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The Chosen: RP Hardcore Mode [OOC / Maybe Accepting / PG-16]

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"You have been Chosen"

As you hear these words your thoughts immediately turn towards the myths. A prophecy that states that, when the world needs them most, 9 heroes will be chosen by the Elemental Spirits to fight evil itself. In the form of Demon Gates hidden throughout the land. Wicked contraptions that connect the world of Fantalius to the Demon Realm. For the past two-hundred years Fantalius has been dying. Monsters, evil humanoids, and worse have control of the land. The common folk are forced to cower in their cities, traveling only by protected caravans. While adventurers can travel as long as they keep their wit about them, it's a constant struggle against death just to make it to the next city. However you, and 8 others, have been given a chance, and a destiny. If you take it upon yourself it is guaranteed to be an adventure full of risk. However if you succeed in destroying the Demon Gates and bringing peace back to Fantalius you will be hailed as heroes.

You are The Chosen. Now step forward, brave adventurers, and embrace your destiny!

Rules

Spoiler

1. All Site rules apply

2. Character death can happen. This is the warning. By joining you agree that I may kill your character at any time (I will of course not do so unfairly)

3. Everyone is expected to keep track of their inventory and stats. If you do not I shall do it for you and you'll get less than you normally would.

4. If I tell you information in private repeating said information without my okay will be reason to kick you from the RP

What is this?

Spoiler

More or less it's a Fantasy RP based in the more traditional ideas of fantasy. Dungeons and Dragons, Dragonlance, etc etc. Your characters will generally focus on either magic or physical skills, though each Chosen will have at least a small amount of magic due to the Spirits. Mixed is possible, but also rare.

The RP will be, as the title suggests, Hardcore. This does not mean you need to be the best writers, or the most detailed. However it does mean that if your character messes up enough they can and will die.

That's right. Character death will be a very real risk. And you can bet I will be sending challenges your way. Nothing insurmountable, but certainly not going to be winning fights easily.

Races

Spoiler

There are several common races of Fantalius. However several more minor races exist among the people. The common races are as follows:

Human: Generally fairly sturdy, potential for great strength, balanced all around. This is the most common of the races, and many leaders tend to be Humans. They often have very strong morals and are loyal to their causes. Reaches adulthood at 16 years.

Elf: Smaller than humans but with more vitality, a sick Elf is a rare sight. They are long living compared to the other races, living 10 years on average for every 1 human year. They count 200 as “adult". Generally more conservative than the other races.

Orc: Naturally strong, this is a race of warrior people. Proud and determined is the common traits among their kind. Larger than humans, but on average less intelligent and with less varied skills. They are called barbarians by most of the other races, however they often have great connection to the world. They age at a quarter faster rate than Humans. For instance a 12 year old Orc would be 15 in human terms.

Draken: A rare and elusive race, Draken are a reptilian race who are said to have dragon blood in them. Are around the same size as Orcs. Naturally connected to one of the elements, Draken have the ability to breath some sort of magical attack related to their natural element. Though they struggle with most forms of magic beyond this. Their scales tend to be a color associated with one of the elements. They have the best instincts of all the races, and live about half long as Elves. Though they grow to maturity much quicker, reaching adulthood at 50 years. (Note: If you chose to be a Draken I will be especially harsh on judging your character.)

Halfling: A race of small folk, not exactly height of Humans, despite the name. They usually stand at around 4 feet tall, however. They are often very social, adventure loving, and liberal folk. They have high potential for learning new skills and are quite nimble. They age at the same rate as Humans but they reach adulthood at 14.

Dwarf: A sturdy and squat race, similar in height to Haflings but much wider. They tend to be a very stubborn race and the men sport long beards with pride. Even the women have some facial hair at times. They are rumored to have founded Fire magic, though they aren’t very adapt with magic usually. They age at a third the rate of Humans and consider 90 years old to be “true" adulthood.

Auran: Thought to be somewhat related to Draken. Auran are a tall race whose skin takes on various shades related to the elements. They have strong connection to magic and are said to be the most naturally talented in magic. It’s said that they used to be more common, and were key to forming the initial connection the world had with Spirits. They are sensitive to magic and can become ill in the presence of tainted magic. Auran can choose to stop physically aging after 30 years of life, however otherwise age the same as a Human. (Note: Same with Draken, will be harsh with judging Auran characters)

Lycan: A race of people who transform into powerful human-animal hybrids. They tend to lurk on the outskirts of society, and can be quite aggressive if provoked. They struggle with containing their animal side and are thus not allowed to stay for long in any city. Not much is known about them, however it's theorized they were created by man years ago. When not in hybrid form they are slightly stronger than Humans, but this strength increases greatly once transformed. (Note: Not allowed for PCs)

Vampire: A parasitic race that need to feed on blood of other races to survive. If allowed to drain a body completely the victim will rise as a Vampire. They are strong and fast, though not as much as a Lycan’s hybrid form. They are treated even less friendly than Lycans and are not allowed near a city without being watched constantly. Immortal, but killable. They become sick if exposed to sunlight. (Note: Not allowed for PCs)

Other: Other races are possible, if you talk to me about it, but will not be allowed often.
All of this isn’t set in stone though, variations are possible. This is more/less a guideline.

Spirits and Elements

Spoiler

The Spirits come from a separate realm, connected to the Mortal Realm. In the beginning it is thought that the Spirits created life in the world and they are generally treated with respect. In their Realm they tend to mix and mingle freely, moving about without any limits. Magic is a natural ability some in the Mortal Realm have. They use the power of these Spirits to shape the world and cast spells. However should they fail in the casting, or get interrupted, there is risk of the magic back-firing on the caster.
Each Spirit can take many different appearances when interacting with mortals. From a regular person, to a winged human, to a pile of rocks. They tend to vary from 1 to 6 feet in height. They cannot interact with anyone besides fellow spirits or Chosen. However they can become visible or invisible at will.
They have a special interaction with their specific Chosen. They can be “absorbed" temporarily to give boosts to abilities, unique magic spells, or a special weapon, among other effects.
There are 9 Elements of magic in Fantalius and they are as follows:


Earth: The power of the earth itself, pulling strength from rocks and ground. Generally focuses on protection and defense. Common abilities include forming walls and toughening the body.

Wind: The power of whipping wind.  Generally focuses on movement and travel. Flight, transportation, etc. Common abilities include gusts of wind, and short range teleportation.

Water: The power of raging water. Also has to do with movement, however it’s a much less focused magic as it deals with other aspects as well. Including illusion and minor healing, specifically regeneration.

Fire: The power of blazing flames. Focuses on pure destruction. The simplest of the elements, but also the most difficult to control.

Thunder: The power of storms and energy. Another destructive magic. However it’s a more focused form, though one that can backfire dangerously. It also deals with enhancing the body’s abilities, and various electrical applications.

Ice: The power of chilling ice. The third and most subtle of destruction magic. Its a slower, more delicate, kind of power. Dealing in freezing and wide-spread attacks as opposed to the the other elements. However many who wield ice have found unusual ways to use this power.

Light: The holy power of light. A magic said to be linked to the mysterious Gods of the land, who are thought to exist, and created the world and its Spirits, but are otherwise unknown. It deals with healing and protection. Its healing is more powerful than waters, and its protection is weaker than earth’s, less solid.

Dark: The power of consuming darkness. A rare form of magic that is usually subtle in application. It often deals with necromancy and curses, weakening the enemy and using their own bodies against them. Shadows and hiding is another aspect of this magic.

Nature: The unrelenting power of nature. One of the more broad elements. It deals with animals and plants. Controlling, summoning, and manipulating them but without destroying nature in the process.

All elements have potential for offensive presence. The specifics can depend on how each element is interpreted. Flinging rocks for Earth, icicle spikes for Ice, so on and so forth.
As with Race keep in mind that things aren’t set in stone with how these work. This is more a guideline.

The World

Spoiler

Fantalius is a world that once was a great kingdom of magical power, supposedly connected deeply to the Spirits. However the creation of the Demon Gates by a sect of evil mages caused a rift. Which led to the connection between Spirits and Mortals to be severed. The Council is a group that represent the various major cities of Fantalius that live in the Mage Tower and attempt to protect the land as best they can. Unfortunately this often is just a preventative measure. Providing rewards for adventurers, hiring them for quests, and most often having them protect travelers.

There are many various kinds of monsters, and barbaric humanoids, across the land that threaten travelers and adventures alike.

The various islands are mostly connected through great bridges created long ago. However these are often under attack and the guards are constantly at risk of death. If these bridges fall it could become much more difficult for the people of the various islands to get supplies from each other. Which could spell the end for Fantalius.

Map and Info

Spoiler

Please note my map making skills is subpar. This is just to get a basic idea.

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The cities of Fantalius are all similar in how they’re set up. Large walls protecting them, with separation between homes, shops, and other buildings. They tend to have a somewhat grim feel about them, except in certain areas. This is due to how locked tight they tend to be.

The below are the major cities of the region. There are more smaller cities and towns throughout most of the islands but these are the best known and the most important.

A. The Bor Mountains. Named after the Orcish word for “Snow” it’s a simple but apt name. The entire island is covered in snow, to the point where it’s hard to travel across it. Snowstorms start up frequently and the people there have learned to tell when one is about to start.
The mountains themselves are known to be dangerous, and the home to many especially violent monsters. The people who live there are several hardy barbarian tribes who are often at war with each other. It’s said that there is an ancient dragon somewhere in the mountains. Supposedly was the homeland of the Orcs many years ago.

B. The Restless Marsh. The majority of the island is covered in the swamp called the “Restless Marsh”. It’s a massive area of wetland that has huge, twisted, trees covering it. It’s difficult to travel due to the swampy land, and many are forced to move along the roots of the trees which stick up out of the ground. It’s filled with many dangerous creatures, many of which seem to be strange hybrids and otherwise magically altered beasts. It is said a group of druids and witches make their home here, but most avoid it. The bridge connecting it to Bor has been unattended for years.

1. Izlaton. The only actual city on the island. It’s more fortified than almost any other city, the walls are high and regularly watched. In fact the guards seem almost overzealous at their jobs, and many of them go without sleep. The only purpose it seems to serve is to provide a safe haven between islands.

C. Solarus Desert. The island is mostly covered in a large and unrelenting desert. There seems to be some kind of strange magic that makes it day at all times. Thus the sun is constantly beating down on the denizens of the desert. Once you leave the desert this stops so it’s theorized that it’s some kind of curse. If it weren’t for the fact that the desert is full of magical gems that can be used to power spells and magic items it would be abandoned. Nothing but monsters live in the desert, however bandits have taken up residence near the massive lake that provides the only source of water.

1. Sol. The “sole” city near the Solarus Desert. It’s an odd city in that it not only has a wall, but a roof. A large, wooden, structure covered in a tarp that keeps out heat was created to keep the city in the shade and hide from the unrelenting sun. However this is dangerous at times as it makes it harder to spot attacks. The inside is a surprisingly lively place, with many musicians and street performers. However it is also home to some thieves that prey on those who aren’t paying attention.

D. Blagos. The entire island is covered in mountains. Paths were carved out many hundreds years ago but they are often in disrepair. Small settlements and cities are scattered among the caves in the mountains, and tend to be nothing more than large caverns. Flying monsters reign supreme here and people cannot stay on the paths for long without being beset by them. However there are important minerals in the mountains that is needed for building, and so the two major cities were devised to make a safe place for miners to do their work.
The giant volcano in the middle of the island, called “The Doombringer” by the locals always seems at risk of erupting. Though it has never done so in all of recorded history. Locals treat it with borderline worship levels of awe, nonetheless.

1. Helmfirth. A city of proud and determined workers. Helmfirth is well guarded and the people seem to be extremely stern and unhappy with travelers. However it’s often thought of as the city with the strongest guards. They expect people to earn their keep, and focus on keeping the mines, which are accessed through a tunnel inside the town, open and operational.

2. Millstone. As opposed to Helmfirth, Millstone is utterly passive. They don’t keep much of a watch, and only do the bare minimum of work. It’s a surprise to most that it even stays in tact but they seem none too worried about the dangerous outside their flimsy wall.

E. Bresa. A plainsland with rivers crossing all over the island. These rivers are ample fishing ground and Bresa provides a good portion of the food that the rest of Fantalius eats. Because of this many powerful mages are employed to keep the fishers safe. Because the rivers are a double-edged sword of sorts. While it provides quick transport and food, it’s also full of dangerous water monsters that often fight the residents for the fish. There are legends that somewhere deep under the water is a great treasure, but it has never been found before.

1. Peats. A wholly unremarkable city. Only notable for the position near the bridge and the size relative to the other cities in Bresa. Is also the headquarters for the leader of the mages that protect Bresa.

2. Stanlow. Named after the master shipwright, Stan. Stanlow is the city that builds most of the boats of Fantalius. It has the highest and strongest walls of any city in Bresa. It’s also the smelliest, always smelling of fish no matter where you go. A relatively small forest of trees is just to the south of Stanlow, one that is kept growing with Nature magic.

3. Wolfden. The last of the three larger cities of Bresa. It’s named thusly because of the strange guardians they employ. The people have found a way to tame the vicious Mer-wolves that populate the area and use these animals to guard their city. Their city has the weakest walls, as they tend to rely on the wolves to keep them safe.

F. Flomest. The entire island is covered from one end to the other in trees. In fact even the bridges are partially overrun with vegetation. It is a wild and untamed wilderness and many wild animals make it home. Beyond that are plentiful bestial monsters that are often referred to as the “true kings of the forest”. They have some measure of magical ability but are more or less unintelligent animals. It’s said that an especially territorial group of lycan makes Flomest their home. However attempts to get rid of them have always ended in failure.
There is much magic in this forest and adventurers have often found themselves bewitched and confused by various natural magics.

1. The city in the heart of the forest has no official name. And is only referred to as “The Forest”when asked by the residents. Who are a large number of extremely xenophobic elves. If you try and pass from one end of the forest to the other you will find yourself stopped by these elves. They seem to be adamant about no one crossing their territory and are said to have the best archers in the world at ready to slay trespassers.

G. Qresa. The name is a butchered attempt at Elvish from the first settlers. It’s meant to mean “Golden land” but instead translates to “Dung Heap”. Which is almost more fitting. As Qresa is a land of farmers. The land is perfect for growing crops and grow crops the people of Qresa do well. Unfortunately they are often attacked and raided so they need a steady stream of guards. Even with this often a farm will be overrun and new ones will need to take its place. The massive lake in the middle is somewhat of an enigma. No one has ever actually entered it, and returned. A massive mist covers the water and makes vision over a few feet impossible.

1. Larnwick. A strange city. But also a totally average city. There seems to be nothing unique about Larnwick in the slightest, besides being larger than average. However it is disturbingly similar to Wicklarn. As in, everything is in the same place, and all the people look identical. Yet the people of Larnwick claim that they’re totally different and that nothing is unusual.

2. Shell. A city no one knows about. It’s walls are not manned, there is no sign of life. Yet every attempt to enter the city is halted by some unknown means. If you get close enough you can hear noises from inside, but nothing else. No gate is on the walls, and anyone traveling above will report an empty field with a single squat building in the middle.

3. Wicklarn. A strange city. But also a totally average city. There seems to be nothing unique about Wicklarn in the slightest, besides being larger than average. However it is disturbingly similar to Larnwick. As in, everything is in the same place, and all the people look identical. Yet the people of Wicklarn claim that they’re totally different and that nothing is unusual.

4. Myyrka. Myyrka is a refreshingly normal city. It’s large, the largest in Oresa, and quite lively. In that there are many many traders of various goods, and a theater that holds plays and events. However the people are extremely paranoid about the lake, and refuse to talk about it. They warm people of leaving the inlet of land that the city rests on, to avoid the lake. Most of the farms exist nearby, though there are some farther away. None get too close to the lake, however.

H. Oebrushire. Those of Oebrushire are very proud of their name, and will be angered if you pronounce it wrong. The problem arises in that the northern and southern half pronounce it differently. The island is surrounded by a massive mountain, which keeps out most would be invaders. In fact it’s more or less free of monsters. However the hilly land inside is a warzone. The two cities are constantly battling, and anyone who find themselves outside of the main cities are free game for the warriors of either side, as they’ll assume you are from the other side.

1. Kelna. Pronounces the island “Oh-Bruh-Shire”. They are a startlingly civil and regulated people. They have rituals for every hour that is observed by everyone. This can change and when it is, a letter is delivered to every household with the schedule. They only get riled up when you try to say anything positive about the other side of the island, or if you refuse to follow their strict rules.

2. Coombe. Pronounces the island “Ooo-Broo-Shire”. A city full of savages who love to behave without regard to their fellow man. However they seem to be extremely close to one another, despite the brawls and insults that are flung. They will only lose their cool when you speak positively about the other side of the island, or if you try to stop them from having fun, or refuse to participate in their current activity.

I. Haven. The central island of Fantalius. They have the safest and most well protected cities of the land. It is here that supplies from the other islands are brought, and distrubuted to the rest. It’s the home of the Mage Tower, and the Council, and is generally regarded as a holy land. Sadly even this place is not without its dangers and many monsters of all kinds roam the land between cities. It is said a corrupted Celestial roams the land and slays any who cross its path.

1. The Mage Tower. As it says, the Mage Tower is a massive tower dedicated to mages. The lower floors are a school, which grows more advanced as you go to higher floors. The ground floor is the room people go when they must speak with the council, and also holds the Templar, an order of magic-knights that protect the Council. Every Draken with any magical talent become Templar once they reach the age of adulthood. The top floor is where the Council meets, and is only accessible by being brought there by a Council member.

2. Kalmaniemi. The city of Auran. A place that has been around since the beginning of time, according to rumors. It’s unique in that it has no walls. But a magical barrier keeps out all evil creatures. It’s home to every Kalmaniemi who has not been sent elsewhere on a pilgrimage to bring back magical artifacts. It holds a massive library with the history of the world, and many other things, as well as a shrine to the Spirits.

3. Naporia. The largest city on Fantalius. It holds the training grounds for soldiers and adventurers. Thousands live within the city, and it’s patrolled regularly to make sure its safe. Its slums are often raided at seeming random, and its people dragged off. However it’s claimed this is to keep the rest of the civilians safe. And given how many people live there, it’s not questioned. A powerful archmage rules the city with an iron fist. The sewers are often avoided by guards, except to block it off when searching for criminals on the surface.

J. Dusk. A land of the dead. Not even Dark mages go to this place. A powerful warding spell keeps people away, and no bridge connects it to the rest of the islands. The only knowledge people have of it is the forest of burned trees that greet the few travelers who attempted to land there.

What I expect from you

Spoiler

This will be a more hardcore RP, and I expect people to be able to be okay with losing a fight, and even a character, if they take wrong/stupid actions too much at the wrong time. I won't be going around killing people willy nilly but you have to understand this isn't an RP where you're superhumans. Above average, perhaps, but not epic level.

I also expect you to be able to work with me on things. Be it something related to your character, or simply talking to me about what is wanted in a fight.

Something to note that for the most part beyond a few actions if you want to write more in a fight, feel free to ask me what the outcome of a certain action will be. However if you ask, and I answer, you must do said action. No asking to get an idea of what would happen just to avoid a screw up. Except in possible specific cases.

Application Format

Spoiler

Please Spoiler the whole thing, plus put spoilers where asked at least, and anywhere else you feel necessary. Feel free to fancy it up if you feel like it but make sure to include all information.
It’s important to keep in mind your characters will only be somewhat above average. Meaning you’d be able to fight several soldiers on your own if you were smart and careful but most likely would need to rest and heal afterwards.

Name: What’re you called? Feel free to add nickname.
Age: Don’t be too far under adulthood, however any age above that is fine. Just remember an old person will have some difficulties physically.
Gender: You know what this is.
Race: See the Race section. Ask if other race is desired.
Element: See the Spirits/Elements section. If you want an element another RPer wants as well you will either have to compete or work it out with them. Again, only one of each Element.

Appearance: Spoiler this. Either an image or a paragraph of description. Make sure I can get a clear idea what the character looks like. Add height and weight and any differences between image and actual character, if there’s an image.
Personality: Spoiler this. Two paragraphs minimum. That’d be about 8-10 lines or so.
Biography: Spoiler this. Two paragraphs minimum. Again about 8-10 lines. However if you can explain everything well enough in a single paragraph I will allow it. Make sure to explain how they met their Spirit. All the Spirits came to the Chosen between one week and one day ago, appearing out of thin air and telling them who they were, and to make contact with them to seal the partnership.
 

Spoiler this section of three as "Skills and Equipment"
Combat Skills: What strengths does your character have? If magic, what is their primary type of magic? What do the excel at? What kinds of weapons do they wield? Remember that most will focus either on magic or martial mainly. Any specific types of spells?
Non-Combat Skills: Things like fishing, tracking, lock picking, and other such things go here. Don’t go overboard.
Equipment: What does your character have for equipment. Weapons, some potions, armor, etc. You will be provided with basic equipment at least.

Other: Anything else goes here.

 

Spoiler all of this as "Spirit Information"
Name: Spirits don’t have their own name. Your character gave them this when they became Chosen.
Appearance: Spoiler this. What form do they take? Keep in mind this form is usually incorporeal to all but the Chosen and other Spirits. Either an image or a paragraph of description. Include height, somewhere around 1-6 feet tall.
Personality: Spoiler this. What does the Spirit act like? Upon entering the Mortal Realm, spirits gain a mind and will of their own and develop somewhat simplistic personalities. Only one paragraph needed.
Transfered Skill: What skill/ability do they grant to their Chosen when they merge with them? It’s usually minor, a boost to physical abilities, a new spell, or weapon, etc.
Personal Skill: Spirits can do minor things on their own. Including small scale spells, and attacks.
Other: Anything else you want to add?

Accepted Applications

Spoiler

Chosen of Nature: Anastacia, Nai

Chosen of Fire: Reinaan, Andx

Chosen of Light: Kha, Renegade

Chosen of Earth: Ryia, Skaia

Chosen of Dark: Ayden, Cherz   Ay

Chosen of Water: Keres, Cow

Chosen of Wind: Quali, Aix

Chosen of Thunder: Lindow, Hollow

Chosen of Ice: Gilly, Sethera

And as mentioned it would be limited acceptance. Only 8 others will be chosen (I will fill out the last Chosen myself after the rest are picked). But don't let that scare you. It will be a time and quality based choice on my part. If you write a character that's really amazing you'll likely get a slot early but other than that I will review all of them best I can to find the ones that work the best.
This doesn't mean super long and detailed either. Something short but understandable and well made is perfectly great.

There can only be ONE character for each Element.

Unofficial Theme

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Shield-Kun and Mace-Sama

Spoiler

Name: Ryia Mariote
Age: 22
Gender: Female
Race: Human, cause I'm boring and stuff. 
Element: Earth
Appearance

Spoiler

SZSNxmh.jpg 

As she appears when in her armor, sans the metal heels because fighting in heels sounds like a great idea. She stands at a height of 5'10" and weighs roughly around 160 lbs. When not in her armor, she wears rather raggedy and dull clothing that normally consist of blouses and wool trousers.   

Personality 

Spoiler

In a world filled with nothing but monsters and misfortune for others, Ryia is a person who wants to aid in ending both of them. A person who is out to help others, whether it be a simple task of moving something from point a to point b or going on a quest to kill some kind of bothersome monster. While she knows doing everything is impossible, and that there are some tasks that no matter what you do you can't complete them, she is still willing to put her best foot forward towards this goal. And while she is a person blessed with the strength to aid in such tasks, she also lacks the grace and dexterity to anything but said tasks. In spite of putting her best effort in most everything she does, she is still a natural born klutz, and has a tendency to drop, trip, etc. anything that requires something than a strong grip to hold. 
 
Due to this clumsy nature of hers, Ryia tends to have a lack of confidence in herself before attempting most tasks. It has also lead her to becoming a more bashful person overall, often needing to pump herself up before undergoing any sort of task. While not cripplingly shy, she speaks in an often times softer and quieter voice than most and doesn't maintain direct eye contact for extended periods of time. While not a doormat, she is still easily taken aback and in the flow of those who have a much more upfront and outgoing personality than her. Nevertheless, she is someone who will still follow through with her convictions. 
 
This is most notably seen while in combat. While normally shy, she becomes far more focused during times when she must fight, and thus becomes far more calm and resolute as a result. Her spirit of helping others manifests itself in more of a spirit of self sacrifice then anything else, often completely uncaring of how much damage she takes herself. As such, she is one stands firm and steadfast in battle, wanting no harm to befall her comrades. While she is one who will hurl herself in the line of fire to aid an ally, she has been around long enough to understand when it is and isn't a good idea to abandon everything to do so.

Biography 

Spoiler

On the island of Haven, within the largest city of the world, Naporia, was where Ryia Mariote was born. The Mariote family was a rather poor family, with each generation producing anywhere between six to eight children, and all of them being completely unremarkable. As such, never being able to move out of their terrible financial situation, the family would constantly try to do something in each generation in order to bring themselves up. Of course, without being educated, this usually broke down into one of two paths. The first was finding steady jobs, such as something in the service industry, or something that would require more hard labor. This was usually reserved for the women of the household, as the men often times found their "calling" in the other path. That path being the one of adventuring; leaving one's own home behind to earn money and glory through exploration and government funded jobs. Such Mariote's either never accomplished much or were simply never heard from again soon after their career began. 
 
Ryia, born as the fourth of seven siblings, understood these truths of her family from early on. As such, she wasn't one to have big aspirations, nor was she one that particularly thought much of herself to begin with. All she wanted to do was help. Seeing those who lived around her in the same poor circumstances, and knowing just what was expected of her, Ryia had always tried her hardest to help. Whether it be getting employed to work as a waitress, doing odd jobs for her community or just  lending a helping hand to a neighbor, Ryia tried her best to aid others....This didn't work out so well for her. 
 
Not dexterous in the slightest, not graceful either and sometimes being a bit of a klutz, her plans for helping never quite worked out the way she wanted them to. She couldn't hold down any kind of job due to making too many mistakes and often times causing more trouble for others in her efforts to help. The only thing the girl quite had going for her was her irregular strength, but due to her being a female, there wasn't many places that would take the girl seriously enough and/or consider her for such stereotypical unfeminine jobs. As such, despite her desires, she was left unable to accomplish much of anything and was often times sullen at this point in her life. The only thing that ever seemed to comfort her was the stories brought to her by her eldest brother; a man who was a simple and unremarkable adventurer.
 
Despite this, he always seemed to provide a steady income for the family from the requests he had managed to fulfill and always had stories to tell about them. From this, Ryia was able to learn about the world outside of her little bubble of home and could only be in awe of just what it was her brother was doing. The eldest did this at every chance he could, and it wasn't until Ryia was around the age of 15 that he stopped coming home altogether. When normally it was her brother that would return, instead a person from his adventuring party came over instead. Revealing to them that a quest that they had undergone had gone awry, he told the family that the eldest gave up his own life in order to make sure that the rest of the party would be able to make it out alive. This sent most of the family into either hysterics or rage, either at the party members for allowing it to happen or the brother for practically damning the family, Ryia instead saw it as something inspiring.
 
Understanding now that the monsters outside the walls were a true problem, one that needed to be dealt with due to the pain they caused, and hearing of how her brother helped saved others, Ryia soon became determined to become an adventurer herself. While the idea sounded simple in concept, it took Ryia quite a few years to actually get said idea off the ground to an innumerable amount of complications, (such as money, equipment, training, etc.) However at the age of twenty, after managing to find a small group of people to go take on requests with, her life as an adventurer began. While the group she was with was reluctant to let the slightly bumbling  girl take on the position of vanguard for them, she quickly proved herself in combat and had gone on with her companions to complete various requests for the times to come. Only a week ago was this somewhat unremarkable group's quest taking interrupted by something.
 
In dealing with a small goblin encampment that was getting too close to the city, it seemed like any sort of job as normal. However, when they went to the encampment, there was something clearly off about it. Sitting in the middle of it, completely out of place yet with no attention drawn to itself whatsoever, was some horned four legged animal of which Ryia hadn't seen before. When she tried pointing it out to the others of her party, they took no note of it at all and didn't know what was going on with their party member. In order to go on with the quest as normal, though, Ryia simply said that she must've been seeing things and tried to pretend the creature didn't exist, which proved hard with it intensely staring at her the whole time. 
 
Ryia continued to function as the vanguard for the fight, but having the creature stare at her so made her distracted, causing her to act as a distraction to falter. As soon as this became evident to her, and the situation became far more dangerous than it should have, her awareness of the strange creature quickly stopped as she rushed to the aid of her comrades, doing her best to shield them from sustaining any more damage than they had. While having been a far more precarious situation than it had any right to be, the group managed to finish the request and started heading back. 
 
While heading back, Ryia continued to look at the creature, as it was now following them back into town with them, causing her group to worry more. Once they had managed to sit down, the group had almost went to talk with Ryia about their concerns for her health, when the beast finally appeared visible for everyone else. While they all seemed to freak out at the sudden appearance, Ryia was simply relieved and told the rest of the group that it had been what she was seeing. It simply nodded, said hello and that it would return later for Ryia, and disappeared. With that, the group's activities were put on halt as they had no idea how to react to whatever that odd creature's appearance meant. 

Skills and Equipment

Spoiler

Combat Skills

Spoiler

As she lacks the dexterity to wield a weapon with finesse, Ryia sticks to the front lines with a simple and effective mace to bash things with by way of her great strength. While she is not the best at using it, it is also not her primary role in battle to do so anyway. With a shield in her other hand, Ryia's main specialty is space between her opponent and her ally, acting as a sort of barrier between the two. She sticks mostly to defending, only really attacking when an opportunity presents itself, soaking up damage and being an overall nuisance to said opponent. 

Magic Skills

Spoiler
  • Wall of Stone: The user pulls up a wall of rock/dirt in an area, usually in front of somebody. The wall i meant make approach harder and/or absorb damage. 
  • Stone Flesh: The user casts the spell on a target, making their skin harder and the target take less damage. 

Non-Combat Skills

Spoiler
  • Lifting and moving things
  • The patience and wherewithal to do menial labor 
  • Cooking skills for basic dishes. 

Equipment 

Spoiler
  • Heavy Steel Mace
  • A steel shield akin to a tower shield in design but overall not as tall as one, (merely covering half the body instead of the full body.) 
  • Steel plate armor
  • Small iron knife
  • Otherwise Ragged Clothing

 

Spirit Info

Spoiler

Name: Ackrin 
Appearance 

Spoiler

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5'7' in height

Personality 

Spoiler

Fittingly enough, one way to describe Ackrin's constant and unchanging expression would be stone faced. He is a spirit who seems to be serious about everything, constantly. He does not often joke, nor does he ever get them, and his attempts at humor are often not well received. He is extremely blunt and tactless with all of those that he addresses. His voice is always some kind of stern monotone that never falters. He himself is also completely fearless, not perceiving much of anything as something to be feared. As such, he has zero idea why people ever falter and does not understand that humans are by no means unkillable. Because of this simplistic nature, and in spite of his overly serious nature, he can come off as completely ignorant a good deal of the time. 

Transferred Skill

Spoiler

Coat of Stone: Ryia is under constant affect of an improved Stone Skin and all of her equipment gains increased durability/hardness.

Personal Skills 

Spoiler
  • Stone Ocean: Ackrin can summon a small collection of rocks to his side, and simply pelt a target with them. 
  • Solid Earth: Ackrin is able to designate a small circular area and make it treated as if it were stable and even ground, (such as making desert sand acts as though it were solid, smooth stone instead.) 

 

 

 

Edited by Skaia

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Water Witch

Spoiler

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“I suppose...we should go save the world now.”

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Name: Keres Lazuli
Age: 20
Gender: Female
Race: Human
Element: Water

Appearance

Spoiler

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She’s not the cat, sadly. Her boots don’t actually have those heels, and she usually wears both. Stands at 5‘4“ and weighs 120 pounds.

Biography

Spoiler

“You see, love is a strange thing; though that doesn’t matter for this story.”
Once upon a time there was a beautiful young witch named Daphne. She was a curious girl who liked to stray out of the swamp to see the world outside. It was on one of these adventures she met Phoebus, a young man who was as handsome as he was arrogant. He tried to add Daphne to his list of conquests, not realizing what she was, and she rebuked him time and time again. Eventually she was attacked and injured by a monster on one of her trips. She would have died had Phoebus not came around. Afterwards he once more attempted to conquer her, though she once more refused. Angered, Phoebus took her by force. As he started to leave, once the deed was done, Daphne caught him off guard and killed him with a spell. Not long after she realized she was pregnant. She attempted to use a curse to abort the baby but for some reason it failed. Believing it meant the baby was protected somehow, she went through with the birth, and Keres was born.
Her mother wasn‘t a very attentive woman, and seemed to not bother with her much, but Keres didn‘t seem to mind. She was too focused on being fascinating with the strange world around her. She didn‘t quite understand the danger of the world as her mother‘s wards kept the house relatively safe from harm. She was especially fascinated with magic, but her mother seemed adverse to actually teaching her.
In fact by the time Keres was 7, Daphne had become fed up with seeing the girl, and left her in the house alone one night. She was in a hurry and even forgot to take her hat with, which Keres clung to as some tether to her missing parent. The young girl was unable to fend for herself, and the wards were starting to fail, when a Templar came across her on one of the council‘s rare quests into the swamp. She was brought to the Mage Tower to learn magic, and for the first time in her life she saw the world outside of the swamp.
“Hello everyone, my name’s Keres! Oh, my hat? Isn’t it cool?”
When she first was introduced to her classmates Keres was overjoyed. People her sized, it was amazing! She was a bright and cheerful girl and they all seemed to accept her, not caring that she seemed to be different than they were. Though her teachers seemed to treat her with a bit of scorn and distrust, she didn‘t get the same feeling from her classmates and thus was able to have a happy start to her schooling. She proved to be an adapt pupil, the first of the children to exhibit potential to connect with a specific element, something that usually happens in the later years. It wasn‘t until she was ten that things started to take a turn for the worst...
“No...I’m not like that.”
She was playing with some other children as usual, when one of the older kids, as this was the age they started to mingle with a different group than normal, came to her and accused her of being a witch. Keres, not understanding the problem, told them her mama was one.
The boy then started to call her horrible things, saying how witches were evil people who cursed others and that all her friends must be under her spell. More and more children began to come to her and agree with the boy and soon enough even her friends left her side, saying all sorts of lies about the things she made them do. Keres went, crying, to the teacher. Who did the bare minimum to get the other students to focus on something else.
The next few years of Keres‘ life was being the butt of jokes, being tripped, having her hair pulled, and being all around excluded and bullied.
Upon entering her awkward teens, Keres started to become used to the treatment, and tried her best to avoid trouble. People seemed to have gotten bored of directly teasing and attacking her, and she sort of faded from everyone‘s minds. She still got fearful glances and whispers, and the occasional taunt or prank when people felt bored, but for the most part they just ignored her. She did her best to focus on her studies and became extremely proficient. However she never got much praise, and what praise she did get she tried to deny so that people wouldn‘t take notice of her.
“If that’s how it’s going to be, I have no place here.”
Eventually she gave up on the school. They stopped teaching her more advanced classes at a certain point, seemingly not wanting her to learn too much. She discovered that the Templar that had found her wasn‘t supposed to bring any students back with him from the swamp, and that he had died when she turned 14. She started to realize the school wanted nothing to do with her, and she was just there to keep her out of trouble and so they could monitor her actions. After being taught the same basic information for the third year in a row, Keres decided that enough was enough. She managed to leave the Tower at age 16, though admittedly they didn‘t try very hard to keep her there. What she didn‘t know, at first since she was able to discover it eventually, was a group of Templar was ordered to follow her until she reached the swamp and kill her if she seemed a threat. It was a harrowing journey and she was forced to rely on help from a traveling band of mercenaries who, to her surprise, seemed to be fine with her joining their group as they traveled north. Several of them died along the way and she eventually parted with them to go to her home in the swamp.
“...”
Keres fought off the monsters that had taken residence in her home, and used her magic to re-start the wards her mother had placed, and began life in the swamp. Her mother had left behind a large library, and she spent much of her time reading it and writing her own thoughts, studies, and theories down in journal after journal. There were many times she grew depressed that she would never really make a difference, and that her work wouldn’t amount to anything.
Eventually she found a stray cat who had managed to avoid being eaten by a zombie by trapping it in a mud pit. She named it Lucky and took care of it. By this point she had all but stopped speaking, and her outer appearance had taken on a rather uncaring and lifeless look. However she grew to love this cat and it invigorated her to keep up with her studies.
“Perhaps things can be different now.”
One day she woke up to see Lucky staring at her, standing on her chest. She watched him quizzically as he jumped off the bed and towards the door. She got dressed and followed her out, to the edge of her ward, where she discovered a spirit floating there. It introduced itself as a spirit of Water, and insisted that she make contact with them. Once she did it explained to her that she was one of the Chosen, the Chosen of Water in fact. And that she was meant to save the world.
A small spark of hope flared within her, and a passion she forgot existed within her soul surged to the forefront of her mind. She realized that she had a chance to do something to change her fate. She began to practice more magic, trying to grow used to working with the spirit, who she named Flux, and prepared supplies for what she expected was going to be a grand journey.

Personality

Spoiler

Keres is a quiet girl. She is quite calm, and able to adapt to many situations. She seemed to be awkward and twitchy around people, due to her past, and while she doesn’t try to ignore others at times it can seem like she’s being cold or aloof. In fact she almost always has a dull, bored, expression on her face. She does everything somewhat slowly, carefully, afraid to make a mistake or cause anyone trouble.
However she’s quite helpful, and actually fairly sociable when she feels comfortable. She can’t stand to see people in pain, physical or emotional, and always goes out of her way to talk to those that seem to be having some sort of problem. This can be off-putting to people due to how she has a semi-mechanical way of talking and expressing herself.
There are many times Keres simply forgets to speak, used to not having to, and this can lead to her not getting why people don’t understand what she’s trying to accomplish. She also doesn’t like being disturbed if she’s focused on something, and struggles not to get angry at those who unknowingly distract her.
She’s an avid reader and writer and tends to go out of her way to read a book she discovered, sometimes in the middle of a conversation. She also has a tendency to write all her experiences and discoveries in her journals. This holds true for meeting new people, seeing new spells, and fighting new monsters.
Analytical about many things, she can get lost in her theories and observations quite often. As she grows more used to talking she winds up saying seemingly odd or far-fetched things. No theory is too strange for her to consider and she has an extremely open mind about things.
Ironically, though you wouldn’t guess it by looking, there’s a fire deep inside of Keres. She has hope, and determination, and a passion that can rival anyone else. She refuses to give up once she has a task and will follow her path with a strong and dedicated purpose that can border on zealously at times. She believes that anything is possible with hard work. However this belief is fragile, despite how strongly she feels, and can quite easily be bruised, if not beaten down entirely, with repeated failure or upon witnessing multiple acts of evil, greed, and other negative emotions.

Skills

Spoiler

-Magic Focus: Keres’ training in only magic means that she’s capable of more diverse magic than others might.
-Waterbending: Using her magic, Keres can move water to use it as a weapon. Usually this is in the form of a whip, or a torrent of water, but it has other applications. Limited in that it needs water around to use, and the amount of water can change the effectiveness. Her main offense. However it can also be used to move short distances. Usually can’t control more than around 100 gallons of water, and the more she controls the more strain it puts on her.
-Liquid Relief: Can soothe injuries to dull pain, and temporarily stop bleeding.
-Illusions: Still not as strong as she’d like, Keres can make the opponent see an image and/or hear a sound that isn’t there. Can only target one at a time, and depending on the target’s will power it may fail. [


-Keres is a skilled cook, able to make meals out of not many ingredients. Though she’s used to cooking for just herself.
-Able to identify edible berries, plants, fungi, etc.
-Has a good singing voice. Though she's very much out of practice, having only occasional sang for a cat.
-An adapt dancer, a book about dancing being one of the few non-magic or nature related book in her house.

Other

Spoiler

Themes

-Has a pet cat who she entrusted to watch over the house.
-Likes being barefoot but knows it’s not a safe thing to do usually.
-Ironically not a very good swimmer
-Enjoys the feeling of a brush being ran through her hair

Spirit Information

Spoiler

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2 feet in length. Sometimes shrinks or grows six inches.

Personality: While Flux doesn’t really speak much, they are a very curious creature. You can often find them closely observing something or someone, sometimes for hours on end. Has extreme patience but no real concept of time, so they can come off as scatterbrained or irresponsible at times. They seem to really enjoy the world, and see beauty in many simple things. Flux is the most talkative when they’ve found something they think is particularly inspiring. Which tends to be something unusual like a moss covered stone or a pile of dead leaves.

Skills: Transfered: When Keres absorbs Flux, she simply gains a boost in her abilities. This is only temporary, lasting upwards to five minutes at a time, but it can provide much needed strength to her spells.
Personal: Flux can, a few times a day, touch non-spirits and Chosen and cause them to have a brief, intense, hallucination.

 

 

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Firebrand (now 100% more au naturel)

Spoiler

I Burn

Free Your Heat

"Alright, I'm fired up now! Get outta my way!"

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"My, such beautiful flames. If only they'd burn brighter."

Name: Reinaan Malyol
Age: 48
Gender: Male
Race: Draken
Element: Fire

Appearance:

Spoiler

Height (+1 in per small soul, +2 in per large soul): 5'9" 5'10" 5'11" 6'1" 6'2" 6'4"

Weight (+5 lbs per small soul, +10 lbs per large soul): 220 lbs 225 lbs 230 lbs 240 lbs 245 lbs 255 lbs

Other: Reinaan's always been a little on the small side of things for the average Draken. As he's fast approaching proper adulthood he's counting on growing about another foot in the next two years. Ignore the ring of water behind him. Also ignore the red spike thingy on his back because that's probably the start of wings and we don't do wings here. The rest is accurate aside from any weapons/equipment he carries with him.
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Personality:

Spoiler

Reinaan is full of energy, a mixture of excitement and anxiety. He tries to tackle life and at the same time a lot of it is unfamiliar to him and scary even to an extent. He very much acts based off of what makes him feel good as well as the norms set for him by his people. Eating and exploring and learning make him feel good so he seeks out opportunities that him let do those things. Helping others makes him feel good or at least it did in his village. He comes with a natural longing to belong among those he's with and an apprehension to try and establish the feeling due to never having been around outsiders very often. This leads to some initial reluctance to interact with people of other species since he does not know how to properly act around them. That said even when he does know how to act he's a little slow at adapting to it and likes to act out against new rules for a bit.

The laws of his village taught him that standing by others is essential and so those he befriends can expect him to do just about anything for them. But he doesn't get emotional with friendships, rather much more of a feel-good-bro kind of vibe. Talking about feelings and emotions is super awkward for him so he'd rather just give a thumbs up and a confident smile after doing something for a friend. He doesn't take thanks very well despite the drive to help others out. For his village it was simply customary that all do everything they could for each other. It was part of life and natural. To comment on it and make him out to be some sort of good person for doing what's natural feels very uncomfortable to him.

Reinaan comes with a bit of a chip on the shoulder simply from being on the smaller side of Draken. He has a drive to be strong and thrive. He wants to be strong and to him that means not crying and not losing what's important to you. He'll take hits with a grin trying to keep up the image. He wants to show his village he's worthy of being recognized as a proper adult when the time comes. However suppressing emotions like that isn't a healthy thing. Sadness can take a hold of him rather easily and then it becomes a battle to maintain the strong image while fighting himself inside. This struggle wasn't present in his village where he felt he was truly understood. His unfamiliarity with others combined with irritable tendencies make getting him to really open up to anyone else prove difficult. Not that he won't be friendly and talkative with others but it tends to have a more superficial feeling to it.

Curiosity drives a lot of what he does and has often led to reckless thrill seeking. Sliding down a freshly snow covered mountain on his belly was a good idea to him on several occasions for example. This carries of course to people and other cultures. He'll take a stab into what he thinks proper behavior is then fumble around apologies and readjustments afterwards. While on a hunt or on watch Reinaan becomes incredibly serious and focused. He doesn't talk more than necessary and his mind focuses in solely on what he's looking for. Granted you can still distract him by say getting right up in his face and following him around while he's doing his thing. He tends to get rather grumpy about that though so be warned.

Reinaan is desperate to learn and experience life and judges right and wrong based off of what harm would come to what people. Death is incredibly hard on him and has yet to encounter murder. The very idea of an intelligent being intentionally taking a life is impossible for him to wrap his head around at this point. Magic and other wonders of the world fill him with awe and he's prone to sticking his nose in too deep to things and getting hurt for it.

He likes to get things done and when he knows what needs to be done can be very irritable when things slow him down. His spirit companion's lack of sense of urgency is one common source of irritation for him. If a group is lagging behind for what he views to be "no good reason" he may well yell at them or run off ahead on his own. As much as he seeks company and belonging he loves being on his own too. Experiencing contrasts in life is exciting for him.

Biography:

Spoiler

For centuries a small village of Draken has existed nestled away in the northern reaches of the island of Blagos. They have long steered clear of others who would eventually settle the island and their dwellings are among the many caves of the mountains. The Draken here are tied to the fire element and their settlement is lit by torches that appear to never go out. Legend in the village states the founder was one of few magically talented Draken and that he had set up the lights and other such things when first settling the area. There are roughly thirty to forty Draken in the village at any time and over the years they've mastered exploring the miles of caves. They take to the surface while the sun is up to hunt for food and to enjoy the natural light while they can. The island proves dangerous with the many winged beasts that rule the airs but the united strength of the Draken hunters has kept them alive through the years.

Though rightfully viewed as an ominous threat and even worshiped by others, the Draken feel a pull to the volcano on the island. The Doombringer as it is called seems to naturally attract them as creatures of fire. Among the deeper reaches of the caves the village knows where to find magma chutes and will often perform various rituals by the side of one. Births are to happen by the side of the magma if at all possible, funeral services are conducted by them and the corpses of the fallen are laid to rest in the magma itself. Their lives comes from fire and so they must return. When an individual reaches adulthood at fifty years they will have a coming of age celebration all done if possible nearby the magma of the great Doombringer.

And so nearly fifty years ago the village was found deep underground among the caves they had lived in for so long. The whole of the village gathered by the magma which illuminated the area for them. The heat was intense but pleasant to the beings there. A couple was preparing to welcome their first child to the village. Due to the long lives of the Draken and limited resources of the village births were not an everyday occurrence and all wished to celebrate their new brother's arrival. The reaction was mixed when an admittedly smaller than average boy was born. He was named Reinaan Malyol by his parents. The village celebrated but all were concerned for the child's small size at birth and several worried he wouldn't live to see adulthood. His scales were colored black white and red, nothing unheard of but there was a lot more black on him than was usual as well. It raised a lot of concern with the parents as well as the others.

But the years slowly proved that though smaller than average Reinaan had one of the more fiery spirits. A little too much at times even as it took the child some time to learn the ways of the village and stop acting out against the various rules and such. To this day his village still disapproves of his manner of dress seeing as it hardly covers him. It's not like there's anything that really needs covering up anyway... usually. And though they call him indecent, a shrimp, and whatever else the village hardly knows what they'd do without him. The years have proved fairly entertaining seeing what trouble he could get up to. And despite all the things he does Reinaan very much loves his family and fellow Draken of the village and would do anything for them. Naturally this meant he was thrilled to become a hunter and really start providing for the village after a decade or two of growing and learning and helping around the village. The men of the village were of course hesitant to let him but his size had never really slowed him down yet and they needed all the strength they could if he proved capable.

After a few small hunts nearby the village entrance Reinaan was ready to go on his first really dangerous hunt. A longer excursion that exposed the party to more of the winged monsters that abounded on the island. It proved hard and perilous and even the energetic Reinaan soon found it hard to keep going. Everything seemed to be going fine until they were returning back with what they had caught. Returning was usually the harder leg of the journey. The monsters could tell when a kill was made and would want in on it as well. Unaware of the signs that preempted such an attack and tired from the trip Reinaan lagged slightly behind the group and opened himself up for an attack. It came unexpectedly but one of the others reacted quickly and got Reinaan out of the way but at the cost of being gravely wounded himself. The rest of the party arrived and fended off the creature and carried the two back to the village. The Draken who had protected Reinaan lived a few more hours but died from the injuries. Lamentation was taken up among the entirety of the village but none wept more bitterly than Reinaan who cursed his size, inexperience and anything he could think of about himself that had caused the loss of a brother. The funeral was held at the same shaft of the caves Reinaan himself had been born at and the body was lowered into the magma and burned away to nothing.

Much of the rest of Reinaan's childhood was fairly typical. He learned from the loss and honed his skills at hunting for the village and took to exploring the caves with friends. The loss of life seemed to inspire him with a desire to learn more of the world. There had to be more than just simply caves and mountains and monsters and hunting and whatever else. He began learning from the village elders of the other creatures that inhabited the world. Tales of strange creatures known as humans, elves, dwarves and many others. Though he never really caught up to the normal size of other Draken he became a surprisingly strong and capable hunter and was able to safely navigate his way through the mountains to try and see farther away places. It was upon reaching the coast one day a few years ago he first encountered humans. They had come in on a large structure that floated atop the water and were at the base of the seaside mountains. Reinaan looked on in curiosity realizing they had to be some sort of legendary creature the stories the elders told spoke of. Approaching the camp proved to be a bad idea as the men thought him to be a monster. But they noticed him to be wearing some sort of clothing and he also appeared to be attempting to speak to them. Hesitantly the two parties approached and began an exchange identifying Reinaan as a Draken to the men and the men as humans to Reinaan. The men were surprised not at the fact a Draken was before them but that one was out here as they had never heard anything of a Draken settlement on Blagos.

The exchange was so exciting to Reinaan as he told them of his way of life and they spoke of far off places they had been to on their ship. Reinaan warned them of the various monsters in the area and advised them of some safer tunnels to take if they wished to explore the mountains any. He went with them for a bit to see what they were up to. They seemed to think something valuable was in the mountains somewhere but after a few hours seemed to not have found it. Still they thanked Reinaan for the help and gave him the jacket he wears to this day. He was met with strict scolding upon returning to the village not for having contacted humans or even really for traveling so far as much as having done so on his own without telling anyone. They had on rare occasion made contact with outsiders before but the whole of the village had been advised of it and the results of the meeting. That said and the rules laid out the village was awfully curious about the jacket and other such things the humans had given him and once again teased him for his indecency given his style of wearing it.

At this point in time Reinaan is forty eight years of age. Almost an adult and ready to prove himself as such at the coming of age ritual. But fate had other things in mind for him. Not but three days ago while preparing for a hunt with the village Reinaan ran out ahead to scout out the area. Expecting to see various animals moving about the mountains and monsters about the air he was in for quite the surprise as a ball of fire appeared before him. He was entranced as suddenly a woman appeared from it in a flash of light. Embers scattered around the air as what appeared to be a human woman in elaborate clothing came into Reinaan's focus. She introduced herself as a spirit and said that she had chosen Reinaan as her partner. She told him this choice was in part due to her love of the volcano and his people's living so close to it and ability to breathe fire itself. Additionally she had always appreciated his energetic attitude among the Draken here, stating she had long watched him and felt he more than the others reminded her most of her own element of fire. Entirely confused Reinaan ran off but the woman followed. The others were surprised to see him running into the caves instead of out to go on the hunt. He ran straight for the elders to tell them what had happened and noticed the woman had kept pace with him remarkably well. Pointing to her he was surprised to hear that none in the village saw the woman at his side. The others worried as Reinaan spoke to the empty space asking it why no one could see it.

The woman smiled and suddenly made herself visible to the other Draken of the village. The elders were amazed and rushed to their records and legends of spirits. There wasn't much to go on but they knew enough to tell Reinaan to listen to her and do as she asked. Many feared it was the spirit of the volcano and that angering her would cause an eruption. So Reinaan began talking with the woman attempting to gather what all she had to say and wanted. She had no name of her own and requested Reinaan give her one if he desired something to call her by. She spoke of a mission they were to complete together that would require him to go see places far from the caves and mountains that were his home. The others of the village were very reluctant to let Reinaan go. They didn't wish to send a young Draken, not even yet a man, off on his own even if it was the spirit's will. But if ever there was a coming of age rite this would be it. With a bit of a tearful goodbye with his parents and village Reinaan set out with a few others of the village accompanying him and the spirit to be sure they made it out of the mountains safely. Along the way the spirit attempted to show Reinaan some of the powers they would have together which was only slightly explosive and only almost nearly burnt down the side of the mountain. There's a lot to learn and the young Draken's far from home and unfamiliar with many things. But he has a burning passion to see the world and come home to tell his village what it's like outside their home.

Skills and Equipment:

Spoiler

Combat Skills:

-Fire Breath: As a fire based Draken Reinaan is capable of breathing fire. Due to his size Reinaan usually only has about five seconds of fire before he needs a few minutes get some more ready. The stuff he spews moves fairly quickly, is fairly hot and could probably melt metals if he could keep it going longer. It's really good for setting flammable things on fire and can still get metals pretty uncomfortably hot. Naturally not something you want hitting you but unless you sit there and let yourself burn you'll likely be alright. Act too slowly and you can expect some third degree burns however. After a few yards the stream gets pretty dispersed to the point of not being effective for much of anything but within that range probably a good idea to not get hit by it.

-Fight like a dragon: Reinaan's weapons were naturally born with him. He's much stronger than the average human his same height of course but by no means as strong as say an orc. His main method of fighting is a melee approach and often devolves into tussle on the ground with all sorts of biting and slashing at least with things he hunts he's not particularly experienced with fighting other humanoids. Reinaan's tail packs a bit of a punch as well and can knock the average man off his feet provided he wasn't bracing himself for the blow. Reinaan's scales are about as hard as simplistic armor which facilitates the rough up close fighting. The scales are very resistant to burns and somewhat to slashes but can still be pierced with stabbing attacks, arrows and the like and don't hold up well to magic. Nothing he does is by any means finessed but it works well enough for him. His claws are very sturdy and sharp and very good for piercing flesh. Metal not so much, but with enough force they can get the job done. If that doesn't work he's pretty good with a spear and carries one with him. Not exactly dragon-like but you do what you have to to live.

Non-Combat Skills:

-Heightened awareness: Having had to be a careful hunter all his life Reinaan is very aware of his surroundings and is conscious of slight noises and disturbances in the area that indicate a presence in the vicinity. His ears and eyes are sharp and when focused rarely stays still to continue scanning the area. It's hard to sneak up on him but certainly not impossible especially with a little magic.

-Survival skills: Reinaan is comfortable living off what he can find and hunt and is more than capable of defending himself to boot. Hunting and fishing (with like spears and stuff not lines) come naturally to him as does tracking animals and such. Making fires is sort of inherent to his being so that's not an issue either. Has a good sense of the weather, particularly when it comes to telling the approach of a rainstorm.

-Exploration: With a strong sense of direction Reinaan rarely gets lost when exploring new places. He makes certain landmarks for himself easily and can quickly head back the way he came even if things get dicey and he's gotta get out fast. Caves and mountains are his forte of course.

Equipment:

-As shown in the picture he has a jacket that he wears more for style than protection of any kind. In fact he'll regularly remove the jacket for various activities to keep it from getting too damaged. There are metal braces about his hands and feet to help protect them in fights and such which he will keep on him more often than not.

-Reinaan carries a small bag with him which contains various sticks, twines and stones that look something like arrowheads. They're meant for quick improvised tools for hunting and such.

-Has a small jar containing a salve in it. It's made by his people and he carries some of the herbs required to make it as well. When applied to cuts it helps the scale layer recover faster to protect the wound though the actual damage will still be getting fixed underneath. Not particularly helpful to non-scaled individuals but it won't stop him from trying if someone's hurt.

-He does carry a simple spear, largely a hunting tool but not impractical for a fight either.

Other:

Spoiler

-Wears clothes purely for the cool factor and always inspects what other people are wearing when first meeting them. He'll often wonder why people don't wear things in a cooler manner and suggest alternatives. If his fashion sense is anything to go off of anyone with a sense of decency would ignore any such suggestions. Doesn't sleep with any of his equipment/clothing on so watch out for that. Especially if someone attacks in the night he'll be in a bit of a scramble.

-Sensitive to his size but largely only around other Drakens. Most other people don't know to call him short for his kind.

-Likes to pretend to be a dragon. The whole being a lizard thing and breathing fire doesn't help convince him otherwise.

-Pretty much a pure carnivore. Fruits and vegetables are super gross to him and get him to gag real quickly.

-Loves the feel of the sun on his skin and the feeling of a swim in a cold lake or river. Temperature contrasts in general make him happy. It has to be pretty unbearably hot out for him to complain however cold gets to him a little easier.

-Hair grosses him out.

-The writing system in Reinaan's village was something more like hieroglyphics and there wasn't a rigid grammar structure. Reinaan was taught to be able to "read" the stories they told and use them to tell his own stories but it's hardly what one would call literacy. Any other language and reading and writing are a fairly hopeless effort for him. He can be quite creative as to what letters and numbers could be pictures of.

Spirit Information:

Spoiler

Name: Ziiyol

Appearance:

Spoiler

Height: 5'8"

Other: There is shown what appears to be a lizard tail however upon closer inspection it appears to be just an elaborate work of clothing and is not actually attached to Ziiyol. That said as everything materialized with her speculation as to whether it's actually clothing or not is largely meaningless.

5A98byH.jpg

Personality:

Spoiler

Ziiyol is for the most part lighthearted. She seeks to dance with the wind as a flickering flame. She has a mission that much is true but life will blow her where it will along the way. There's hardly ever a sense of urgency with her despite the very important things she speaks of with regards to spirits and the chosen. Heat and fire make her happy while cold somewhat distresses her and water terrifies her. She loves meeting new things of any kind be it sentient life, monster, fellow spirit, inanimate object. Anything that can burn basically. She doesn't seek destruction but finds beauty in it, especially ashes. She's very fond of Reinaan and tends to give what she finds to be cute nicknames to him and others she meets. If she can get angry is so far a mystery to Reinaan and those she's shown herself to. One can only imagine what a magical being of fire would do should it become enraged.

Transferred Skill:

-Flamberge: Ziiyol's power of fire manifests itself primarily in Reinaan's claws. Upon merging together light and fire can be seen surging between Reinaan's scales and Reinaan is able to extend powerful flames off of his claws. These in essence flame claws extend two feet past the ends of his claws and can cut and sear through flesh and other soft substances. Metals can be cut as well but time and focus is required and the skill's difficult to maintain. Reinaan can only manifest the claws on one limb at a time. Should they be active on a hand they have to be removed from that hand to move to the other or either foot. The change is quick but also telegraphed in that the fire can be seen traveling across Reinaan's body to the next limb to use the power. Reinaan struggles to control it and easily sets things on fire he didn't intend to while they're active. He can usually only keep them out a few minutes before having to retract them or the spell starts blowing up in his face. Burns from the recoil are internal making his tough scaly exterior rather ineffective in preventing the damage.

The experience merged is quite the rush for both parties. Reinaan's senses go into overdrive, not necessarily getting better but more vivid. His emotions and passions flare up with it and it creates a sort of sensory overload. He acts a bit more animal like but is still himself. Upon separation he comes away from the experience a strange mixture of tired confused and sometimes even aroused (a bit embarrassing for him). Ziiyol loves the sense of actually being able to physically experience the world through Reinaan's body and her excitement builds throughout their time together. Upon separation she remains giddy and excited for some time.

Personal Skill:

-Blistering Waltz: Ziiyol can perform a sort of dance which will produce one of two flames at the edges of the fans she holds. Red flames are normal fire and just burn things. Green flames attempt to burn magic and that's a dangerous game to be certain. Her dance isn't very far reaching, requiring targets to be within a few yards to be of any effect. And attempting to burn magic more often than not creates unpredictable explosions of fire and whatever element it's clashing with rather than actually disarm any spell. It is strongly advised against coming to Ziiyol for like removing curses or anything of the sort. The flames summoned last for only a few minutes. Red flames are capable of igniting paper, dried plants, clothing and other such similar things. Green flames are usually extinguished on their own by the resulting explosion of magic. In either case the flames will disappear when the dance ends so things that are on fire will spontaneously stop being on fire. Producing both types of flames simultaneously shortens the dance to a single minute and makes the green flames more unstable (big boom gets bigger).

Other:

-Is always dancing. Or at least a lot of the time. More than walk she sort of gracefully spins and tumbles through the space. Play or sing any sort of music around her and she won't be able to help herself.

-It's hard to tell how aware she is of her appearance and how humans could well view it as rather attractive. She seems mostly oblivious to it. Mostly.

-Will often grab hold of random objects and see how much heat it takes to set things on fire. Often being unable to do so on her own she'll suggest Reinaan help her which usually leads to a little bickering. In any case, keep important documents away.

-To those who can interact with spirits Ziiyol's touch feels like a gentle warmth rather than anything remotely physical. Reinaan's awfully fond of it not that he'd admit it and Ziiyol knows it and teases him about it.

 

 

Edited by Doggo

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[Witch Hunter

Spoiler

5vAK9o4.jpg

"Sure, I suppose I don't mind playing hero just this once..."



Name: Lindow Artoria
Age: 24
Gender: Male
Race: Human
Element: Thunder
 

Spoiler

Date.Masamune.(Sengoku.Basara).full.1498


Lindow is a tall slim-built gentleman, standing at 6'0 and weighing 151 lbs.

Spoiler

It should go without saying that someone like Lindow isn't born, they're made. That being said, Joseph was born in Izlation, and was forced to endure several years as an orphan living off the scraps of society. Having never truly known his parents, Joseph was known as burden to nearly everyone in the city, and the subject of several ugly rumors regarding the fate of his mother and father. Had he murdered them and eaten their corpses? Sold them off to the witches in the swamp? Or maybe he really was left for dead after the two young travelers realized that their adventurous lifestyle would be put at risk if they had a child? Not that it mattered. The point was that the kid didn't have parents and was constantly slinking around alleys with that creepy look in his eyes...

The first time anyone had ever bothered to show Joseph kindness was the day that he ventured outside Izlation's walls. Exploring the perimeter of the Restless Swamp, Joseph was greeted by a kind old woman who offered him a small package of food. Naturally, he took the gift without hesitation. As he feverishly devoured his first meal in days, young Joseph listened to the old woman as she told him stories of her youth as an orphan herself, and offered to allow him to take refuge in home which was conveniently nearby. Though her story was soon cut short as two men appeared from nowhere and cut the old woman down with ruthless efficiency.

Shifting their gaze to the pathetic street rat that the witch had planned to lure to her lair, the two men took pity on his soul and explained the situation that the had almost found himself in. They told him about the Abyss Seekers, and their crusade to cleanse the earth of those who used magic for evil. Realizing that this might be his only shot to do something with his life, Joseph pleaded for the two Abyss Seekers to take him back with with them to their base and allow him to join their ranks. They agreed, and from that point on Joseph began training in the art of combating witches and mages.

As he grew older, Joseph managed to slowly climb the ranks of the Abyss Seekers; leading several successful inquisitions, and disbanding two covenants all whilst following an extremely righteous moral code that was often times frowned about by his extremist peers. When he turned twenty, Joseph was dispatched to investigate a suspected witch that was known to be up ducting local children. Slipping into the witch's home in the dead of night, Joseph was met with several children locked in cages. With his suspect confirmed to be guilty of her crimes, Joseph began hastily freeing the children from their prison before turning his attention to the sleeping witch. Drawing his blade, the young hunter prepared to apprehend the elderly woman, but was suddenly struck in the back of the head by one of the children.

Awakening bound to a chair, Joseph discovered that the children had been put under some kind of spell and were mere puppets to the witch, who had set an ambush upon hearing of his arrival in the area. A hunter in the clutches of his prey, Joseph endured several days of horrible torture at the hands of his captors; during which he had his left eye forcible removed and eaten by one of the witch's children. Joseph died in that cabin. Driven to the very brink of his sanity, the man finally managed to break free of his bindings on the fifth night of torture. Savagely slaying the witch and every last on of her brainwashed servants with his bare hands, he crawled out of that cabin a changed man. That was the day Lindow was born...

Having been thought dead, Lindow's return caused quite a great deal of surprise to the Abyss Watchers. Being the kind of organization that they were, the Watcher's had wasted no time in promoting Lindow's replacement, and with the man even going so far as to having forsaking his code and casting away his own name; the hunters believed it was only fitting that he was forced to carve out a new path amongst their ranks. Lindow would spend the next four years fighting his way back to his former tittle, taking on a number of tasks that were deemed suicidal, one of which would soon lead him to the path of a chosen...

It was a seemingly simple hunt. A group of sisters that had used vile methods to harness the power of lightning for themselves, and were planning on using it force other local covenants into servitude. Locating the sisters with relative ease, Lindow engaged them in combat. The battle was fierce, but during the skirmish he managed to slay oldest of the three sisters and wound the middle sibling badly enough to force her on the defensive. Strangely enough, the youngest of the trio seemed rather reluctant to fight, despite her sisters claiming that she had the strongest magical power of them all.

During the battle, a large thunder cloud formed over head and began raining water and lighting down upon the forest floor. From one of the bolts appeared a small feline spirit that approached the youngest of the witches, claiming the she was chosen to protect the world with her powerful magic and purity of heart. Using the spirits sudden appearance as a distraction, Lindow swiftly dispatched the middle sister before running his blade through the youngest witch moments before she could accept the thunder spirit's offer to become partners.

Watching as her chosen partner fell backwards with Lindow's blade through her chest, the thunder spirit was rendered speechless as the young witch offered it her final words. "This man... he has been set down a dark path... be his guide... I'd like him to take my place." Having watched as the young woman used her last breaths to plead for the thunder spirit to take on Lindow as he partner, Lily reluctantly gave the man the same explanation she had given his victim.

Fascinated by the spirit's proposition, Lindow accepted Lily's partnership, assuming his mantle as the Chosen of Thunder.

Spoiler

Though usually a laid-back, whimsical, snarky and oddly eccentric man, Lindow reveals a wickedly cunning and ruthless side when the situation warrants it. He is prone to using idle conversation and random observation to distract his opponents, and tends to be exceedingly sadistic when dispatching his targets. Despite his care-free attitude, Lindow often times gives off a shady impression that he more often than not will laugh off without bothering to put those around him at ease; even going as far as too pretend that he is unaware of the fact that his behavior tends to cause unease to those around him.

His sense of humor is very odd and somewhat dark; normally shown through his deadpan observations, mocking politeness and heavy sarcasm. More often than not it is impossible to tell when Lindow is being serious, and he is well of aware of it.

Though he is considered a high ranking member of the Abyss Seekers, Lindow shows no outward malice towards witches. He considers the mantle of hunter a job, and nothing more and despite the extremist views of his peers, Lindow has now qualms with magic and the benefits that come with it. Although, even with that said, Lindow will not hesitate to carry out any of the more... unsavory orders passed down by his handlers, and will cut down woman and children alike if they prove to be threat to themselves or others.

Outside of combat, he exhibits a casual laziness that has led him to take up the hobby of napping whenever possible. Lindow is often times no where to be found when it comes time for hard labor, and when asked to conduct a task that he considers to be actual work he will feign sickness or claim that he is too weak to contribute. Though he may complain about it the entire time, Lindow is not opposed to helping others in need, especially if he manages to come up with a way for it to be mutually beneficial. He holds a odd moral code, and as bizarre as it may seem, he can some times be found helping the elderly carry heavy loads to their homes and rescuing children's toys when tossed out of reach.
 

Spoiler

Duel Swordsmanship: The Abyss Seekers make use of a very unique fighting style that revolves around the use of both a one handed longsword and dagger in tandem with quick and unpredictable movement. Their lack of armor allows for high mobility, which is important for avoiding spells and other projectiles. Lindow has mastered this technique and is able to hold his own with true swordsmen.

Witch Hunting Training: Lindow is surprisingly nimble and reactive. He is able to swiftly climb most surfaces with ease and conduct acrobatic feats such as flips, wall jumps, and narrowly avoiding attacks at the last minute in combat.

Marks of the Abyss: Upon completing his training as an Abyss Seeker, Lindow had a slew of runes carved into his body that serve to grant him an improved resistance to hexes, curses and illusions. 

Discharge: Lily can discharge a large amount of electricity into the air 3 feet around her, shocking and stunning all those caught in it's area of effect. A single use will last for five seconds, but will require Lily to rest for five minutes afterwords.

Third Blade: Upon fusing with Lily, Lindow is granted the ability to generate a single blade of pure thunder magic from his body. This blade can extend outward up to five yards and vibrates at a frequency high enough to melt through basic armor. Those struck with the third blade are violently electrocuted, and find themselves unable to cast magic until the blade is removed from their body. This skill can only be used twice per day.

Non-Combat Skills:

- Though he is not a very talented mage, Lindow is well versed in all things magical or occult.
- Lindow has extensive knowledge of herbs, particularly those used to cure curses or create poisons.
- He is ambidextrous.
- Lindow is also skilled at gathering information and is knowledgable the criminal underworld as a whole.
Equipment:


-Abyss Seeker's Silver Longsword x1
-Abyss Seeker's Iron dagger x2
-Bag of bribing money
-Herbs used to induce a sudden rush of adrenaline x3
- Abyss Seeker's light armor robes x1
- Dark Blue cloak x1

[/spoiler][/spoiler]
[spoiler=Other]
 

 


 

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And I suppose, I will make me quitting this RP official too. Maybe Anis' body finally gave in due to fatigue and exertion.

Sorry for being able to push myself further to post.

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Second Wind

Spoiler

ZMdnubT.jpg1WWEqzB.png

"Sooo, we find the Demon Gates, shut 'em down, save the world... what do you think we should do after that, Eltain?"
"How should I know?"
"Really? Not very ambitious, are you?"

Name: Pyrrha Varan
Age: 25
Gender: Female
Race: Elf
Element: Wind

Appearance:

Spoiler

vQSW9X4.jpg

Height: 5'5"
Weight: 132 pounds


Personality:

Spoiler

Simply put, Pyrrha isn't sure what to do with her life. There's a lot of stuff she'd like to do, but trying to figure out where and how to start is tough for her. Fortunately, elves live for a pretty long time, so she takes comfort in knowing that she's got plenty of time to figure it all out. For the present, her attention is mostly on her new task of helping to save the world. It's something way more ambitious than she was ready to tackle so soon in life, and as a result, she's not entirely sure if she can actually pull it off, afraid that she might be more of a burden to the other Chosen than any sort of worthwhile ally. That very fear though - rather than stopping her from trying - makes her all the more eager to try. That way, if she turns out to be a burden after all, she can work on not being one. "You'll never know unless you try" is a very strong belief of hers, along with "self-improvement is the mortar to a castle of happiness".

Because she isn't sure what to do with her future, or what it plans to do with her, Pyrrha tries to remain optimistic and make the present as good as she can. This way, if her future isn't so great, she can at least look back at a past she'd be proud of. An unfortunate side-effect of this is that Pyrrha isn't great at sitting around doing nothing. A bit impatient, wasted time is still wasted time, even if she's got centuries of it left. As such, she strives to always better herself at something, and urges her companions - especially the shorter-lived humans - to do the same. While some elves may look upon other races with disdain, Pyrrha for one has always seen humans in particular as just people, same as her own kind, due to growing up with plenty of them. Other races, meanwhile, are a subject of wonder and fascination to her, and she wants to learn everything about them whenever she meets one.

Out of people though, Pyrrha harbors a boiling hatred for witches in particular. To her, they're no better than wild animals that have to be put down for the good of everyone. In a world without witches, Pyrrha believes it will be easier for people to cooperate and flourish in an unforgiving world. She's all for people working together as a unit, be they small groups of adventurers or entire city communities. As a result, Pyrrha often cares more about the success of a team she happens to be in than her own personal glory. If given a role, Pyrrha will likely take to it with little complaint.


Biography:

Spoiler

Born in the city of Peats, Pyrrha was the older of a set of twins. Her parents were guards, and while life was a little bit dull, it was good. While her sister aspired to join the city guard, Pyrrha wanted to be a bard, a dream in which she showed little signs of success. One day, however, local children in Peats started disappearing, never to be seen again. Following some investigation, it turned out to be the doing of a witch. Appropriately enough, a handful of the city's guards were sent out to kill the witch and free the kids.

The children were never found, and out of the guards that returned home alive from the mission, Pyrrha's parents were nowhere to be seen. Pyrrha grieved in her own way, casting aside her dreams of being a bard in favor of wanting to hunt and kill witches. Her goal was nothing short of genocide, but a mere child stood no chance against a witch in actual combat. While she wasn't allowed to leave Peats for her own safety, Pyrrha was allowed to hone her skills with the sword and bow to her heart's content, and the guards were even willing to teach her in their spare time. Having no other relatives, the Peats city guard became her surrogate family, and from them she learned how to take care of herself, how to fight, and the values of order and community.

While she never fully got over the loss of her family, Pyrrha over the years worked out the bulk of her feelings. She still hated witches with an intense passion - probably more than anyone else in town - and while she was still but a child barely able to handle herself by elf standards, by human metrics she was soon a perfectly competent adult. She didn't want to stay in Peats though. Instead, Pyrrha wanted to see the rest of the world. Visit all the islands of Fantalius, and sail beyond the charted quarters of the sea just to see if anything else lied further beyond. She wasn't sure what she wanted to do with her life anymore, but she was confident that she'd get a better idea of it the more she saw what was beyond her city's boundaries.

Pyrrha's been journeying for three years, hopping from one group of adventurers to the next. She's still a pretty bad bard, but at least she has some stories to tell from her adventures now. Most recently among them is what she believes will be the start to her greatest story yet. A new Chosen of Wind was needed, and Pyrhha was lucky enough to be in the right place at the right time to be trusted with this gift. She may be a bit late to the quest, but Pyrrha doesn't mind. After all, if she can help close demon gates and save the world, Pyrrha should be able to do whatever it is she decides to settle on later in life.


Skills & Equipment:

Spoiler

Combat Skills:
Axe Proficiency: Pyrrha was trained for a few years in the use of (one-handed) weapons, and takes best after axes. Although she's decently capable of taking care of herself in melee combat with an axe, she seems to be better at throwing them than swinging them at someone.

Archery: Where Pyrrha really shines. While she's competent with an axe, the bulk of her combat skill was put into aiming and using a bow. She's trained herself to be able to aim and shoot while on the run, allowing for a "hit-and-run" style of archery.

 

Non-Combat Skills:
Eagle Eye: Partly because she specializes in archery, and partly because a significant portion of her life was spent alongside city guards, Pyrrha's developed quite the attentive eye. She's also able to see long distances rather well.

Hunting: When she traveled with other groups of adventurers, Pyrrha was usually the one responsible for food. As a direct result, she's gotten pretty good at finding, tracking, and killing wild animals.

Cooking: Even before being entrusted to cook wild animals for her adventuring groups, Pyrrha was pretty decent in the kitchen. She's no gourmet chef or anything, but Pyrrha likes to think her cooking is notably better than the average adventurer's.

Flute: Listed not because Pyrrha's good at playing the flute, but because she'd like to be. The harsh reality of the matter is Pyrrha's a pretty bad flutist due to a poor sense of rhythm and borderline tonedeafness, but that won't stop her from trying her best.

 

Equipment:
Bow: A rather simple wooden bow. Seems to be pretty old and worn-out, but still gets the job done just fine.

Axe: A one-handed axe. It's pretty light for an axe, allowing it to be thrown at an enemy if Pyrrha wants/needs to.

Flute: A flute made from the hollowed-out bone of some monster. It's actually pretty high-quality and might be her most expensive possession, but Pyrrha's not very good at playing it.

Cloak: Honestly just an average brown cloak. Pyrrha has however noted that it's "super-comfy". It's probably just a matter of personal preference.

 

Stats:
Strength: 2
Skill: 2 -> 3
Speed: 2 -> 3
Endurance: 1
Perception: 3 -> 4

1 point leftover

 

Spirit Information:

Spoiler

Name: Eltain

Appearance:

Spoiler

gY7jiGX.png

Height: 4'7"


Personality:

Spoiler

If Pyrrha sees the world with a sense of youthful optimism, Eltain is her "grumpy old grandpa" counterpart. He doesn't care much for the little things in life, being more of a big picture sort. He'd rather just be left alone, curl up someplace nice, and take a nice long nap, than have to go on some sort of grand adventure. It's a necessary adventure of course, and he recognizes that fact, but that doesn't make him any more excited about it. Conversations with Eltain will most likely be of the shorter variety, with the occasional aimless rambling. Whether he really does go off on those old man tangents on accident, or if it's a deliberate tactic to bore people away from talking to him, isn't entirely clear. Of course, he does care for the well-being of the Chosen, even if he doesn't show it in the most direct manner.

Transferred Skill - Windwalk: By merging with the spirit of wind, Pyrrha becomes mobile like the wind itself. Pyrrha becomes able to channel the wind spirit's power, letting her run, jump, and leap in ways that wouldn't otherwise be possible. In addition to the increased speed and acrobatics, this lets Pyrrha run along solid surfaces regardless of what direction she's moving.

Personal Skill - Swap: A teleportation ability, with a bit of a catch. Upon activation, Eltain immediately swaps places with Pyrrha.

 

 

Edited by Yui

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Spooooky risen from the dead this OOC hasn't been posted in in years

So yeah gonna make a status too but essentially the RP is potentially facing being closed but making out a call to see if someone would be interested in joining. We can work out details together but basically just don't want to close it after all this time (due to lack of active players) without at least seeing if anyone would want to give it a shot.

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