnage departed, their back upon Mesa Gaan and loaded down with his goods, towards the College. It was at the end of the Summer Solstice when they arrived at the College Gates just hours before the new flood of students would be arriving shortly. The idea made Mar uncomfortable, mainly since Karnage was chiefly the only biped she had something closer than brief acknowledge towards. Naturally while Karnage was settling in, she decided to explore the area outside the gates.

Good Attributes:

Most her strength lies in her coils. Once constricted about, they are able to crush bone into dust by grinding them within her tail’s grip. However, solid objects like rocks, trees, etc. can withstand to the intense pressure and some larger races, like Orc and Esyire, with some time can break out of it. When stationary, the tail allows for surprising balance due to the wide stand it provides even during small tremors. It allows for her to lash quickly and retreat, much like a cobra even if appears to be cumbersome.

Naga have an extra sense and heighten ability in one of the five original. The first is the ability to sense heat thanks to two nearly invisible heat pits lay near the eyes on the nose bridge, allowing her to see a variety of heat signatures in the surroundings. Being part snake she can also taste scents in the air keener then a dog’s nose, simply by flicking out her serpent tongue.

Having a slightly different natural body temperature then a human but higher than a snake’s cold blooded type, Mar is able to tolerate hotter climates without breaking a sweat. In fact she’s rather comfortable in them and enjoys basking in the hot air when she can. It could also be due to the fact her kin doesn’t wear clothing and often go bear skin, seeing little problem with it.

Like most desert Naga, Mar has venom pouches in the room of her mouth and edge down into two longer fangs that replace her canines when they emerge. When completely retracted they look like two normal teeth. Immune to the effects from it, the venom isn’t poisonous or deadly as it is a numbing and paralyzing agent which can last up to several hours before fading away depending on often a victim is exposed to it. Some creatures, after being attacked, can develop immunity to it over time. More of a defensive trait, the liquid is rather potent and stored in low amount within her body. Once she ‘spits’ it into a victim’s eyes, her body takes several hours (6-12 ) to once more replenish its store making it a once shot deal.

Bad Attributes:

Naga have limited mobility, due to not having legs, which is a great weakness. Cliffs are her main problem. Unless there are rocky trails or wide paths to travel upon, the steep rock face lacks the sturdy ground for which her belly scale are made to grip. This makes it impossible to just climb vertically up the rock face and down the other side since her upper half would have to likely bare the weight of the climb and their arms aren’t built for that.

Her human part is a key vulnerability and almost as vulnerable as normal humans. It’s susceptible to blazing fire, sharp or blunt weapons, and more. The snake part is more durable to damage able to withstand it like leather armor, but with enough force or sharp enough can break though the tough hide.

Though being able to see the world in heat and smell, these senses are easily confused and limited in the message they deliver. Cold blooded creatures, places that emit vast amounts of heat or simply blocking heat signatures would make her sense useless in the end. Strong smells like sulfur and harsh perfumes would cause an unpleasant reaction, too strong to tolerate forcing her tongue to remain in. Another limitation is Mar would have to continually flick her tongue in and out for an updated data for the scent.

Though she can survive well in hot climates, Mar’s low heat makes colder climate difficult to bare. Often she is bundled in layers upon layers of thick, warm fur just to retain body heat. This also means she’s not a big fan of cold inducing magic. Naturally Cryomancers make her edgy in their presence, their ability able to hinder, sending her into hibernation, or possibly even kill her if not careful with how long she’s exposed to it.

Like most female Desert Naga, unless they prove themselves otherwise, Mar has a low expectation of males. This reaction is just as strong to other race males as well as is to her species making more of a learned trait. She doesn’t go out of her way to insult or degrade them, though her actions and gestures wouldn’t hide her true thoughts, but rather not entrust anything important or critical to a male who had yet to prove he is capable. At best times she just seems like a bitch while at worse, Mar might seems she has an air of nobility against those around her. Only time will tell if this habit will fade or not.

Secret Word: Rebirth

UserName: Fallenreaper

Character name: Khan Avrea Jevarath

Age: 98

Mageblood type: Obligatio

Favoured Magic Class: Demonomancy

Previous Magic training:

Race: Eysire

Appearance:

An 8 ft tall Eysire, his scales reflect his blood, Demonomancy, with bright red coloring and large wings. A genetic birth defect one eye is green and the other is brown, under stern looking features that give him a fierce and intense look when he frowns. At the back of his head is a black ponytail braided, streaked with red, coming down to his shoulder blades. He rather wear a tunic then a suit of armor since he rarely engages into too much combat, though when wondering he wears a breast plate and light armor crafted from the Scorch land smiths within his home city: Felldor. Upon his lithe, sinew body are five distinct scars upon five areas of his body. Each one claims a place related to the demon that engraved it, one on chest, left arm, leg thigh, right wing and right palm. All the scars are recognized as a runic symbol, artfully applied and about the size of a human palm. They are seemingly self-mutilated and crude at first glance, created to bind the demons in a special way. Those Runes are unable to be erased though healing means as they are forever a permanent part of the Esyire and his soul, going beyond just the flesh.


Like the image only with large wings in back, peering from his armor.

Rune on his right palm: Zaad ♂



Brief:
Though neither Zaad nor Khan knows this demon’s history, one thing is very clear: Zaad was used to being in charge in his previous life. He’s cocky and overconfident in his abilities, even in suit form, that he can sound full of himself at times. Seeming the most harmless of the group, he loves to be lazy and enjoys riling up others up when he discovers he can. However, like the rest of Khan’s demons, he’s loyal when the Boss says stop even if he listens with a whine.

Abilities:

*Shape shifting: Zaad can shift his form easily since he’s made in essence from black sand. He’s able to flatten out his shape and morphing in shadows to objects, even enabling his form to be heated and shattered before reforming back into his original shape. This might not hurt him but it does cause pain and time to reform once more. He prefers to alternate between a knife and a strange device he called his ‘Iron’ for his own weapons.

*Armor: He prefers his more humanoid form to fight in but when the situation gets tough then Zaad takes a different method: seeking a little help. His most powerful form is when he shifts around one of Khan’s allies, becoming like a living breathing suit of armor. In this form and mode, he’s able to take the damage sparing the host inside from being killed. Though he has no manual control over his host, Zaad can speak easily his mind to them which sometimes can be rather helpful or just a pain depending on how shitty the situation has gotten. The suit always has a unique appearance for each user with weapons that match their knowledge and abilities while still being light and mobile.

*Static: Zaad can filter out around a room by entering its walls though shadows or cracks. Doing this he can make it impossible for ears droppers, either through sound proofing or by creating annoying static sounds that can jumble noise filtered to the outside.

*Shadow Travel: He can use the shadows to hide in, travel or ears drop on conversations.

*Flight: Zaad’s mobility is to hover over the ground, reaching at least 1-3 stories high max.

Inner left thigh: Olreah ♀



Brief:

Olreah is the only female demon among them and Khan’s most trouble controlling, thanks to personality clashes. She loves to flirt with any male and the more bluntly with any male who doesn’t return her affection by pouring on her ‘charms’ harder. Unable, due to her vanity, to see pass the fact she’s not as desirable as she believe, she outright ignores anyone telling her otherwise. She can’t help it the world is jealous.

Abilities:

*Lithe: Among the others, she’s the most quick, flexible and agile with her limps providing long reach.

*Claws: Olreah is able to cut through Iron strength metal like a knife through butter yet higher strength often send her claws retracting back, unable to tear though and damage it beyond a scratch.

*Slice n’ Dice n’ Multiple: Each time one of Olreah’s limb is cut from her form; it grows and sprouts into a smaller version of herself up to 10 times max. However this has a cost. Each copy’s strength is depending on how many copies have been made and the more there are, then the weaker her copies are against blows. After ten, the copy is the smallest (about 1/10th her size) and easily killed in a few quick blows. Olreah, once near it, can recall a copy back into her body by swallowing it, enabling her to renew her strength and become whole again.

* Long Distance Scream: She has one long distance attack, a banshee like scream. The pitch is able to reach high, ear splitting levels and depending on the closeness, can cripple, disorient or possibly kill anyone within range of 5 feet. While gathering breath she’s unable to attack, forcing her to dodge or redirect an assault that any score across her body could disrupt her focus and breaking the breath before it can be released.

Left Arm: Heus ♂



Brief: Heus is an elemental demon said to have been summoned topside by some lacking demon sob and it seems the large brute prefers it above. He’s been running rampant among small villages and towns until Khan managed to beat him, then binding him to the Esyire. He is a force of nature to be wrecking with, despite his short comings.

Abilities list:

*Immortal Strength: Heus is among one of the strongest demons from the Inferno, thanks to his first life, but at the cost of three things. His speed, accuracy and intelligence have diminished over the vast time in the Inferno. This makes him more a powerhouse that functions back in one place then darting from one to others, his attacks sometimes risked falling short of their mark against far quicker and smaller foes. The most frustrating trait is his lower intelligence because it makes his ability to multitask more than one command, and understand beyond four word sentences very limiting when creativity is required. Due to his large mass, Heus of all the demons takes the heaviest toll on Khan’s soul so it’s often in the dire emergencies he would resort to summoning him.

*Dual Elements: The demon’s able to use two elements at a time; predetermined before/at the battle start. He is unable to switch them out for rest of the fight and so any weaknesses or strengths are present upon his form, an advantage or down fall if Khan is careless about his selection.

Right, outside wing: Upsah ♂



Brief: Upsah is a winged creature of rot and slow death, a tormentor in his previous life he still remembers his long list of victims and cherishes each one in his own vile way. His cruelty is visible in his wick personality and putrid body, finding little problem in cutting his allies verbally as well as his enemies physically. His language can be foul as his appearance forcing Khan to have Upsah curb his choice of words. This demon distinctly finds faults with all females, including Olreah, seeing them to be foul and untrusting creatures born from the Inferno itself.

Abilities:

*Flight: Able to fly and likely carry one of light size with him, if they can stand the rotting smell.

*Decaying Touch: Upsah has decay magic in his claws, time being a factor to the damage receive. A simple slash merely a painful wound, infected and dangerous if left untreated. Longer impalement for a much longer period of time can lead to certain death, the decay able to spread through the veins and rot his victim inside out.

*Illusion Breath: Able to create a smoke that plays off the fears of those affected within a wide area. It attempts to prevent its victim from fighting back by sending them in complete terror. However it’s merely an illusion, without any solid matter or ability to inflict damage upon the target so any willing to look beyond their panic state can easily lift the smoke from their eyes. However this is harder to do then it sounds.

Demon five, on his chest near the heart: Rathel ♂



Brief: A soul of a great master Herbamancer, Rathel can control plants and herbs easily. He fell to corruption and now is a demon with a series of abilities tied to his previous life and others developed by his new form. Unlike most demons, Rathel hasn’t average five senses that make up human perception of the world instead seeing the world in vibrations, heat, motion and light detection. He is also one of the demons that completely remembers his past and chose to be bound to Khan, the creature taken on aspect of his former life and is highly respected by Khan who is ignorant of the demon’s deepest regrets.

Abilities list:

*Different view of the world: Rathel can see the world in a slightly different way than most humanoids, in a much simpler way like plants. Placing them together creates a basic, image that seems to be viewed through a noise filter of grey shades. Each sense is assigned to part of his body, damage or harm to that area can affect his image and completely rob him of it.

    Hands and feet: extremely sensitive, they can sense even the tiniest vibration within the earth’s crust, stretching a far range of up to 15 yards. The farther the distance, the harder it is to determine the weight and other stats given by this sense accurately.

    Venus flytrap like appendage: when opened it can sense aroma and scents from any living creature, adding farther clues to the image in front of him. Unlike humans or some living creatures, Rathel has the highest number of scents within his memory and recall them after sampling to aid in his piecing together. He can also understand aroma patterns given by plant, enabling him to tell when a flower will bloom, is dying, or other such factors.

    Skin: The outside might be hard and tough, but it’s got little fine hairs all over it that senses air within several yards. Any shift or change in the air around will be immediately sense and from the air placement, Rathel can roughly judge the shape and size of an object.

    Eyes: This is the only trait that is like other living creatures, though it is a bit different, he can see the world in a sort of black and white coloring. Sensing the light that is absorbed or bouncing off objects, he add the other information gather by his sense to add to the visual sense.


*Herbamancy: Able to perform a near mastery of plants, Rathel can bend and twist plants to his will. There is a down side to this. He’s limited to the plants within the local area and is unable to immediately change the plant type, his skills rusty and limited to what a herbamancer master could do in some aspects.

*Acid Stream: The acid stream he can produce is short and brief, taking time to rebuild in his gut before he can use it again. (IC 5-7 posts)

*Quill Shot: His quills can be shot from his back, while not accurately they move fast and the only warning is he shakes his body causing the hollow points to rattle. Only when shot are these hollow points filled with a plant like enzyme which releases when taken out, the toxin able to numb/paralyzing depending on how large the target is for up to an hour. Unfortunately when released, they leave his one soft spot in his hard to penetrate shell open for any penetration of a blade and risk him being brought to his knees easily.

*Outer Shell: His outside is very dense and resistant to physical attacks from both weapons and fists. Unable to be manipulated by magic, it can be weakened by two key types: Fire and Ice. Where these elements touch and sink in, his shell turns a sickening black like necrosis making the defenses vulnerable to physical attack.

Short Bio:

Twin boys were rare occurrences for Esyires and so it was little surprise at the pride that filled both Thais and Yuna Jevarath when their first sons were born. Khan was the first out of his egg followed by a smaller Riddic and from that day forth they were inseparable as children. Thais, their father, was the High Chieftain’s cousin and a demonomancer among the court of Felldor which placed Khan’s whole family under the alliance of the High Chieftain. Khan’s childhood was mostly spent within the black stone walls and alley ways among the beautiful Esyire city, farther enriched when his brother often joined in his adventures. Riddic aided in his hunger for knowledge and seemed follow the older twin around like a puppy to a well-liked owner. In time they both took the rite of passage for all Esyire in their late teens, determined to explore the Scorch lands and prove their worth to their kin. It was a tradition in Felldor that served two purposes: to bring out their mageblood and test their merit to survive.

It just around the boy’s 15th birthday when both boys had just camped upon what Khan assumed was a stable rock piece after a long day traveling. Unknown to him or his brother, plates underneath them had shifted causing the world around them to tremble and shift violently. A large cracked appeared, the land underneath Riddic gave way, his attention distracted and unable to fly away before he tumbled into the seemingly endless gorge the quake had created. For a moment, Khan’s heart sank when Riddic’s grip was lost and he disappeared from sight! Unable to move he stood there frozen with fear. It was then, his brother’s voice crept into his head and called out to him. His brother’s mage blood was Psychomancy. Khan followed the directions towards where his brother was, sprawled out on a ledge, and begging for help. All Khan could remembered was holding out his hand to his brother and wishing for help as the veil around his hand was weakened. In his pure luck a small demon appeared. It edged to Riddic and started to pull smaller Esyire from the ledge, reaching where he was standing. That’s when his father, who had witnessed everything, arrived. Drawn by Khan’s demon summoning, he had never seen his father beam then when he had watched Khan’s first summoning. With a finger snap, Thais banished Khan’s first summoning back to the Inferno easily.

Both boys were returned to Fellldor and back into the arms of their Psychomancer mother, one who kissed and coddled them after hearing about their experience. Now there was a choice to be had: to either send Khan and Riddic away to Twilight College immediately or learn under the parents. It wasn’t until the pros and cons had been weighed that in agreement with the boys, they felt the later was best. For the next six years, Khan’s lessons were hard and relentless. It tested his body, mind, and soul, all of them left aching after the sun had went down. It wasn’t until couple of years later when his brother had displayed signs of ill that they had begun to drift apart. It had no known name but the effects were harsh as the younger Esyire’s mageblood was blocked and then faded, leaving him with nothing outside memories of what it was like to read minds.

Feeling helpless during Riddic’s recovery, Khan did the only thing he could and poured over book after book to seek a reversing cure. Any glimmer that had given Khan a small hope turned to ashes upon learning it had been tried and failed. In time Riddic had come to terms with his lacking mage blood and moved to Ironstead where he sought somewhere he wouldn’t be reminded about his lacking traits. The absence had left a hole in Khan’s heart which drove him steadily onwards. He journeyed across Tiien in search of a Leper. After 4 years, he finally located the man deep in the marshlands between the Orc Holds. The hermit, Orlando, turned out to be a fellow demonomancer who had discovered a unique way of binding demons using runes. Orlando theorized that one demon in the Inferno might have the cure to his brother’s aliment. In exchange for the information, the dying man taught him how to complete a ritual with one condition: the Esyire had to kill him afterwards. Khan grimly agreed.

It took 2 more years but Khan finally preformed his first ritual, driven on by his brother’s latest visit and the younger Esyire’s sober mood. The first demon Khan summoned was a powerful familiar level. The creature easily defeated him due to his lacking skills and experience. However, instead of killing him, this demon made an odd choice: he asked Khan why he was carelessly summoning demons. Having nothing to lose, Khan told him as the strange demon listened, a time spent in digesting the story before the demon decided to willingly bind himself to Khan. Surprised, the Esyire named him Rathel. That seemed like a life time ago. He was only 30 at the time and the thirteen years passed in a blink of an eye, each new demon challenged and bound during his researching for a certain demon. This was when he arrived at the Twilight College. A very young and still green demonomancer, Khan truly had little idea what he would get himself into until it was too late. The two years spent preparing before this moment were a waste in the end.

Something went wrong during the ritual causing the Twilight’s Archmage and previous demonomancer teacher to be summoned and interfere. They managed to save most of the Esyire, the young demonomancer hauled out in a broken and near death state. The events that transpired were unknown to anyone but Khan and those involved in an attempt to keep panic in check. It took two years from his life before Khan woke up in the medical wing. It was the crippled demonomancer, damaged during his attempt to hold off the creature that attempted to devour Khan, which greeted the Esyire. He delivered both the Archmage’s message, ending in an offer to remain at the College, and one other being a devastating piece of news. His twin’s death. While Khan had been in an almost comma like state, his brother had taken his own life after fearing the worse, Riddic’s last dream being of Khan torn up and slowly dying.

Pain beyond words had settled in Khan’s heart leaving him guilt ridden and depressed, the Archmage’s offer delayed until a better time. Grieving took well over five years until Khan was almost ready to start a new. He finally officially took the Archmage’s offer, agreeing to aid the College in areas it needed and lacked in as long as he was allowed room and board. Naturally the Archmage agreed. Another notable event in his life came when he was 58 after he met Karnage for the first time, a clicking Orc that didn’t seem to speak or understand common language. It wasn’t until Khan had requested the Pyschomancy teacher to translate while the Rune teacher prepared a translation stone for their guest. With the demonomancer teacher gaining in age and Khan’s responsibilities rising, Karnage had been requested to aid in the classes for a few years. Khan couldn’t remember the exact day the Orc went along his way but it was only a few months, forty years later and making him 98 that Karnage returned to Twilight College. Thankfully it was in the nick of time because Khan had become the headmaster to enact in the Archmage’s stead recently!

….Ren help him, it was likely to be a long day.

Good Attributes:

Khan has a wide selection of knowledge due to his history seeking a way to help his crippled brother, namely with Arcanite itself. An addition to this trait, Khan also has developed a high patient level which aids him greatly against any unsavory attitudes towards him. A great sense of organization and sometimes overly neat, he can easily dig up information instantly and without trouble. He can also see the potential within people on first glance and often grows slightly disappointed when they don’t show/see it themselves.

A perk in his demonomancy is any of his five demons die in battle then they merely return to the Inferno realm where their wounds heal for the next day. If a demon is banished there during battle by Khan, then they are unable to enter the same battle again. This rule doesn’t apply to when a demon isn’t injured at all, the Inferno having nothing to heal or reason to keep them there other than storage. There are a few demons, namely Zaad and Rathel, which Khan trusts unsupervised and free roaming.

He’s a traveler to some degree having been all over Tiien, so he’s able to determine routes and directions well enough. He also knows a wide range of languages though some he might be more limited when comes to speaking then others since it might require a finesse he doesn’t have.

Bad Attributes:

Negatives to his binding of the five demons:

*Each time he summons a runic demon, the weight on his body increases and Khan’s chances of dodging become harder. Any attempts, usually, might end with him being more damaged then if he actually braced himself against it in the first place. Having all five out, he’s at the mercy of his demon’s abilities combine team work and only able to direct them until all the enemies or his demons are defeated. Any demon killed in battle is unable to be summoned for the rest of the day but if they are withdrawn however, have to be uninjured; they are unable to pop right back into that same battle.

*The binding scars also have a downfall: his body has suffered for the price. His ability to fly is mostly limited to gliding over a few miles before he has to rest, unable to keep it for very long and constantly. If he’s killed then Khan’s soul will be ripped apart, no longer existing and unable to be reborn again. It is as if he doesn’t exist anymore…

His hobby, fireworks, can sometimes be both a problem and a blessing. While amazing and pure eye candy, it’s no hard to catch things on fire. During his experiments, he has incorrectly mixed his powder in seeking for a desired effect which could result in huge explosion. He has received a number of complaints from a few of the teachers, namely the Geomancy and dwarf Rune crafter, Val, that cause him endless grief. Old habits are sometimes hard to break for him. Though he encourages students to put out the fires as they need the practice after all to become good mages and it spares him from having to ask the other teachers...

Khan tends to keep his problems to himself, a combination of his pride and belief he’s sparing others the burden. It does become clear something is bothering him when he begins to isolate himself, becoming more and more withdrawn with excuses of projects to school matters, letting the worry, frustration and anger pent up over time. Until they are finally release as this could happen of its own will or though outside interference, but rarely it is in anything more violent than a shout… so far.

Secret Word: Rebirth
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UserName: Lucius Cypher

Character name: Tyrael Marchosias (His current alias), Karnage Urabrask Vorinclex (His true full name), Master Demonology Professor (College Title), Forge Master (Occupation Title)

Age: 361

Mageblood type: Obiligatio

Favoured Magic Class: Demonmancy

Previous Magic training: Currently the Demonmancy Teacher

Race: Fallen Orc

Appearance:


Short Bio: Karnage was once an orc who was part of a great roaming clan, Clan Vorinclex, in times long ago. The son of the clan's forge master, he took up his father's craft at a young age to succeed him when he dies. Karnage was skilled starting out, but took many years before he could even begin to emulate some of his father's more decent creations. His father could create powerful weapons from simple iron, and could turn sticks and bones into weapons that would put the fear into even the most powerful warriors. His skill was unparalleled in all the clans, and Karnage sought to do better than he could. His father approved of this. But he didn't simply live his life as an armorer; in orc culture, an aspiring smith must gather his own materials until he's proven worthy or having others work for him. This meant that Karnage couldn't even buy metals to work with, not until he's proven himself by gathering and making a worthy weapon or armor. And since Karnage didn't really begin his training as a smith until he was twenty, he had muchg more experience gathering his materials.

Materials that were guarded by either enemies of his clan, or some of the most horrific beasts he does his best to forget. His adolescence was spent as a hunter, using his own weapons to gather necessary materials while also fending off beasts who sought to use him as a quick snack. Should he manage to slay the beasts, he would also drag their bodies (If possible) back the the clan for meats and materials. After time he had to do this alone though, due to his status as the son of the best armorer of the clan. His own fame fueled the irrational rivalry he had with others he didn't even know. He just wanted help. Alas, in the end while everyone else began to begin their training thanks to their teamwork, Karnage couldn't begin his training until he was twenty two. And that was only out of necessity rather than any effort on his part.

War broke out among the clans. His own made alliances with long time friends and former enemies, while he and the other orcs of his age were either shipped off to battle or sent to the forges to supply those sent to war. His own father made sure that his son worked along side him in the forge, confident in his skills, but Karnage always heard whispers of how he was saved by nepotism. This petty rumor soon began to grow, and soon orcs who learned that Karnage forged their weapons and armors discarded them, ashamed that their equipment was being forged by a "Pretender" like him. Karnage didn't know how to stop this hatred. All he could do was what his father said, to ignore the words and keep doing his best, and respect should come to him. But Karnage decided that it was time to stop clinging to his father's shadow and out of his protection. Karnage hung up his hammer and traded it for an axe, and went into war as a warrior.

Ten years he's fought, ten years the war waged on. Karnage found alongside his fellow clansmen, who begrudging came to respect his willingness in battle. Karnage fought and killed, took many injuries for his clansmen, and did many things that he'd sooner forget. Entire clans were wiped out. Women raped, children killed, some of them done by him. They even attacked non-orc settlements for supplies and materials, than pinned the blame on an enemy clan so that the other races would attack them instead. Cunning tactics. Karnage gain notoriety as a brutal warrior who preformed vile acts in the name of victory, from sending refugees covered in flaming pitch towards the enemy to desecrating burial sites to use the bones of the dead as arrowheads, nothing was "too much" if it meant winning. Because he was told to do whatever had to in order to achieve victory. So he did.

After sustaining an injury that took him out of the battle, Karnage returned to forging weapons as the war was winding down to an end. His relationship with his father and family was strained at best. Because despite leaving to fight in the war, Karnage chose, on his own accord, to leave the family against their wishes to achieve his own desire. He couldn't live in their family home, wasn't allowed to use their forge, and even some of their family friends had trouble being seen with him. His friends and allies during the war were either still fighting or dead, and soon Karnage was out of a job when it came into light that the clan now had a surplus of equipment, making his job rendered moot. It seemed for all his attempts to find a place among the community, all he's done was improve the way he was alienated from it.

At around thirty years old, Karnage discovered he had the ability of mage blood, specifically Demonmancy. During the time, magic was an unexplored phenomenon, so not many of the orcs knew what to do for him. Only the Clan's Blood Priest had any tangible idea of what to do, being a mage himself, and so he directed Karnage to the College of Aerta, a school for mages. Karnage didn't feel sad to leave, knowing that he had lost his place in his clan. Taking what little he could, Karange set off from his current clan camp ground and headed towards the College... But he never made it.

Along his way to the college, he was in Djarkel. There he found what his Clansmen called "The Ravine of Demons", a realm underneath the ground where the veil between the Inferno and their world was next to nonexistent. He found one of their larger entrances in Djarkel and contemplated entering it. He was at a moment in his life where he had neither the support or love of friends or family, where all his efforts went unnoticed and yielded no benefits, and he was really, really bored. He set up camp that night next to the Ravine, and attempted to use his magic.

He was not prepared for what happened next. He did not expect a demon to show up, but due to being so close to the Ravine he was much easier, but this demon was incorporeal. In order to sustain itself in the mortal realm, it needed a host. It figured that Karnage, being an unexperienced mage, would be more than suitable for a takeover. The demon tried to possess Karnage, but he had the willpower to fend off its mental attacks. During the struggle however, Karnage fell into the Ravine, surviving the fall only because of his armor he had. But the fall itself gave the demon an upper hand in the struggle, and it began to morph Karnage’s body. He began to fuse with his armor, creating a mesh of flesh and steel. Karnage and the demon struggled for control for days, and by the time Karnage had regain control of his body and body, his physical form had been warped to the point that it looked nothing like a traditional orc. When Karnage saw this, he knew he could not return to the surface world without further hatred and alienation from the people there. So he moved into the Ravine of Demon, and settled to live among monsters.

Much of Karnage’s life was spent in the Ravine. He didn’t have a home for longer than a month or so due to its constantly shifting nature, or that it would get raided by other demons when he’s away, or that he gets chased off by monsters and can’t return. He constantly lived on the move, but he did not fret nor feared. In fact, the struggle brought him a sense of pleasure in his life. The new monsters he fought and killed provided him new materials for creating weapons, which he found immensely useful as he continued to live in the Ravine. He increased his skills as a hunter and a smith, using everything he can find in the Ravine, whether it be the tooth of a massive Earth Wurm or a couple of rocks he picked up tied to vines, to even the ever rare catches of Godstone and other exotic ores. He grew close to his creations, often giving those names personalities as he began to slip further into madness. Eventually he began to lead of Legion of weapons. Completely mundane weapons, but he didn’t know that. The demons in his head convinced him otherwise.

During his time in the Ravine, he found himself in the service of an Archdemon. How it came to pass is a bit of a mystery on both their parts. Rumor would have it that Karnage defeated one of the Archdemon's entire Legion, others would say that he bested the Archdemon himself. Some would even say that he worked up from grunt level all the way to the Archdemon's court. These, of course, are all rumors with little basis in truth, or heavily exaggerated in order to perpetuate a fearsome image. If you asked Karnage, he would simply tell you that he proved himself, and that's all. Either way, Karnage found himself working under the Archdemon, making weapons for him. Not entirely out of his own will either; the Archdemon was a master Psychomancer and used illusions to trick Karnage into servitude. Still, Karnage liked the work well enough. It gave him purpose and a permanent place to reside. It also began his training in Demonmancy.

Karnage’s skill in the forge quickly allowed him to rise in the ranks of the Archdemon’s hierarchy, becoming his personal armorer. Karnage was given certain benefits, including education with Demonmancy. This was mainly to allow Karnage to summon his own servants in the forge, but on his own he begun to search into improving his magic. So between gathering materials and creating arms and armors for the Archdemon, Karnage was slowly mastering his Demonmancy. It took him about two hundred years, but by the time he was finished, he could have very well taken over as the new Archdemon (Even though he was a Fallen). Instead however, he simply left after his many years serving the Archdemon. Karnage had raised a handful of highly-skilled smiths to replace him, though the Archdemon was somewhat possessive of Karnage. They managed to strike a deal however, a deal that the Archdemon has yet to call upon though.

Karnage continued to travel in the Ravine, now determined to settle down and make a home for himself. During his travels, he found himself among the Naga. These strange snake people initially were hostile to him, and indeed they and Karnage were rather antagonistic towards each other. But after some communication, they managed to, more or less, get along. He still wasn’t trusted, but they at least stopped trying to kill him, and he to them. He traded and worked with the naga, offering them his services and getting paid through supplies and education of their culture and crafts. Karnage settled down not too far away from one of their villages, and served to help them deal with outsiders either through communication or execution. Soon he began to wonder how things were on the surface, and decided that he would try to ply his craft in mercantile. So he left the Ravine with his Legion, and headed topside.
The first place he really tried to sell to was at the College of Aerta, all those years ago. There he faced his first issue; communication. Most of the demons he spoke to used telepathy, and the naga hardly ever used words. The College of Aerta required actual speaking, and he only knew the native tongue of his people, which had been phased out for the common tongue long after he fell into the Ravine of Demons. He spent a good while trying to learn the language first before he eventually got himself an amulet that translated his words into something legible. Around the same time he began to fine tune his magical abilities, and after ten years of both language courses and magical training, he was hired to be the Master Demonology Professor, as well as Forge Master on his off hours. He goes by “Tyrael Marchosias” at the college, mostly to protect his students from his past. Even now he has enemies in the Ravine from Demons he’s dealt with and the sins from his time as an orc still haunts him even now.

Good Attributes:
Master Crafter – After many years of practice and experimenting, Karnage is skilled in a variety of crafting, from tailoring to fletching, armoring and engineering.

Well Connected – Though the Ravine is a hostile place, he has many contacts and allies in there, allowing him to get his hands on some rather questionable goods or services when they’re needed the most.

Perspective – In a physical sense anyways. His prey cannot hide from him; assassins will not ambush him. He has a sixth sense for danger, as well as a seventh or eighth for raw materials. He can tell were someone has gone and who they might be, and he can sniff out gems still in the ground. There’s no hiding for him; it’s not a matter of if he finds, it’s a matter of when he wants to.

Skilled Combatant - Years in the Ravine and years of war before that has turned Karnage into a veritable threat even without his magic. He is skilled in hand-to-hand, and give him a weapon and he's even more of a threat. He's been known to set up traps that could take down even giant monsters, and would do even more harm to smaller opponents.

Demonic - After Falling, Karnage had obtained massive power thanks to his demonic blood, as well as power shared with his Familiars. Super Strength is one notable skill of his, as he could sunder walls and tear apart most mortals. His durability is also another trait of his demonic powers, as he can survive a fall down the Ravine no worse for wear.

Bad Attributes:
Tyrannical – Karnage’s methods can be “Cruel and unusual” if you want it paraphrased. While he can’t be overtly abusive now that he’s a teacher, he can certainly be harsh and sadistic. It doesn’t help that he’s fairly extreme in his teaching methods, with a penchant with dealing with morally questionable demons. It doesn’t help that his own morality is whatever suits him for the moment.

Violent - Working with demons (And those who would control them) is not for the soft or the kind, as death and violence is a common problem and situation when dealing with demons. Even Karnage has been known to quickly resort to violence when dealing with problems, be it rogue demons or troublesome students. As a teacher he can't simply beat you within an inch of your life, he won't hesitate to knock some sense into you or destroy your property. Repeatedly if need be. Of course, he's also always willing to help his students using violence as well, and may even encourage his students to solve their problems through combat and other forms of physical catharsis.

Possessive - Don't touch his things. He doesn't like it when people mess with his things without his permission. This may even include people, if you've somehow managed to get on his good side. This also applies to people on his good side too; even if they mess with his things, expect a stern talking to, and perhaps a beating.

Secret Word: Rebrith

UserName: Lucius Cypher

Character name: Lucilia Riovas, Master Herbamancy Professor (College Title), Owner of Scarlet Traveler (Trade Caravan & Occupation Title), Sanguine Rose (Alias in Vampire society)

Age: 233

Mageblood type: Natura

Favoured Magic Class: Herbamancy

Previous Magic training: Many, many years studying in the Aerta College.

Race: Naerse Vampire

Appearance:


Short Bio: Lucilia was born to a couple of alchemist who lived near the college of Aerta. They themselves once went there as they both were mages, and it came to no surprise when their own daughter turned out to be one either. They supported her through her earlier years, and made sure that she had a place at the college when she was at age. Back then, Lucilia was rather shy. Her home was away from most places, and she made friends with random fauna. She named plants after people she’s read in books, fed wild animals, and sometimes would follow strangers to see where they would go. Even after heading to the college, she didn’t change much.

At the college, Lucilia was a quick study, but terrible in group work. Half the time it seemed like she was stuck in her own world, and even when she had her orders they came after her own whims. She had difficulty working in large cooperation. Mostly, it was simply because she had no tact. She spoke honestly about her feelings, which often times offended those she had to work alongside of. She ignored them just as much as they ignored her. She was worked alone most of the time, but also wanted company. Lucilia felt that people were just too sensitive, and the life of lying and pretending just didn’t suit her own beliefs. Despite this, people still felt that she was simply too unsocial to be of any use to them. This made her life in the college a lonely one. Until the one day she met him.

She didn’t know him. She didn’t even remember where he came from. But even after she said harsh things about him, he still stayed by her side. He made her feel important, that she could do more than what she has. But it was all a sham; the man was a Vampire, who used his powers to trick Lucilia into complacency. He drained her of her blood to the point it would have killed her, had it not been for one thing; Vampirsm. Without it Lucilia would have died, but it was not a blessing but a curse.

Lucilia never knew she was infected with it. She simply thought she had been attacked, and soon began to grow ill as she began to become starved of blood. Her family took her in to nurse her back to health, but their good deed would not go unpunished. As she became blood starved, she killed her parents, drinking their blood until they were shriveled corpses. When she came around, she realized what she had done, what she had become. For the next few days, she simply ran in denial, sure that it wasn’t her, that it was someone else. After a while, her lies became truth to her.

Lucilia never went back to the college afterwards. She fled to Djarkel, where she began to menace the countryside when she would go into hiding, starve herself, and then go on a rage to refuel. It got so bad to the point that Djarkel officials hired vampire hunters to find her and kill her. She rampaged for a good year before she was finally caught, but not by just vampire hunters. She was caught by vampire hunters who themselves were Vampires, but they were gifted their powers from Aarem himself. They took her in, taught her their ways, and made her join a coven worshipping the evil god. It took time, but time was all she had now. After many years, she managed to regain a semblance of sanity, as well as begin to make better use of her immortality.

Lucilia returned to the college. She had long since been forgotten, and indeed she had forgotten herself from all those years ago. So now she entered the college a new her, expanding not only her skills but her own life. She made friends, made enemies, but also managed to live, despite all that had happened. She lived long enough to work under three different Herbamancy teachers, and after fifty years of study and practice, she found herself the new teacher of Herbamancy as well as Alchemy. She also started up a thriving trade business, using her contacts from her Coven to improve and protect shipments as well as open up a market to wealthy clients.

Good Attributes:
Vampirism – Thanks to the Coven who found her, Lucilia has mastered her vampirism, and gains the benefits from it.

Charismatic – Lucilia has an air of dignity and nobility about her, allowing her to stand as an equal to various aristocrats and even get in touch with lower class people.

Well Connected – Lucilia has made a long list of connection in various businesses, from mercenary companies to wineries, mine overseers to even royalty. Given time, she can get anything on the mortal realm in her office.

Lucky – But no matter how much skills Lucilia amasses or doesn’t have, it seems like her luck factors into everything. The wind of fate blows at her digression, and while not something she can manipulate directly, it’s always something she can use to her advantage.

Protective - Lucilia watches over all her students and friends, and makes sure that they are in good health. She can't stand by and let bad things happen to them, but at the same time she knows what it's okay for her to get involved. There are some things people need to do on their own, and she understands that. She just makes sure that if it goes wrong, she's there to help them out.

Bad Attributes:
Manipulative – Behind Lucilia’s words isn’t always kindness. She’s more than willing to sacrifice people if they can serve a greater purpose over all, be it friends or enemies. Lucilia will use whatever methods she needs to get on someone’s good side (Or trusted side anyways) even if it means giving up something or even if she just plans to betray them later on. Her tendency to do this, when discovered, has made her loose many friends and allies, and worse, turned them into enemies.

Vampirism – Despite the great powers it can bestow upon her, even Lucilia suffers from the weaknesses of Vampires.

Gambler – Though Lucilia always ensures that the cards are stacked in her favor, she’s often lets things boil down to chance and random occurrence. While her luck and manipulations can help tilt the favor her way, her plans and schemes have many moving parts, parts that if interrupted or change, can alter or even bring down the entire idea.

Secret Word: Rebirth
Hidden 11 yrs ago Post by Freeshooter92
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Hey, not that I don't love walls of text (SO MUCH INFORMATION TO EXPLOIT! Loljk... ORLY? Okay, the chatspeak stops), But is there any differences between the new versions of your characters, Lucius/Fallen? Also, I wonder when we'll have hiders again? scrolling with a touchpad through those was a nightmare until I remembered the arrow keys...
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And Lucius, that's not just manipulative, that's a lack of basic morality. Also, I think the worst part about not having BBcode is that I can't do all those colors for voices...
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Hey everyone can I use a new character and can be she be a half vampire
Hidden 11 yrs ago Post by Lucius Cypher
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Freeshooter92 said
Hey, not that I don't love walls of text (SO MUCH INFORMATION TO EXPLOIT! Loljk... ORLY? Okay, the chatspeak stops), But is there any differences between the new versions of your characters, Lucius/Fallen? Also, I wonder when we'll have hiders again? scrolling with a touchpad through those was a nightmare until I remembered the arrow keys...


Aside that my two characters are now teachers, Karnage goes by Tyrael Marchosias now. He also handles the forge and the making of things, which I'm sure I could use your expertise with.

Freeshooter92 said
And Lucius, that's not just manipulative, that's a lack of basic morality. Also, I think the worst part about not having BBcode is that I can't do all those colors for voices...


She has basic morality, she just also is willing to set it aside to make ends meet. The fact that she can put aside basic morality is what might be a troubling factor about her. Unlike Karnage who's morals are unorthodox at best and nonexistence usually, Lucilia understands and cares that some of the things she does is "Bad". But she'll do it anyways. Though I do agree about the BBcode thing, since now I can only use bold to denominate when someone is speaking.

Luna said
Hey everyone can I use a new character and can be she be a half vampire


You can make a new character, but Vampirsm doesn't spread through reproduction if that's how you're partly vampiric. You'll share physical traits of vampires (Albinism, abnormal teeth growth, etc) but you won't have any of their strengths or weaknesses. You'd just be a mortal who looks like a vampire. PM me and we'll go over the details.
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Freeshooter92 said
Also, I wonder when we'll have hiders again? scrolling with a touchpad through those was a nightmare until I remembered the arrow keys...


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Luna said
Hey everyone can I use a new character and can be she be a half vampire


LIke Blade?
Hidden 11 yrs ago Post by Ryonara
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UserName: Ryonara

Character name: Meirin Kurenai or just Mei

Age: 22

Mageblood type: Ancient

Favoured Magic Class: Weaving

Previous Magic training: None

Race: Naerse Human

Appearance:


Short Bio: Meirin grew up an orphan in the mountains of Djarkel. She was adopted in a martial arts monastery based in the mountains, who help travelers on their way to cities. She spent much of her life there, training and living among the artists. She would, at times, assist travelers and traders by escorting them to the nearest city or town, sometimes accepting payment if the monastery needed money. Most of the time she just spent her days training herself, hoping to one day leave the monastery and open up her own sanctuary someone to help others.

When she was sixteen years old, the monastery was attacked. The attackers were not mere bandits and highwaymen, like the ones they've been used to fighting, but demons. No one knew why they came that day and the demons did not make the time to explain themselves. Many of the artists were killed during the initial attack, but after the Master rallied the artists together, they managed to force the demons back into retreat. Meirin was in the thick of it, being one of the first few to be attacked, but also one of the only few to survive. After they repelled the first attack, the Master organized a few artists to find he source of the demon attacks, and Meirin volunteered to go. Though she was young and not the strongest of the artists, she did do quite a number to the demons, and the more experienced artists needed to stay back and prepare the monastery for future attacks.

Originally, the Master only sent a small group to scout for the source of the demon attacks. But Meirin sought vengeance for the death of some of her friends. When She and her group did find the source of the demons, a Demonmancer, she convinced the others to help her kill the mage. She planned an ambush and it almost succeeded, if she did not underestimate the abilities of the Demonmancer. Meirin and the scouting party managed to kill a good number of the demons that served the mage, but when they came to finish him off, they fell into a trap themselves. Meirin was the only survivor out of luck, as she was thrown off a thirty foot drop and left for dead at the bottom of the cliff. By the time she had come to, Meirin's allies had been killed down to the last man, once again making her the only survivor. And even though she also found the corpse of the mage who started it all, it was an empty victory for the price they paid for it.

Years passed. Meirin truthfully told of what happened that day, including her part in convincing the others to help her ambush the mage. She expected to be exiled for her foolishness, but instead she was given a chance to repent. However, while the monastery may have forgiven her, she never could. She became lethargic, sleeping for hours on end and having nightmares that she doesn't wake up from. Her fellow artists tried to console her, but she could never get over the guilt she felt for essentially sending her friends to death for a vengeance that only she wanted. She tried her best to ignore her nightmares and work on her redemption by being kinder to others, helping them when they need it and not being a bother herself. It worked some of the time, but to her it was just a sorry attempt to make up for her own selfishness.

Fairly recently Meirin discovered that she had latent magical abilities which no one in the monastery had much knowledge with. She first discovered her ability with magic when she was practicing a new form, and used some sort of spell that caused her to shoot flames from her hands. She thought she had been cursed somehow and immediately sought the assistance of her fellow artists. Not many knew much in the ways of magic, as even the Master was not a mage, but a few of the elder Artists did know what she may have done. Weaving Magic; an ancient magic that involves movements. The Monastery had once been a place for Weavers, but the practice had slowly died out in favor of more conventional Blood Magics. Nonetheless, they suggested that Meirin go to the mage college and figure out what powers she had within her. After packing up her essentials, she went off to the college and began a new life outside the walls of the monastery.

Good Attributes:
Martial Artist - Meirin is highly skilled in hand-to-hand combat, well versed in both practical and aesthetic applications of her martial arts. She's also well trained with swords, knives, and spears.

Athletic - Meirin Is quite durable and agile, as her training has emphasized those two traits more over than raw strength. Her endurance is indeed almost supernatural, and while she speed isn't quite the same level, it's still better if not as good as some others. Her strength is nothing to dismiss either, as she could throw a growth man a fair distance with astonishing accuracy.

Friendly - Meirin is a nice person, even if others aren't being so nice to her. She wouldn't be the type to ignore someone who needs help, and she'll do it for her own sake rather than any tangible reward. She knows that there are people who would take advantage of her kindness or never appreciate it, but she still keeps up her friendly demeanor for those who aren't going to abuse her attitude or for those who need some kindness.

Bad Attributes:
Narcolepsy - Meirin has a bad habit of falling asleep very easily when she's not doing anything for more than a minute, and it takes a lot to wake her up. She wouldn't wake up until noon if it was up to her.

Nightmares - When Meirin falls asleep, she has nightmares from what she did when she tried to seek vengeance against the demonmancer. Not all her nightmares are like that however, and new ones tend to pop up, but even when she goes through old ones they always put her in shock. Unbeknownst to her, this isn't just survivor guilt: She has been cursed by one of the demons she fought against that day. It was simply an illusion to alter her perception of the fight, but now it grows more powerful the longer she lets it lingers in her mind.

Cocky - Meirin is quite arrogant with her ability as she believes that the time and effort she put into it (Eighteen years or so) has prepared her to face any problem. While the truth of the matter varies on the situation, she's still very confident in her abilities, too much for her own good. She would think that she can single handily deal against opponents who seem weaker than her, despite other factors that she may not be accounting for.

Secret Word: Rebirth
Hidden 11 yrs ago Post by WitchChild
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WitchChild

Member Seen 3 yrs ago

I am having way too hard of time deciding on a character
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