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2 yrs ago
Current I think watching fight scenes can help in general terms with writing combat, since it can give you an idea of flow and choreography.
2 yrs ago
At least if you're writing something you know, with knights.
2 yrs ago
I mean, depends on what you're writing, and the tone and theme of what you're writing. Trained armored knights were legitimately monstrous on the battlefield, so looking up how they fought helps.
2 yrs ago
As much as there's a lot of reasons twitter sucks, I genuinely don't want to see it die for the sake of all the artists who now rely on it. Hoping the shithead stops trying to directly administrate.
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2 yrs ago
roleplayerguild.com/posts/5… If anyone's up for fighting some kaiju, why not try out my new RP, Godzilla: YATAGARUSU?

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Thaln has had a history of conflict. Laying to the southeast of the Kingdom of Velt, and southwest of the Kingdom of Ithillin, Thaln has found itself long embroiled in various forms of conflict. From ideological conflict between the kingdom's nobility, to the clash of warriors on a battlefield. Its history was born from warfare. It is these conditions that resulted in the rise of the Iron Rose Knights.

It was two hundred years ago when an orphaned girl, no older then sixteen, took up a fallen warrior's sword and defended the Mayonite High Priestess Anessa Fasel with her life. Despite no prior training in the art of swordplay, she fended off several armed soldiers and ensured the Priestess's safety. Due to her miraculous defense of the High Priestess, the girl was immediately granted sanctuary and assistance. But her one desire she named above all was to found an order that could defend Fasel, ensure that no harm came to the High Priestess of Mayon. It was here that the Iron Rose Knights came to be.

First lead by the girl, whose miraculous swordplay paved the way for tradition, they began as Knights of the Mayonite Clergy. Since then, successors of the orphaned Elionne Carthet have always been maidens born under a full moon, as the Starlight Saint of Roses herself was. Over time, their purpose changed. Motivated by the Mayonite tenets of the protection of those who could not protect themselves, the Iron Rose Knights slowly began to grow more distant from the Mayonite Clergy.

Two hundred years since their founding, the Iron Rose Knights have become defenders of Thaln and its people. A noble order of knights founded on Mayon's tenets of protecting the weak. Their symbol, over so many years, has remained a Iron Mayonite Rose. A link to their roots, one that will forever remain even if their duty has long since changed to serve the country as opposed to the High Priestess of Mayon. Of course, this change could never have happened if the High Priestess had not chosen to give the Knights' services over to the kingdom.

Since their founding, and the changing of their purpose, the Knights have proven themselves by again and again striking down warlords, bandits, and foul cults.

Now, Thaln is at relative peace. An era of simplicity, it seems, as compared to a past of conflict. The current King and Queen have governed wisely, and their daughter has shown herself to be a popular figure among the people.

The Iron Rose Knights stand ready, to strike at any threats that may rise.

However, can they truly prepare themselves for the danger that lies ahead?




The Iron Rose Knights stand in service of Thaln's people. An elite force that adheres to old tradition, this does not mean there is no dissent in the ranks. One of the chief sources of such dissent is their method of selecting the captains of the Iron Rose Knights.

While no-one can deny the miraculous nature of Elionne Carthet, the first captain of the Iron Rose Knights, the tradition that resulted from her has begun to wear thin on some nobles, and some within the ranks of the Knights. To pick a young girl, inexperienced even if she has fought and trained in warfare and the art of the blade, over those with more experience on the battlefield. And to choose her simply because she was born on a full moon? This has rather resulted in some strife even within the knights themselves in recent years, as the order has grown older.

And the current captain, only recently having ascended to her position, must bear it.

And some nobility even say that perhaps the time has come for such an old order to fade away...




Here's some information crucial to the setting:

Races(ONLY HUMANS ARE PLAYABLE. PLEASE ASK IF YOU DESIRE OTHERWISE. I MAY CONSIDER IT):
  • Humans: Straightforward and coming in many varieties. Humans in Thaln are ruled by the King and Queen of Thaln, living Thaln's Capital of Aimlenn.
  • Elves: Elves, too, come in several varieties.
    • High Elves: There are a handful of High Elven settlements beyond Lethienvel, but they are few and far between. Rarely, a High Elf from beyond the veil will venture into the rest of the world. High Elves boast perhaps the greatest proficiency with magic among their kind. An extremely rare sight in Thaln.
    • Dark Elves: From the Far North, Dark Elves are mysterious folk who dwell so far to the North that the sun rarely pierces the snowstorms. Another rare sight in Velt. Dark Elves are highly proficient assassins and are skilled in the art of stealth and infiltration. Notable for their purple-grey skintone.
    • Wood Elves: The most common variant of Elven kind in Velt, and the youngest, Wood Elves dwell in forest cities and towns. They are fond of solitude, but gracious hosts to visitors who arrive with their permission. Few intruders, however, return alive. Wood elves are known for their skill in archery and hunting. There is a Wood Elf Settlement in Thaln, but finding it is extremely difficult.
    • Desert Elves: The elves of the eastern continent, specifically the Near East. Unfamiliar to most of the people native to Thaln, they are nearly as rare a sight as High Elves from beyond Lethienvel. They are notable physically for their dark, tan skin.
  • Dwarves: Short, bearded folk dwelling in their deep mines and working metal, dwarves have a reputation for honesty, loyalty, and being the most stubborn people you could possibly meet. Dwarves often build vast kingdoms within mountains across the land. The dwarven capital is far North of Thaln, in the great Grey Mountains, home to their most vast halls and the Deep King. Dwarven metalworking is the best by far in the land, but they lack magical capabilities entirely. They are only ever seen in Thaln as traveling parties.
  • Nem: A diminutive race from the deserts of the south, the Nem resemble small humans, commonly reaching heights of around 3'4-3'5. They are universally pale in skintone, with red or yellow eyes and black hair. Nem males cannot grow facial hair, and as a whole they are small and agile but lacking in physical strength. They are also known for being skilled archers, and wielding curved swords(well, more like daggers to the larger races). Their language lacks an equivalent to the letter "B", and some Nem have trouble pronouncing it as a result. They are nocturnal and possess excellent night vision, but during the day their vision is slightly worse than a human's. They also easily burn in the sun and must wear covering clothing to move during the day. Most Nem live in their desert homes, but there are a few found in Thaln as well. They have an extremely low alcohol tolerance. Nem worship a night goddess known as Ila-Nem.
  • The Hundi: The Hundi are a near-human race. On average they are around the average human height, or slightly shorter. What physically sets them apart from humanity is their soft, furred, dog-like ears and tails. Loyal, proud, and honorable, the Hundi are said to be incapable of lying. On every Hundi's sixteenth birthday, they are sent on a journey to practice their highly-valued combat skills and learn about the world first-hand. An unusual custom of the race is their unique marriage rights. An opponent who defeats a Hundi in honorable combat immediately gains the position of that Hundi's fiancee, to be married as soon as possible. Hundi are most common in Ithillin, but some enter Thaln as part of their mandatory quests, or as wanderers or the occasional sellsword.
  • Fairy: Fairies resemble female, human-like children. With the exception of the fact that human children tend not to be six inches tall at most, winged, and wearing clothing made from flowers. Fairies possess translucent insect-like wings, and all fairies are female. They tend to possess a childish immaturity, but they are in fact adults. Fairies tend to be inquisitive and curious, as it benefits such a small race of beings to investigate their surroundings thoroughly. Their curiosity extends to when they meet new people, as well. Fairies are mostly harmless, the worst they seem to be able to bring themselves to do being mischevious pranks upon other, larger races. However, harming or killing a fairy will bring the anger of other fairies upon the perpetrator, and they carry a large amount of sharp objects and know how to aim for the eyes and throat far too well. Fairies cannot die of old age, and only violence or disease can kill a fairy. A common sight in Thaln's forests.
  • Nagas: One of the monstrous races, and an extremely uncommon sight outside of the wilds, nagas are human until you reach their thighs. For, from the thighs down, a naga possesses a strong, thick snake tail instead of legs. Nagas are carnivorous and possess sharpened teeth, though no naga dwelling in Thaln is venomous. There are various races of naga across the lands, though only one dwells in Thaln. A naga's tail is incredibly strong and remarkably dangerous.
  • Harpies: A mountain-dwelling monstrous race, harpies are an unusual race of beings in that they are entirely female, relying on the males of other races for reproduction. In place of arms they have a pair of wings, and therefore lack hands and cannot create clothing or tools easily. Harpies dwelling in towns or cities often live with a roommate of another race in order to be dressed properly. A harpy's bird-like feet are highly dexterous and possess sharp claws, and their wings are strong enough to easily break a man's arm. They are light due to their hollow bones and highly cold-resistant. On average they are somewhat shorter than human females.
  • Orcs and Goblins: A pair of closely-related races, Orcs are on average a head taller than a human man, and are very burly and powerful. Goblins are far smaller and are wiry and thin. They usually possess sickly green or grey skin, and are violent barbarians who pillage and steal from others. Orcs are generally found roving in warbands, while Goblins often hide in deep, dank caves. Both Orcs and Goblins are known to eat the flesh of other races. Orcs often ride boars, often given aggression-boosting herbs.Not playable, even if you ask.
  • Trolls: A relation to Orcs and Goblins, Trolls are tall, muscular, and dim-witted beasts. Eating anything they can get their hands on, trolls are more monsters than they are sapient beings. Orcs often use them as attack dogs of a sort, filling them with aggression-boosting herbs. Not playable, even if you ask.
  • Mindless Undead: Undead reanimated by a source that does not retain their mind. These undead can be revived at any point after death, and unlike sapient undead their bodies are not preserved. Rotting corpses or skeletal warriors, mindless undead crave flesh and will attempt to consume it even though they are incapable of digesting it. With the aid of guiding intelligence, such as a necromancer, mindless undead can wield weaponry. Necromancy can also raise mindless undead. They may also occur in places of great violence or magical disturbance. While a bite from a mindless undead can cause unpleasant infection, they are usually no great threat to a prepared warrior. Mindless Undead are considered an abomination by the Dual Church of Reon and Mayon, and are exterminated whenever possible. Not playable, even if you ask.
  • Giants: A race of huge humanoids, often ranging from seventeen to twenty-five feet tall in height. They resemble, quite simply, enormous humans of either gender. They are extremely strong and physically capable, but few giants ever posses the capability of performing magic. Velt's Giants live in small settlements resembling human villages, but there are giants with a more tribal civilization further south. In spite of the size difference, half-giants are possible. They tend to be around ten feet tall and have immense strength.


Locations:
  • Thaln: A land covered in forests and plains, Thaln has had a remarkably bloody history. However, in recent times there has been a period of relative peace. The last notable conflict was the War of the Red Flag, between the Kingdom's armies, including the Iron Rose Knights, and the forces of the rebellious noble Anzel Cazt and his allies. It ended in a resounding victory for Thaln's forces and Cazt's soldiers were crushed, the noble himself struck down by the Iron Rose Knights' previous captain. However, she died shortly afterwards from her injuries. There have been several years of peace since then, but only recently was a replacement captain of the Knights had her sixteenth birthday and was instated. Notable landmarks include the Brennan Forest, home to the White Stone Shrine. Its capital is the city of Aimlenn, home to the Mage's College and Candaeln, home of the Iron Rose Knights.
  • Velt: The country of Velt, northwest of Thaln, is a vast land composed largely of plains and forests, with a few notable mountain ranges(such as the Northern mountain of Cahladren, home to the dwarven city of Draz'khzidra). The River Nirinel runs through the heart of Velt, and the Veltan capital of Meridan is situated on its Southwestern bank.
  • Ithillin: The land to the northeast of Thaln, ruled by King Indril of Calthir. Similar to Velt in climate and geography, though lacking in the mountainous regions to the North, Ithillin has a bustling trade with both Thaln and Velt. The country's capital is Calthir, situated to the northwest. Deep in the southeast their lies the Black Pit, Talderia, a foul crater given a wide breadth by all but the most insistent of adventurers.
  • The Veil of Tears/Lethienvel: The famed, or perhaps infamous, rushing wall of water dividing the western land of the High Elves and the lands east of them. There are gate-ways between them, though the water. There is no visible source, and yet somehow it appears to flow. Though somehow, it is difficult to tell if the water flows up or down. Its infamy stems from a tragic event in the history of the High Elves, the first occurrence of the spilling of High Elven blood by other High Elves. The tragedy and regret from this incident gave the location its name, and to this day many High Elves still have reluctance to cross the Veil. However, there are some settlements on the opposite side of the Veil.
  • Orodagor: In the land Northeast of Ithillin lies the shattered remains of a relic of a long-passed age. Orodagor, the Black Fortress, was a stronghold for the armies of Hidroroth of the Dark. Hidroroth, the poison existence born from the utter fall to evil of one of the world's deities, sought to paint the world in shadows an consume all life in a shroud of darkness. He was slain, ultimately, in the Battle of Inmoorn, thousands of years ago, his spirit left to the judgement of the Gods. Orodagor was one of the remnants of this long-passed age, abandoned for centuries. However, nearly eight-hundred years ago, a new figure appeared and made her stronghold here. The Witch-Queen of Orodagor, as she came to be known, threatened Velt and all the lands around it by sending her coven of witches to overtake the lands. She was apparently slain at Orodagor in spite of her incredibly powerful magic, but rumor has it she did not perish here.


Other:
  • The Church of Reon/The Church of Mayon: The largest religion among humans in Thaln, originating from Velt, this dualistic religion worships both the Sun Goddess Reon and the Moon Goddess Mayon. Both Goddesses, it is said, cannot be separated from one another. Reon's symbol is a highly-stylized lily, and Mayon's is a similarly-stylized rose. Chapels to the goddesses are paired, and adherents focus on either one or the other. Paladins of both goddesses are a common sight, with Reonite paladins being highly aggressive combatants while Mayonite paladins are often more intended to keep peace. The religion is deeply anti-slavery, and Reonite paladins are often deployed to break slavery rings and free those being sold through them. Worship for either sect features the sacrifice of lilies for Reon and roses for Mayon. In Thaln, Mayon worship is more common then Reon worship, but both goddesses are revered.
    • Reon: The sun goddess Reon is believed to have the form of a beautiful maiden. While unimpressive in stature in spite of her nature as a deity, it is said that the goddess possesses a fiery nature. She is described as having fair skin, flowing, long blonde hair, and alert blue eyes. She is clad in red and gold robes. Reon is said to have a palace on the surface of the Sun, a paradise that all her worshippers go to after death. Naturally, the aspect most strongly symbolizing her is fire. Lilies are even burned to be sacrificed to her. The weaponry of Reonite Paladins is often enchanted so that it is capable of in some way channeling this divine fire. Reonite Paladins are highly aggressive fighters, their purpose being to destroy evil.
    • Mayon: The moon goddess Mayon also takes the form of a beautiful maiden. She is taller than Reon, with shorter, black hair and somewhat darker skin. Her eyes are a soft shade of amber. She wears robes of blue and white, and like her counterpart possesses a palace, though naturally hers is situated on the moon. The aspect that most strongly symbolizes her is water, for water is directly effected by the phases of the moon. Incorporating water into weaponry in a direct manner is difficult, so unlike Reonite Paladins, Paladins of Mayon do not often use such enchantments. They are more protective, often wielding enormous tower shields for the purpose of defending themselves and the innocent from evil. Roses a cast into the water as a sacrifice to the Moon Goddess.
  • Magic: Many races possess a natural internal source of mana. However, not everyone has enough to achieve the status of a mage. Magi are practioners of magic educated by a tutor or by a Mage's College, honing their skills in order to cast a variety of spells. Spells require some concentration and the ability to cast, using chants ranging of at least one word. Stronger spells require more words and therefore take more time to cast. Running low on mana is dangerous as it may strain the caster's body, causing them to lose consciousness or worse. Magic users educated outside of the accepted systems are known as witches, and are viewed with no small amount of suspicion.





So, um, basically to summarize this is an RP about an order of Knights in a conflict-filled country, taking place in a fantasy setting filled with all kinds of different fantasy-related things. Of course, Thaln has less interaction with some of the other races then some other countries do, but it's a fantasy RP nonetheless.

I'm not going to be the only one guiding this RP, as well! My friends @Raineh Daze and @Rune_Alchemist will be joining me as co-GMs!

Additionally, for the sake of maintaining a consistent pace, we will be enforcing a strict posting schedule for this RP. Players must post at least once a week, barring outside circumstances interfering, and inform myself or one of my fellow GMs if they are unable to make it. Players who do not post at least once a week may face removal from the RP after two weeks.

A final note, as indicated by tags, there's heavy anime influence in the setting and this RP.




Bios:
  • Name:
  • Age:
  • Gender:
  • Race: Human(unless you discuss it with me AND your idea is approved. Nonhuman Iron Rose Knights must be an extreme minority)
  • Appearance:
  • Personality:
  • Brief Backstory:
  • Equipment:
  • Skills:
So...

Unfortunately, I'm going to have to announce the closure of this iteration of Blades of Iron Roses. It's been fun, everyone who stuck around to the end.

However, that doesn't mean that this is the end.

A restructured reboot is incoming, with some changes I think will greatly help the RP's pace! Keep an eye out, it's coming soon!
A rough journey, wasn't it?

There was no denying that the travel to Béziers wasn't a pleasant experience. But at the same time, there was no point in complaining about it. There was no reason to raise her voice about the cramped conditions, the shifting, bumpy route they were taking. Regardless of how uncomfortable it made her personally, none of it mattered.

Because it was their duty. They were here with a purpose.

And Flare was bound to her purpose. Unshakably so.

And as such, determining the fate of the Branch Office was chief in her mind. Any personal discomfort could be easily ignored. Were the personnel in danger, they would be rescued. This goal was in mind without any doubt in herself. She would pursue it to the end.

If they had sold out to a local conglomerate...

Disloyalty like that was unacceptable. She would pursue the capture of the traitorous personnel to the fullest.

Flare was often considered harsh and uncompromising, but in her mind this was the only way. Those who were disloyal and betrayed the trust of others earned nothing less than the fate of a traitor. To the Draco, there was no other way that one could be conducted. She couldn't accept traitors.

But hopefully, that was not the matter they would be dealing with here in Columbia. Hopefully, they would be sorting out whatever had cut off communications, be it sabotage or some sort of attack. Hopefully, they were on a rescue mission at worst.

"Were there any disturbances prior to the loss of communications?" asked Flare, when Wisteria prompted the operators, "Even if it doesn't appear obvious, there's a chance that even the smallest disturbance could be tied to the current situation."

@Raineh Daze
While Fio was glad that Niall had not been captured, she was not exactly happy to hear about how likely they'd be facing that Tuatha man again. Not that there was any chance she would lose in a fight with him. No, no, the Sword Witch still maintained perfect confidence in herself. Rather, it was more a matter of how irritating he would be this time if he appeared. Still, the Owl Knight's information was intriguing, to say the least.

The Fomorians were using people to create some sort of abominable constructs. Out of everything that Sir Niall said, that was what caught her attention the most.

Was it merely some twisted experiment, or were they intending to perform a large-scale raid? Did these actions have anything to do with the Wings of Dark? These were the questions that ran through the small girl's mind as she adjusted her hat and leaned forward.

"Were you able to glean any further information? Did they appear to have any goals with these... aberrations? Or was it all just for the sake of evil experiments and plundering?"

@Rune_Alchemist@Pyromania99@FrogRFlowR
@Raineh Daze: Accepted.
"Y-y-you...!"

She'd been trying to be mature and comfort the Queen, only to have her hair ruffled like she was a little child!? And that embarrassing comment...!

The pout on Fio's lips likely didn't help with that childish impression, as the petite little Witch folded her arms across her chest in irritation.

But the mood changed once again, as Sorcha discussed her feelings on attempting to live up to the King. Regardless of her true nature, it was difficult to feel that those sentiments were anything but genuine. Fio couldn't deny them. Besides, they really did have an important duty to attend to at the moment.

Further stories could wait.

Fio reached out, allowing herself to be pulled to her feet, her delicate little hand in the Queen's as she brushed herself off lightly. She was about to offer more words of comfort, when-

"D-Drunken tryst?! I-Idiot! F-fool! U-Unfit Royal!"

It should have come to no surprise that her sword materialized almost instantly, the flat swinging down to smack the Queen squarely on the head.

@Rune_Alchemist
@RBYDark: Accepted.

  • Name: Lisabelle Salwet
  • Codename: Flare
  • Race: Draco
  • Personality: The stalwart blade of Victoria, who will stare death in the face and never back down. Flare carries pride in her heart, for the martial tradition of her family. Even now, after contracting oripathy and leaving her homeland and duties behind, Flare has not forgotten the purpose behind her training. She does not back down, she does not surrender. Of course, she is not a foo who takes battle lightly. Her self-assuredness is not misplaced, nor does it mean she is incapable of self-reflection. Flare is possessed of excellent judgement, and while her attitude can sometimes seem aloof and cold she is in fact quite dedicated to ideals such as protecting the innocent and the safety of her allies. In spite of this, there's more then a few of her fellow Operators who see her has overly harsh and uncompromising. Flare is especially cold towards those who chase personal glory at all costs, and those who do not value their allegiances. But beneath this steely exterior, there is a sense of failure. Of guilt, at having to leave the one she was supposed to protect behind. A longing to at least see her again someday. This guilt is perhaps one of the reasons Flare has a special care for children, especially young girls. It's simply difficult for her no to feel emotional attachment towards those who remind her of the one she was once charged to protect. Regardless, Flare is a dedicated Operator with a strong sense of duty, who will not falter in order to complete her tasks. At times, this may be a danger to her own wellbeing, as she will push her body far beyond its limits in order to complete her task.
  • History: With a legacy of military service both on the frontlines and as guards for nobility, it was only natural that the young daughter of the Salwet family would enter into the same life as her ancestors did. Enrolled in the Victorian Royal Guard Academy, Flare excelled in her lessons, taking to them as naturally as she breathed. While she carried herself with pride, and did not hesitate to mention her own capabilities, it was not in the form of bragging. Rather, it was simply as a statement of fact. To do anything less would be a disservice to the legacy of her ancestors. To the name of the Victorian Royal Guard Academy. It was this matter-of-fact approach to her own combat abilities that ignited anger and jealousy in some of her classmates. The praise Flare received only caused those feelings to burn all the more hotly.

    It was perhaps unsurprising Flare found herself challenged.

    The outcome was obvious, at least in her mind. She claimed victory, leaving her jealous classmate on the ground, floored in seconds.

    The incident was quite a stir, at the time, but eventually things quieted down. After all, it was a simple challenge with no serious injuries.

    Flare had no idea that her words of praise towards her opponent could have ignited even deeper feelings of hatred among those who already nursed envy.

    Flare graduated from the Royal Guard Academy with honors, and soon become a guardian for the young daughter of a high-profile noble family. The girl's mother, a woman whom Flare knew in her youth and considered an elder sister, was overjoyed to know that someone like Flare would be handling the protection of her child. The young girl, named Bethany, was initially shy around Flare but came to be quite friendly towards her. Just as Flare once saw her mother as an older sister, Bethany came to see Flare as an older sister. Albeit one tasked with destroying any threat that the little girl faced.

    It was after a series of threats against Bethany's family that Flare lead an increasingly heightened security detail. Indeed, Flare slew several would-be attackers shortly before the final incident.

    An explosive was detonated at a public park.

    Flare used her own body like a shield, curling herself around Bethany's body.

    The little girl survived. Through some miracle, so did Flare herself.

    Bethany's father did not.

    It was only after medical treatment for her injuries that Flare discovered she had contracted oripathy from the explosive. Soon after, she learned that the woman she once saw as an elder sister could no longer even look at her without being reminded of her husband's death.

    The ultimate perpetrators behind the explosion were never found.

    It is in this state that Flare left Bethany's security detail, and after performing some work as a mercenary and swiftly earning a name for herself in that profession, she found her way to Rhodes Island.
  • State of Infection: Infected. Lesions are largely internal, resulting in occasional coughing fits and minor internal bleeding. Rest is recommended during these periods of weakness. Please do not ignore this recommendation again.



  • Skills: Possessed of exceptional skill in swordplay, her primary method of combat. Flare is swift and precise in battle, utilizing a combination of her arts and her blades to inflict damage rapidly. She excels in conflict on-foot, but is weaker against long-range high-impact attacks.
  • Abilities: Flare's arts allow for the manipulation of the Thermal Energy State. Particularly, this allows her to generate flames by rapidly introducing heat. She can use this for short-range attacks, igniting her weaponry, and even causing small close-range explosions. In particular, she often uses this to armor-piercing effects by penetrating a hard target with one of her blades and then causing flames to erupt inside of it.
  • Equipment: Flare carries two sabres as her primary method of combat. However, stored within a special case she carries during combat is a sword gifted to her by her grandfather, Solais. A straightsword of considerable length, Flare reserves it for serious opponents whom require a further edge in combat. Solais has a constantly burning edge, which can be greater enhanced by Flare's arts. When used in conjunction, it is capable of releasing a wave of searing heat that can melt even sturdy armor and burn away flesh and bone in an instant, though it requires some time unsheathed to build enough heat for this purpose.
To be honest, there were more then a few reasons why Aleksiya didn't want to try breaking the gate down herself. For one, it was a part of this city and a valuable barrier. For the other, she wouldn't be able to stand being unable to do it. She couldn't let anyone see her fail. It simply wasn't an option, and she unfortunately couldn't be sure about her own capabilities given how hungry she was. Thus, the petite vampire really had no choice but to follow Giselle's lead.

Thankfully, it seemed this choice was a fruitful one.

The small door led them into a fittingly unimpressive room, but at least it was shelter away from all those obnoxious skeletons and whatever irritant was pursuing them. She'd pay it back tenfold for forcing them to rush in such an unbecoming fashion.

Unfortunately, this particular bit of shelter was not unoccupied. There was another tenant, and sadly it wasn't even an interesting one. A dried out, desiccated, leathery corpse that didn't even appear to have any blood left inside of it. Was that all they were going to encounter here? Aleksiya was so hungry, too!

She was already preparing to cast a spell when it suddenly screamed, letting out an awful, deafening shriek that left her ears ringing. Putting one hand to her head, the small vampire winced as she took aim. So shortly after she awakened, and she's met with such an obnoxious sound!?

"Shut up!"

A ball of ice formed at the tip of her finger, surrounded by circles of light for a moment before being sent hurtling through the air, aimed squarely at the undead's head.

@Rune_Alchemist@Click This
@Raineh Daze: I think Flare is all done!
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