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    1. Cubix 10 yrs ago
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6 yrs ago
Current Found a new job that I hope I'll love! :D Gonna get to posting!
2 likes
6 yrs ago
It's been a while. I think I'm ready to start again.
8 yrs ago
To all my partners, I'll start writing again next week :D A few things came up, and I need to prioritize them. My burst writing spree this week has officially ended XD
8 yrs ago
I typed out two replies to my RPs in one day rather than my usual 1 Reply = 5 Days ratio. I'm feeling pretty good and inspired.
6 likes
8 yrs ago
A'right :) Managed to complete a lot of my responsibilities. Replies will soon rain from the sky... in a few days.
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Most Recent Posts

Oswald and Darius are both accepted :)

Remember that every surviving member of the guild has been lying low, which means, no blatant military activity whatsoever. So, both Oswald and Darius would have been doing something else alongside their intel gathering activities (e.g Flower Vendor or a Cook). That way, anyone who would be late in joining the RP would have a good place to start.

Oh, and don't worry, Wizard, I'd prefer to wait until the slots would all be filled before I start. If the ones from the interest check aren't coming, I'll be opening the sign-ups for other people. So, no worries.

Please post your CSs in the Character tab.

Thanks!
I'll be reading the CSs soon :D Need to get some shut-eye since the colds are beating my immune system for some reason. Cheers!


Akriel N. Sandalphon


21

Akriel was known as one of the guild's most cheerful members, often putting up a smile whatever happens. However, after the massacre of the Seraphs, Akriel's demeanour changed drastically. His tongue began to spit even the vilest of words, especially when talking about their enemies. The smiling lad's visage was replaced by that of a man who had seen the lives of others flash before his eyes. Still, Akriel maintains his caring and soft attitude when it comes to his sworn brothers and sisters, often putting them ahead of himself. Another thing that changed was Akriel's view of power. Before, the naivety of the lad made him boast so much of his guild but, now, he despises those that think their power is enough for any situation. In short, Akriel despises the very naivety that he had once possessed. Since anger is the one fuelling Akriel's quest for vengeance, the fallen seraph is dead-set on accomplishing his journey of redemption... perhaps, even at the expense of his brothers-in-arms.

Aether Potential Affinity
Akriel's magical affinity is Poison. The lad's blood is already poisonous in itself. Another perk to his affinity is his decent resistance to almost any type of poison, given that he doesn't intake too much. Note that he is resistant, not immune. Deadly dosages can still prove fatal to him.

Aether Artefact
Sword Vulcan
This arcane sword allows Akriel to channel his magical affinity to the blade, giving the sword an ominous green glow. In addition, Akriel cause the blade to liquefy into a poisonous liquid that he can use to envenom his enemies' open wounds. At his current level, Akriel's abilities are still mediocre.

Skills

Master Swordsman - Akriel is an expert in swordsmanship, being able to master the different types of sword techniques from the different disciplines. However, he is quite poor in the field of his magical affinity, causing Akriel to rely more on his swordsmanship than his magic. The lad is confident in his ability to duel multiple foes, however, a sword is still a sword-- range attacks will prove to be trouble for him.

First-Aid Learned - Akriel knows the basic methods of binding and curing wounds. Graver wounds are out of his league.
Note: Do not post your character here until it is approved.


The Seraph's Wings


"You all know what to do, right? They ain't gonna get away with this.
We'll kill them all... down to the last cell until their very memories are erased from the tapestry of history."
-Akriel




The Current Cast


Akriel Sandalphon
"Hearts of ice would never bleed again."

Oswald Crowley
"Brothers to brothers; none shall be greater than all."

Darius Crowley
"Sometimes, gold is heaver than life."

Zen Thrash
"There are some masks we never take off."

Itzal Black
"The heart is where the darkest of rivers flow."

Korvus Brightwater
"Age defines more than just power; it defines wisdom."

Azrael Nemamaiah
"Any kingdom reflects its rulers."
1. No problem with that :D
2. Thank you for bringing that up! We'd probably go with flintlocks and muskets. Cannons might also be there but not that common.
roleplayerguild.com/topics/83658-mid-h..

Here's the OOC. I'll be closing the sign-ups for now to allow priority for those who have expressed interest earlier. Looking forward to playing with you!
Interest Check Thread: roleplayerguild.com/topics/83614-mid-h..

FULL


---

Magic


Magic exists in the world, however, humans do not have the natural affinity for it. For starters, gifted humans are born with the aether potential, which is to say they have potential magical affinity. However, before these gifted ones can use magic, they have to use a conduit that acts as the medium of the Aether and the human host; a tool to represent their magic, if you will. Hence, sorcerers always have a magical item with them that allows them to perform their magical affinity like staves, runes, gauntlets and the like. These Magical Conduits are not easy to find, much less create. Some of these artefacts are extremely pricey in the black market. It is not uncommon to see magic users carrying multiple staves or even a lot of magical artefacts, however, the more they carry, the slower they move and the more prone they are to attacks.

An example of this system would be, for example, Person A has a fire-based aether potential. Thus, if Person A wields a magic-infused blade, the sword can be imbued with fiery attacks as well as being able to manipulate fire due to the user's aether potential being channelled through the sword.

There is one dangerous thing about magic, though. Unlike hand-to-hand combat where the fighters merely deplete their physical strength, magic users, after depleting their physical strength, can still use magic by drawing upon their own life energy. This makes their spells stronger and more efficient, however, it reduces their lifespan and, to a point, it can kill them.

Timeline


P.A refers to Pass Amorra which refers to the era after the supreme deity, Amorra, sacrifices himself to create the earth according to legends.


The Situation


After the monarchy's defeat at the hands of the Ninrus Elders, the whole nation was placed into a state-of-calamity. Ninran soldiers can do whatever they want without consequences and the vualranians have to hide wherever they go. The very concept of justice, freedom and peace are more than just ideas; they are perspectives. In short, the newly conquered Vualranur is very unstable with Ninran spies and soldiers lurking all around.

Thus, the survivors, along with prince Azrael, have hidden themselves from the world. They did menial jobs, changed their names, became a slave, became a prostitute... you name it. Of course, all of these hiding were not for naught. Before parting ways, Akriel had given each member a solid instruction:

"In two years, after the world would believe that the Seraphs are no more, go to the place where the four founders lived and died. Ask the one in charge for the room of Lord Nemamiah. We'll see each other soon."

Of course, the instruction pertains to the city of Salome, specifically, the Drabanom Inn. The four founders are not buried in one place. In fact, the four are scattered; one is buried in the north, the other south, another west and the last one east. The centre of these four burial sites all point to the aforementioned inn. Significantly, Drabanom was the place where the four founders first met each other. Thus, every member of the Seraph knows that the place where the founders 'lived' and 'died' pertained to that one inn.

Character Sheet


Appearance
(Image or Description will suffice)

Name
Age
(The youngest guild member allowed is 17. For this roleplay, the younger members are the only ones who survived. Hence, the oldest can be 25)

Personality

Aether Potential Affinity
(The magical ability of your character. Make sure to explain that ability briefly. If your character has no magical ability, remove this portion)

Aether Artefact
(The magical artefact your character uses to channel their aether potential. Explain how the artefact channels the affinity. If the artefact is a sword, does it burst into flames if the user has a fire affinity? If it's a stave, does it release lightning bolts if the user has a lightning affinity? Again, if your character has no magical affinity, remove this portion)

Skills
(Anything that is not magical. Examples can be 'Master Swordsman' or 'Master Archer', to name few)


*Note: The character sheet does not involve your history because I really encourage everyone to talk to one another in the RP, find out each other's history as it goes on. Besides, it really allows some flexibility so that you can build your character's past as we go along.

Technology


In this medieval world, the strongest of nations boast a proud technological advancement of flintlocks, muskets and cannons. While most prefer the quick and elegant movements of the blade, it is far more practical for soldiers to fire off a more damaging bullet. Mostly, riflemen operate in specialized divisions with the majority of ranged formations making use of bowmen and crossbowmen.

Great post! I would love to have Crix answer him but since the lad is not from Freyea, that responsibility would be better left to the prince and princess of the aforementioned kingdom.
Interest Check Thread: roleplayerguild.com/topics/83614-mid-h..

---

Magic


Magic exists in the world, however, humans do not have the natural affinity for it. For starters, gifted humans are born with the aether potential, which is to say they have potential magical affinity. However, before these gifted ones can use magic, they have to use a conduit that acts as the medium of the Aether and the human host; a tool to represent their magic, if you will. Hence, sorcerers always have a magical item with them that allows them to perform their magical affinity like staves, runes, gauntlets and the like. These Magical Conduits are not easy to find, much less create. Some of these artefacts are extremely pricey in the black market. It is not uncommon to see magic users carrying multiple staves or even a lot of magical artefacts, however, the more they carry, the slower they move and the more prone they are to attacks.

An example of this system would be, for example, Person A has a fire-based aether potential. Thus, if Person A wields a magic-infused blade, the sword can be imbued with fiery attacks as well as being able to manipulate fire due to the user's aether potential being channelled through the sword.

There is one dangerous thing about magic, though. Unlike hand-to-hand combat where the fighters merely deplete their physical strength, magic users, after depleting their physical strength, can still use magic by drawing upon their own life energy. This makes their spells stronger and more efficient, however, it reduces their lifespan and, to a point, it can kill them.

Timeline


P.A refers to Pass Amorra which refers to the era after the supreme deity, Amorra, sacrifices himself to create the earth according to legends.


The Situation


After the monarchy's defeat at the hands of the Ninrus Elders, the whole nation was placed into a state-of-calamity. Ninran soldiers can do whatever they want without consequences and the vualranians have to hide wherever they go. The very concept of justice, freedom and peace are more than just ideas; they are perspectives. In short, the newly conquered Vualranur is very unstable with Ninran spies and soldiers lurking all around.

Thus, the survivors, along with prince Azrael, have hidden themselves from the world. They did menial jobs, changed their names, became a slave, became a prostitute... you name it. Of course, all of these hiding were not for naught. Before parting ways, Akriel had given each member a solid instruction:

"In two years, after the world would believe that the Seraphs are no more, go to the place where the four founders lived and died. Ask the one in charge for the room of Lord Nemamiah. We'll see each other soon."

Of course, the instruction pertains to the city of Salome, specifically, the Drabanom Inn. The four founders are not buried in one place. In fact, the four are scattered; one is buried in the north, the other south, another west and the last one east. The centre of these four burial sites all point to the aforementioned inn. Significantly, Drabanom was the place where the four founders first met each other. Thus, every member of the Seraph knows that the place where the founders 'lived' and 'died' pertained to that one inn.

Character Sheet


Appearance
(Image or Description will suffice)

Name
Age
(The youngest guild member allowed is 17. For this roleplay, the younger members are the only ones who survived. Hence, the oldest can be 25)

Personality

Aether Potential Affinity
(The magical ability of your character. Make sure to explain that ability briefly. If your character has no magical ability, remove this portion)

Aether Artefact
(The magical artefact your character uses to channel their aether potential. Explain how the artefact channels the affinity. If the artefact is a sword, does it burst into flames if the user has a fire affinity? If it's a stave, does it release lightning bolts if the user has a lightning affinity? Again, if your character has no magical affinity, remove this portion)

Skills
(Anything that is not magical. Examples can be 'Master Swordsman' or 'Master Archer', to name few)


Excellent! I think I can open up to 7 slots since we have six applicants. I'll be fixing the main thread soon. Thanks, guys!
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