|
|||
|
Re: Character List
Einai
Name: Einai (eh-na-i ) Age: 15, nearly 16 Race: Human (To the best of our knowledge) Sex: Male Hair: Long greasy black hair hangs to my elbows and my bangs are chin length and hang over one eye(alternates depending on the position of my head, but primarily over my left eye). Eyes: cold, deep blue. Weight: around 100lbs. Height: 6.2 Weapon: he carries the Crystal Staff, a time honored relic of his people. It has incredible healing powers for the innocent but repels those that it deems unworthy. It seems as though it has a will of its own. For years it had sat dormant in the family shrine for as long as anyone can remember. Previous to his wielding of this sacred staff, a ceremony was held on a boys 15th birthday, referred to as the coming of age. The boy would set out to the shrine early in the morning and climb the mountain atop the shrine rested. He would then try to take the staff. If the boy was to be its wielder, then he could dislodge it from its resting place. Its healing powers are extraordinarily effective, healing near completely most innocent person; however they are only minimal when used on einai. This is due to the complexities of the enchantments placed on it by the ancients, long before the remembrance of man. The staff is also for help focusing magical energies. In stead of sending the energy in the general direction of a target, one might use a wand or staff to collect the energies then redirects them into a focused point. It can also be used as a quarterstaff. He also carries a small tonfa for close combat. This was merely found at the side of the road when visiting a nearby village. It is sharp only on one side and the blade is mounted 90 degrees to the hilt. On one side of the hilt it reaches 4 inches and ends in a point. On the other side, it extends 2 feet with a progressively narrowing blade. It comes to a sharp point at the end.Image hosting, free photo sharing & video sharing at Photobucket ……| | ____|_|_______________ |____________________/ It extends a foot and a half past the elbow. An enchantment was set on the blade so it will never dull or break. It seems to also be enchanted with a spell that makes it lighter, for it easily held in one hand. Armor: he wears a simple dark green cloak with a burgundy trim. It has been treated to prevent ripping and resist the effects of fire. Under that is a simple grey villager’s tunic you might see anyone wearing. Strengths: he is fair with melee combat but his true strengths lie with magic as he is not strong enough to wield a normal sword. His strongest defenses lie in his ability to bend light, making him invisible and creating illusions. This however takes too much concentration for combat. He is good with machines and can usually fix any flaws in their design. He is hard working, even with the lack of the physical strength the other boys possess. He is an intellectual, usually gaining the upper hand in an argument without resorting to violence. Weakness: He is terrible when it comes to archers. He can only focus magic at a minimal distance, leaving himself unable to cause a foe full damage when they are further away. He also has no melee armor so an attack that lands on me will likely do damage He has a short to temper and anger blinds him (not literally!). Skills/Magic: Simple enchantments: (used on the sword and cloak) Minor fire magic: controlling fire in various ways, heating the air to the point where pure fire is born. This can then be moved or contorted for offensive and defensive purposes. For a ranged attack he could fling the fire at my foe merely by redirecting the energy. In a defensive position, it can be used as a shield or a ring of fire around himself or others. It grows more powerful with rage. Of course, as all magic dose, it takes energy to perform. Light distortion: can be used to create various illusions and to hide him. He cannot use this wile actively fighting. He dose this by taking advantage of the fact that if air in one area is hotter then the rest then when you look through said pocket of air things seem distorted. Heating precise pockets can create the illusion of invisibility or of an alternate (but similar) environment. Minor sword play: it is not often that he needs to draw my sword, but when he dose he can defend himself from most assailants. Appearance: he is a tall gangly boy. Though he is fifteen he is often mistaken for seventeen. He has an angular face but a round chin. He is often covered in dirt and/or scratches from working the machines around the village. The grease in his hair gives it a dull sheen. His cloak hides a slim figure that most would think to be unhealthy. Under that is a grey tunic that hangs to his thighs. Under this he wears dull black leggings. Hidden at his waist is a sword, which is strapped to his right hand with a small cotton scrap during battle. In his left hand is the Crystal staff. Normally it looks like an ordinary staff, but when magic is used around it glows with all the beauty of a crystal in the pale rays of twilight. On his feet is a pair of boots, treated to resist fire. In one of them, it is often known that he hides various objects, like a file or a lock pick. Personality: If you are his friend he can be pleasant to be around. He can be light hearted and joke around if he is feeling good enough. However he is short tempered which leads to jumping to conclusions. He is a bit of a jerk. Most of the time however, he is somber. This allows him to be unwary of insults and minor pain. He is dark in his thoughts and keeps them to himself during battle. Of course that isn’t to say he completely cold to the world! Autobiography: I did not grow up with my parents. I was left for the village elders to look after I was born. According to the elders my mother came to them for help from far away, and died giving birth to me. Not much more then that is known about her. Some say she ran away from an abusive husband. Others think she was spirited from a distant land. I however believe my mother to be a simple traveler cut from her caravan at just the wrong moment. I had an ordinary childhood. I’d spend day to day alternating from fixing the machines in the water wheel and learning magic from the elders. Of course I had my fair share of friends. There was Sam, the baker’s child, Vernon, a strange boy who lived in the woods. But most memorable of them was Julie. She is the love of my life. When I had free time, away from my training or work in the water wheel, we would spend every moment together. Some days we would play in the fields and others we would simply soak our feet in the meandering river that cut its path near the edge of the town. I admit I did indeed love her. However I never had the courage to admit it to her. All was good between us. But after some time, I sensed her mind going distant, as if she wasn’t all there. Eventually she went to sleep and never woke up. She was still alive, there was no doubt about that, but after even the strongest magic that the elders had at there arsenal had failed, all had begun to loose hope. When a traveling story teller came to the village, it caused quite a stir. The man wore a grey and tarnished tunic and a stationary kit accost his back. Everyone wanted to hear what this storyteller had to say. He spoke of a far away land were wishes came true and warriors were made. He told of his travels and victories in this place. And as his story came to a close, he pronounced as if the gods themselves were listening, “The Dome.” His stories encouraged me to train harder. The travels between villages were usually dull. I would go from town to town searching for parts to use in the various machines around the village. On one such trip I noticed a sparkle in the corner of my eye. Upon further inspection, it turned out to be a sword. The hilt was straight, but the blade almost immediately curled back, 90 degrees to the hilt. At the time it was badly rusted and too dull to cut through paper. After polishing and sharpening its edge, I took it upon myself to learn to wield this blade. I created a machine for training. It spun and lunged, and I would attempt to parry it. It wasn’t too long after that my fifteenth birthday occurred. The village was all excited over the preparations of the ceremony. All busy making shore that I had all the preparations for my assent of the mountain path that lead to the family shrine. I was eager as ever to climb to the summit. Thinking only of Julie, I took a hearty pace up the steep and winding path. The sun was high in the sky when I finally reached the shrine. I opened the doors and was surprised when I saw nothing like a crystal in sight. All I could see was a wooden staff embedded into a rock. Convinced there was something more, I conjured a small flame, and held it in front of me in the palm of my hand. Almost immediately the staff glowed with great intensity. Clearly, this was the crystal staff that I was sent to retrieve. At that moment a shroud of doubt crossed over me in my mind. What if I was not worthy? I reached out and grasped the staff and to my surprise, I lift it easily out of its stone pedestal. Excited, I fan down the mountain as fast as I could; back to were my beloved Julie lied asleep in a coma. It was twilight when I finally reached the village. I was being congratulated by almost everyone I knew. I didn’t care about that though. I just wanted to wake Julie. I ran straight to her room. As I expected, she was sound asleep. I waved the Crystal Staff and recited a prayer, but to no avail. She still lied their motionless, completely unaffected. “Ah… I see,” the voice appeared as if out of nowhere, startling me. I turned around to find that it was Nico, the wisest of the elders. “So the roomers are true,” he spoke again “The staff really is not at its full potential” “What do you mean elder?” I reply. “In my youth that staff alone could heal any ailment, though we used it sparingly. It was wielded by my father. He was a great man, but his fate was sealed the day he first took hold of it, on his fifteenth birthday. Thirty years later, when was eight, the village was attacked. And sadly my father was shot down amist the ruckus, struck by an arrow.” By this point in his story we had migrated into the common room and were sitting. “I fear that that day the staff lost its spirit. That is why you can’t heal this girl.” “Tell me. I must know if there is still a way to save her!” I shout, almost at the top of my lungs at this point I am frantic. “Be calm Einai! There is one way, must you must train hard…” “You must prove there is still innocence in this world of violence.” And so my journey began. I packed as little as I could, only bringing with me the bare essentials. __________________
__________________
~Colink ~Einai |

|
|||
|
Re: Character List
Name: Known as White-Hair on Earth; that is the name he chose for himself, and that is what he, in one way or another (such as merely pointing to his hair, writing it down, or sending an image to their brain of his white hair), tells those who ask for it.
Age: Unknown, but at least a few centuries old, given immortality by his demigod Race: Humanoid alien. Absorbs natural energy from the earth for both eating and recuperating purposes (can, but gets no benefit out, of eating and sleeping). Each energy-meal is about three hours of focused meditation. Must feed at least once every three days, or will begin to weaken. Lost blood is recovered, and broken bones will slowly mend themselves (though not right away; depending on the injury, it could take two or more periods of meditation to fully heal). Blood is very important to this race; it is ultimately his source of strength. Even if his skin is cut, a second, harder layer of chitinous material is present to further protect the blood and bones. The blood and internal organs are very much like a human's. H0wever, this blood is infused with the power of A'marul, which is what gives him his magical abilities, lack of a life span, and amazing speed. Loss of blood will lessen the potency of each gift. Sex: Male Weight: White-Hair can alter his weight, though he typically keeps himself at the max, which is 120 pounds. Height: This he can alter as well, but once again, typically at max, which is 6'. Weapons: White-Hair's right fingernails are each about three inches long. They're very light, and made from a diamond-like material that is inseparable from his skin. Unlike normal fingernails, these are only curved at the beginning, around his fingers. Otherwise, they're perfectly straight. Another natural weapon he uses are the talons on both sets of his five toes, the fifth clawed toe on his heels. Both his claws and his talons channel numbing poison, which is released on striking. It will slowly spread throughout the body. The potency depends on how deep the strike is; the poison will be erased from the body after about forty seconds either way, but the shallower the wound is, the less it will spread and the more feeling the victim will have in that area. Armor: Thick but tight and compact black material which acts as a jumpsuit covers every inch of skin down from his collarbone, besides his hands and feet. This material repulses any type of heat energy around White-Hair far away from him, regardless of the the temperature. This leaves a subtle chill to drift around White-Hair. White-Hair also wears an overcoat of the same material. This material slowly stitches itself back together, flawlessly, after being ripped or cut. Strengths: White-Hair's body is unable to be cut; if attempts are made, his body will automatically shift its form around the object as if it cut into water, and will, after the object recedes, renew itself to its previous state. This applies to his entire body, bones and all. However, this ability cannot activate in two separate places. Another strength White-Hair's ability to see infrared light. This ability is automatically activated in areas not light enough for his regular vision to pierce. His hollow bones allow him to fly when he unfurls his winglike shoulder blades. In the air, he can accelerate to the speed of sound. He only uses this for travel; fighting in the air is too high-speed for him to be aware of what's truly happening. White-Hair, on the ground, can move on a whim at about half the speed of sound (around 370 mph), and can accelerate over about thirty seconds up to the speed of sound. However, at such speeds there is no telling what's going on around him, so during battle he will definitely not be able to move that fast and fight effectively. His body isn't the only agile thing, either; he's a quick thinker. Weaknesses: Raw strength is not one of his strong suits. In fact, if his amazing agility and razor-sharp claws are to no avail, he must rely on his magic, the only other effective thing in battle. His main weakness would have to be solid blows. A sword and a hammer used against him; as the sword is slim and for the most part has a weaker swing than the hammer, and his body doesn't have to do much to shift itself to dodge that. However, with a hammer, whether it's more of a mallet or the bizarre shape of a war hammer, the change in his body would be too great to do so quickly enough to dodge it, and his bones would smash to tiny pieces. He has no mouth, and as such no vocal abilities whatsoever. White-Hair's blood courses through his bones instead of any kind of circulatory, whatever. The more blood he loses, the slower he moves, and the slower his mind works. His build is wafer-skin, almost skeletal. Not the strongest body ever, that's for sure. Skills/Magic: White-Hair can use three offensive magical abilities. Each one requires blood. One technique is to transmute his spilled blood into white flames that burn using the blood as fuel. As the blood disappears, the flames thin. Another is a binding technique; if anyone other than White-Hair touches any space inside of any complete circle of his own blood, the body part that touches will be completely frozen there. The blood circle, be it dried or fresh, will evenly flow toward the body part over time; the larger the circle of blood, the slower it closes. Once the blood touches the body part, the magic is finished. I must add that only the surface of the body part is frozen. Every other part that isn't touching the circle of blood is still 100% functional. If someone walks into a circle of blood, and while the bloody circle is drifting closer, the magic will only focus on that one person, and no one else who enters will be frozen. And if someone realizes that the circle must be complete, and messes with the blood using a free body part, the magic will end and their frozen body part will be released. The third magical technique is a metamorphosis, one that he would not willingly use if he didn't need to; a tiny bit of blood trickles from every little bit of White-Hair's pores (like a human, his skin has sweat glands and whatnot); they burst into a shining white light that engulfs White-Hair, transforming him into a blood elemental for a short amount of time. He is twice as fast as sound in this state, and his claws meld together and curve at the end to form a sort of hook, and it becomes strong enough to cut through cast iron with one strike. This technique uses up about 80% of his blood, and puts a huge amount of stress on his body, and as such there's a possibility of death after its use. The chance of White-Hair dying after this technique is about 15-50%, depending on how pressured his body was before. The pain of forcing his bones to open and forcing that much blood out of every pore is excruciating, and takes some time to do. A less macabre skill of his is alteration; he can shift his weight from anywhere between 15 and 150 pounds, which is handy during flight, and his height from 4'10" to 6' flat. To alter his weight, he reverses gravity to an extent, lessening its pull on him. To alter his height is a little different; the chitin between all of his bones can extend and retract, which does so on his will. To keep himself proportionate, so he doesn't have arms catching up to his body in length while at minimum, all the chitin in his body will extend or retract at the same time, on different scales for different parts of his body. Although he normally never alters his height, since it feels sort of odd to have your second layer of skin expanding and contracting, it could prove useful sometime. The webs of black around White-Hair's eyes are also used for magic; for about 40 seconds, a globe of darkness consumes a large area, about fifteen feet or so, where White-Hair wills it to be placed. This is a cloud of darkness; it can be entered, it can be exited, but it cannot be penetrated with regular vision. During this magic, the black webs resonate with strong energy that gives off a violet glow. While 40 seconds are counting down, the eye-webs are slowly erased from the end near the cheeks and forehead to the beginning around the eyes. They will slowly regenerate, which takes about 24 hours. This is more defensive than offensive, and although it leaves his enemies blind, he normally uses it to rethink a strategy or something close to that effect. His final ability is telepathy, which allows him to communicate with others. Although he has yet to learn much language, he can communicate using images and sounds. Appearance: Pale white and callous skin is hidden under White-Hair's black coat. His fluorescent, bone-white hair is where the name White-Hair was thought up. White-Hair wears a black bandanna that covers his nose, neck, and the rest of his mouthless face. His facial structures are all in the right place. His round white eyes are in the center of webs of black that reach past his eyes for about an inch. His fingernails and talons are deep black. To allow his wings to flow out with out having to rip through anything, there is no skin on the majority of White-Hair's back; the bones are exposed. His organs are protected by a hard chitinous material, however, so they aren't quite as exposed. White-Hair's full wingspan stretches to about 11 feet. His wings, which are truly just when his extremely elongated shoulder blades twist out of his back, are covered in that chitinous material as well, for the purpose of catching the air more than for defense. His appearance if forced to use his metamorphosis ability doesn't change much, except for the fact that he will be shining brilliant orange-red light. Personality: White-Hair prefers to stay neutral; he'll stick back and observe rather than be a part of anything. He does not like to be a leader or a follower; instead, he'd like to just go his own path, and not listen to anyone else. His deadly skill with his nails in combat as well as his sickly, dead appearance makes him look like an underground assassin, which he basically is, while still being able to feel some compassion for the living and the dead. Instead of chopping an arrogant preacher's head off for trying to banish him to Hell, or snapping the neck of someone who purposely bumped shoulders with him, he'd over-think how their minds were working, and eventually lead himself to believe they had a reason for what they did, just as he'd have a reason to decapitate them. This isn't sympathy or some form of insanity, merely thoroughness. Biography: Although born and raised (on the planet A'marul created for himself) a fighter whose sole purpose was to serve this demigod A'marul and his black empire, the point of which was to enslave, conquer, and pillage helpless planets for the sake of A'marul becoming a god, White-Hair didn't care much about, or even know much about what the higher-ups wanted. He wanted out. White-Hair used to live with his family, one who was enslaved on their home planet a long time ago. His father, behind the back of his beloved A'marul, always spoke to him of freedom, and what they would do if they could just escape the demiplane of A'marul. His father was captured during a mission outside of the demiplane, and as such was slaughtered along with the rest of White-Hair's family. White-Hair himself was spared, as he was merely a newborn, and would be taught not to disobey as his father did. Although he did not remember his father's face, White-Hair remembered his words on freedom. That's what gave him hope. That's why White-Hair played it safe, pretending to give a damn about the stupid man in his throne, more powerful already than some of the lesser gods. He was slick enough to gain the demigod's trust to send him outside of the demiplane for a mission. There were creatures called the aphons, which were the last creatures to be enslaved by the demigod. They apparently lived on a feral planet before the slaver's army chained them up and threw them in cages. Although White-Hair had never seen such a creature, they were described by A'marul, who had paid him the coat he wears to capture and bring back one who is taking refuge on another planet. Apparently during the sacking of the feral planet of the aphons, this certain one escaped by using one of the ancient waygates that rest on his planet, which have been out of magic for centuries. One of the greater generals of A'marul's army decided to try and reactivate it, to see if it could prove useful to his god. So he tried to feed it some magic. And the gate, after centuries of hunger, took that for granted, sucking in the life of the foolish creature. The aphon that was with him jumped into the portal; the gate allowed it, the aphon's blood tied with the ancestors that had once used them long ago. A'marul would not let this creature escape him. Aphons were limited on this planet of theirs, but proved to be very effective as slaves, as he had said to White-Hair. But White-Hair had to guess another motive...A'marul probably didn't want anyone to ever get the idea of escape. Perhaps he was sending him instead of a more powerful servant was because White-Hair was trained as an assassin, and would not only do the capturing quicker but stealthier. Being the anchor of his demiplane, could not leave to do so himself. That's where White-Hair comes in. White-Hair thought of killing A'marul himself at that time and many others; he looked so mortal, so very much like the inhabitants of the planet he was being sent to. But doing so would cause the demiplane to implode, with him in it. And even if he survived that he wouldn't get the other magical artifact A'marul promised him. So, he'd go to that mortal plane, that mortal planet, and cripple the escapee. A'marul snapped his fingers lightly, which White-Hair responded to with his full attention on the demigod. Pulling a book from below the arms of his throne, A'marul began to channel magic into his hand. White-Hair instantly recognized the book; the Obsidian Tome, containing the obsidian magic used by the king Rausaruk, a long-dead ally of A'marul. Or at least, that's what A'marul had told him. Landing his magic-filled hand on one certain page a second later caused an obscure elliptical blurring of space in front of A'marul. He motioned White-Hair forth; he began the walk. Obviously this planet was full of powerful enough beings to keep this demigod at bay, seeing as A'marul has yet to attack it. Hopefully he could find somewhere to hide from A'marul if he decided on the planet that he wanted to be a refugee as well. Perhaps he could even ally with the creature, if it was still alive. Well, he'd have to see what this planet is all about. As he went to take the step that would put him in front of the blurred oval of space, he felt the slight tug of air as it rushed past him. Now he understood; the blurry space was a portal. He took a step again, closing his eyes, and vanished with the portal into another land. Feeling the portal close behind him, White-Hair opened his eyes to an infinite blue...a blue that held nothing in any direction he looked, save a blinding white ball of what looked like fire in the distance. As he fell, White-Hair unfurled his wings, which easily ripped through his coat, and shifted his weight to a decent 15 pounds. A single crimson tear escaped his eyes. Freedom is a powerful word to White-Hair. |

| Advertisement |
|
|||
|
Re: Character List
My first BA character. Enjoy.
----------------------------- Name: Arman Solomon Age: 26 Race: Human Sex: Male Hair: Partially long, down below ears. A dark brown color, Arman’s hair is clean and kept but is a little wavy growing back instead of directly down. He also has a light beard and an even lighter mustache that form a circle around his mouth. Eyes: Hazel Weight: 172lbs. Height: 6’0” Weapon: Kalelui (Steel Broadsword) Arman’s weapon of choice is a straight edged steel broadsword, called Kaleliu, which has been passed down his family line for 5 generations. In the moonlight, the sword’s fine steel glows a faint blue. The grip of the sword emblazons a black and gold dragon entwined around a high peak. Amatair (Scimitar) Arman also wields a schimitar known as Amatair; the greatest treasure of a foreign town which he saved from certain destruction. It is a short, curved sword that increases in width moving up the blade. The tip of the blade is flat and there is a hand guard around the polished walnut handle. Vircendia (Bomb Launcher) Arman’s most advanced weaponry is a long skinny tube fitted to launch handheld explosives (ideally, a medieval bazooka). Its purpose is mostly for the destruction of obstacles and targets like walls or bridges. There is an anti-personnel bomb that is filled with pellets meant to spread over a wide angle on release. The explosive radius is lethal at up to 5 yards. The range of the weapon can extend to 150 yards, powered by gunpowder; the AP round is effective up to 5 yards. The Vircendia was created by Arman’s good friend and adopted brother, Virgil, who is a master inventor and engineer. H-E Artillery (Indirect Fire) Arman can call in support from Kaono’s vast artillery network using three magnetic, non-explosive warheads. The “flares” can be launched by Vircendia or manually thrown. The flare system works when observed through a screen by artillerymen made of a metal of the opposite magnetism of the warheads; the screens easily finds the opposite metal, and as both are extremely rare, there are rarely ever malfunctions. This weapon, however, is usually only used in the most extreme situations such as in castle assaults or large battles; otherwise the artillery units wouldn't be searching for the beacons. The artillery can also be used for obstacles too big for the Vircendia. Armor: Besides his clothes Arman wears a unique utility vest created by his brother Virgil. The vest is made of leather, and includes many pouches and pockets. One of the most interesting features of the vest is the armor pouches; cuirass plates can be inserted inside the large pouches, essentially eliminating the lengthy time it takes to don armor. Strengths: Arman is an expert at city defense and siege weapons. His knowledge of traps and natural leader skills make him an effective tactician. Along with his elaborate defense tactics, Arman also has a wonderful logistical and technical team. His brother, Virgil, creates unique and effective equipment, and his beautiful logistics partner India, gives her skills to plan, brief, and update Arman on all of his quests. Aside from his combat skills Arman is very charming and (to India’s dismay) a lady’s man, who has not yet stayed with one. Being generally liked Arman usually doesn’t have problems convincing people of their safety and acquiring their active help. Weakness: Despite Arman’s siege intellect and core team he has weaknesses. First off Arman is not a field offensive leader; he usually cannot keep up, tactically, with large scale battles, preferring castle assault and defense instead. Secondly, Arman relies on technology over magic in combat. Unfortunately technology can fail. A recurring weakness is his fondness for the femme fatale assassin Nicolette (or Nikki to Arman), who has repeatedly used his affection for her missions. She is his equal in combat and constantly bedazzles with her efficiency. Another personal flaw is his fear of rejection in love; for this reason he refrains from confronting the dangerous Nikki or the decisive and playful India. A final weakness (and strength) is Arman’s own legend; this can prohibit clandestine activity in familiar places as many would recognize him unintentionally alerting hostiles. Skills/Magic: Arman does not wield magic but has learned the art of defensive, guerilla, and siege warfare from very wise men. Along with the larger tactics Arman is an outstanding swordfighter. His only “magical” item is his communications pendent. Appearance: Arman is a handsome, Caucasian man with a tan, but no powerhouse. He is lean but muscular and very accustomed to running and climbing. His custom utility vest goes over a thin black liner which he wears over his first layer: a long-sleeve, olive-drab tunic. At the wrists there are leather bracers. In addition to his equipment Arman wears a necklace that holds a teal stone through which he can communicate with India; this is his only enchanted item and was bought by Arman from a supposed witch. He has no idea how it works. Below the waist Arman wears slightly baggy pants that are also olive-drab and that tuck into nearly knee high leather boots, which are the same dark color as his vest. On the pants there are small square patches of leather over the knee area that act as kneepads. Arman wears Kalelui on his left waist, and Amatair horizontally across the lower back, handle pointing right. Vircendia is worn diagonally on his back; the explosives, and signal flares are kept in a small pack on Arman’s right waist. Personality: Arman, being a handsome man, usually charms women. But despite acting like a playboy he does a lot of deep thinking and is only truly affectionate for India and Nikki. Aside from Nikki using him, which he is aware of, he sees her good side as a girl just like him. India is like a long time friend to him and so has been afraid to approach her. Around men he is a comedic and calm fellow whose legend mostly precedes him. Because of this he is well liked and many receive him as a hero. In battle Arman is a fierce commander, leading by example. He is aware of the horrors of war but you could not tell by his efficiency and remarkable willingness to lead from the front. Arman has never had a faith and doesn’t think about it anyway. Further, Armans travels have made him very tolerant of different cultures, allowing him to fit in with any crowd. Biography: Arman was raised in an average sized town in the countryside of the Kingdom of Kaono; countryside otherwise being the base of the Kaonig Mountains in which the Kaono had an invincible hold. It wasn’t the type of town where everyone knew each other, but it was the kind where one went to the same school as their grandfather. The beautiful landscape combined the pure white of the mountains and the lush green of the well fed valleys below. The ideal kingdom lies in the golden zone between the Great Wall and the Caspian, whose brisk waters bring in cool breezes. Arman casually lead a normal life, doing well in school, trying at girls (mostly succeeding), and exploring the vastness of the environment, sometimes with friends and other, more emotional times, alone. His father was a consulate and always away but his mother was loving and compassionate, taking care of Arman and her father. Eventually, Arman’s mother would adopt Virgil, a bright young child whose unfortunate parents died of disease. An uneasy truce soon formed between the two brothers and when the time came Virgil set off to engineering at the Academy in the capital. It was Arman’s grandfather’s stories of the romance and adventure in far off lands that led him to the army at the age of 18. He was generally liked by his superiors as an efficient soldier. Arman participated in his first battle in his first year. At this time his grandfather’s adventures vanished but in turn were replaced by Arman’s own. The event also marked the day the fear of death left Arman’s soul. He performed so well in the defense of the city that he was field commissioned and was soon an officer. At first it was hard to cope with the leadership but the transition was welcomed by his brothers in arms. Over the next year Arman expanded on his skills learning under the great tacticians of Kaono. Great relationships were formed between them but Arman’s greatest teacher was Danillus the Defender. Under Danillus, Arman mastered the art of defense and soon returned to combat. For the next three years Arman made a name for himself as a great commander, and when the time came for reenlistment he didn’t rejoin, to everyone’s surprise and dismay. Now at the age of 23, Arman decided to “go merc” as his comrades called it. He would need a team to work with as Danillus had always emphasized on the importance of support. First Arman searched for his brother, eventually finding him as a clerk at an inn. His inventions were great but eccentric, especially to the general public. At invitation, Virgil gratefully accepted and recommended a girl he had met at the Academy for logistics. Her name was India and she was Arman’s first true love. She was a beautiful if cautious girl and was as fun loving as Virgil. His second love met him while he was carrying out a contract by fortifying a town on the border. She came into town looking for a wealthy man and found him. Arman discovered her name was Nikki, talked to her, and fell again into the winter lake of love. Again it was cold; Nikki had used him to find the rich man and fled the town. The man was of course dead. It wasn’t uncommon for Arman to meet Nikki in a big city or town where she was always carrying out her mysterious boss’s orders. These repeated meetings made Arman unstable in his relationship with India but he loved her all the same. Despite Arman’s misfortune with love (love…not women) his career is successful with his assignments ranging from raising local militiamen and guards, to fortifying whole cities from hostile armies in unstable countries, at the whim of a clients pay book. With connections to the military, the generosity of rescued towns, and the traditions of his family living in the countryside, Arman wields a unique array of weaponry and support which he uses to a great extent for the thing he does best. Recurring Characters: Virgil Solomon Virgil was the son of a family steeped in poverty. When he was 4 years old both his parents caught a deadly foreign plague and died. He was raised then by an orphanage where chaos was the king. Eventually, Arman’s mother saw the devastation that was the orphanage and adopted Virgil; he was 10, the same age as Arman. Virgils love for inventing got him a slot in the Academy for engineering which he eagerly took. After the academy he went directly to inventing to better the lives of orphans and the public alike. When these were deemed to eccentric he worked odd jobs until Arman found him and recruited him as his personal technical assistant. He now travels with Arman and India to exotic countries in need. India Kuroki India is very beautiful and actually not a Kaono at all. In fact, her father is an ambassador from the far lands of Japan. Her name is of the country where she was born. While living in Kaono she took an interest in politics and philosophy. She got into the Academy only through her father and was harshly treated by her male teachers. There she briefly met Virgil. When she was purposely failed she was kicked out of the Academy; at that moment she abandoned her male ruled politics and ended up a maid, disgracing her father. Arman found India and recruited her as his personal logistics officer. India is very meticulous, but is also very cautious and untrustworthy of men besides Arman and Virgil. She recognizes that Arman loves her but does not acknowledge it, as she knows he loves Nikki too. Nicolette Saitov Nikki is an alluring Russian assassin who works for a strange and mysterious man, known as the Shadow Monk, whom even Nikki doesn’t know the identity of. She communicates with him using dead drop points and is very well paid. Nikki’s past is gone and no one knows her true origins. She first meets Arman while on a job and uses him to find the target of her mission. She repeatedly meets Arman while on missions and knows that he loves her. She sees the vast vault of knowledge waiting to be uncovered in him, but deep inside she has affection for him and his stubbornness for her. Danillus the Defender Danillus is one of the Big Six; the men who train the best of Kaono’s army. All of them are battle hardened warriors who have used philosophy, poetry, and logic to intertwine there thoughts and knowledge with powerful tactics. No one knows the true age of the Six; some say they created Kaono, while others say they train a generation of Six until there deaths, when the apprentices take over. Danillus is one of the most important teachers Arman has ever had, and is like a father figure to him. Arman aspires to be the Master of Defense one day.
__________________
Fortune favors the BOLD |

|
|||
|
Re: Character List
Name: Isaac Turnfalken
Race: Human Age: 19 Sex: Male Hair: White Eye Color: Blue Weight: 135 lbs Height 6,7 Siding: Good Preferred Goddess: Nayru, because of her caring ways and personification of Wisdom, Isaac looks up to her like the mother he never knew. Strengths: Large upper body strength (At his limit, he can lift two boulders). Highly intelligent in the ways of Tactical warfare, Good with weapons such as the Two handed Greatsword and Hammer Weakness: Brash and headstrong, he also tends to shun contact with other races. He also is deathly afraid of human blood after he was coated in his father's after he died. He also won't kill ANYONE under ANY circumstances, due to his honorable ways. He is also extremely sensitive to cold due to the long time he spent up in the hot mountains. Skills: Spin attack: A spinning strike imbued with magical strength, Jump Strike: A two handed Jumping blow which not only slashes the foe, but creates a shockwave, damaging enemies around him, Din's Fire: A magical spell which creates a powerful blastof fire around him, Mortal Draw: Draws Sword and Slashes foe in one movement, Increasing damage. Personality: Caring for others, but is kind of distrusting around other races than Human and Goron due to the fact that his father was killed by a renegade Zora in the raid on the Market Place. Has a strong sense of Honor, but his headstrong ways can sometimes get him into trouble. He can also be very sarcastic. He also tries to avoid unnecassary violence, and tries to make friends with anyone he meets, except for other races, of course. They have to EARN his trust. Appearance: White, spiky hair with a headband, wears kind of a black and white leather and armor mix with boots. He keeps his Biggoron Sword Seathed on his back. He wears a tattered cape. He also has a Goron Symbol tattoo on his right arm, signifying his brotherhood with the Gorons. He has no facial hair, and has small scar over his left eye. Bio: Isaac Turnfalken was born in Kakariko village during the 5th age of Hyrule (Ocarina of Time). His mother died giving birth to him, so he could only rely on his father. Being the son of a traveling merchant, he went all over Hyrule with him. One day at Hyrule, however. Ganon's forces attacked, and Isaac's father was killed in the raid. Being chased by Stalfos, he fled into Death Mountain, where the Stalfos were killed by the oncoming boulders. He spent the next 7 years being trained and nurtured by the Gorons, where they taught him everything they knew in combat, and other skills. They also nurtured him with fatherly care. One day, Isaac learned that Ganon had been slain, and Hyrule was at peace. But he knew better.... Even without their master, monsters still roamed, destroying towns and killing innocents without a second thought..... It was this that drove him to become a mercenary vigilante, doing whatever good deed the man with the paycheck wanted him to do. Main Weapon: Biggoron Sword: A very large, Two-handed sword with the Goron emblem imbued on it. Secondary Weapon: Megaton Hammer Replica: A replica of the legendary steel warhammer the Goron hero of Myth used to seal up Volvagia. Other Weapons: Bow and Arrow, bombs, bombchus: Little wind up moving bombs
__________________
Kakariko Village's Premiere Swordmaster. Current Owner of the Biggoron Sword. General of Lord Salvatore's Smiley Army. In real life, geek with no social life. I AM SO LONELY.... Shields are for Wimps. ![]() *We Fight for Our Lord, Salvatore!* SPLOOOOOOOOOSH. KABEEEWM!!!! BA Characters: http://www.zeldauniverse.net/forums/...ml#post2429484 |

| Advertisement |
|
|||
|
Re: Character List
Name: Jairen of Kaer Morhen
Age: 31 Race: Witcher, professional monster slayer (mutant). He is a mutant, the faster you come to terms with this truth, the better it will be for you. He quickly learns to take what is offered and disappear when his presence is no longer desired. He is without question, unique. Yet this is exactly the factor that puts him in the same precarious position as non-humans who tend to find themselves impaled or hanging from nearby trees. For it is their simple existence that triggers the resentment, animosity, and hatred from common folk, any pretext is a good pretext to show them their proper place. Witchers, while equally non-human and different to common people, do not share the fate of these poor devils. First, there are relatively few Witchers that still walk this earth. Statistically speaking, therefore, you are far more likely to encounter an elf than a Witcher. He possesses a couple of rather forceful arguments: a solid sword and a simple set of life rules. The blades he carries are his lifelines. It, therefore, comes as no surprise that his ability to wield them appropriately when dealing damage to his adversaries makes each and every challenger re-assess their life-chances twice before engaging in combat with him. However, his superior fighting abilities have not made him arrogant. He does not simply revert to force when no such reversion is needed. When there is still a possibility of conflict resolution – even using extreme measures – he do not tempt fate and wish him self a shorter life; instead he sheaths his sword. Yet make no mistake, he will be unrelenting and without remorse once the decision to engage has come. Ultimately, however, he is no saint and does not care to save the world; he simply wants to survive, whilst remaining true to his profession Sex: Male Hair: white hair, down to his shoulders. Loose and flowing Eyes: yellow cat like eyes Weight: 180 lbs. (81 kg) Height: 6’2” ft. (188 cm.) Weapon: 2 swords- the first being a broad sword crafted with the finest steel. The second being made of silver, with special qualities to cut through most material, and is most often used fighting monsters, and a hunting knife. Armor: studded bracers on his wrists Strengths: his key strength is his mind; he adapts to his environment and uses it to his advantage. Witchers are trained heavily in swordsmanship, focusing on speed, striking like the wolf, to bring his enemies down. Surprise and traps are often his way of leading his attack Weakness: he may be smart and quick, but sometimes even that isn’t enough for some brute strength, and if he doesn’t move fast enough magic will hurt him pretty bad Skills/Magic: he is the ultimate hunter, surviving off the land and stalking prey is his forte. Being able to fight multiple opponents at once is part of a Witchers rigorous training. He also has amazing hand to hand techniques. He is limited in his magic capabilities, though he can perform simple forms of healing, and create a stream of energy that forces enemies to fly away from him for a few yards Appearance: He is a pale and tall figure. His hair, flowing to his shoulders, is of almost pure whiteness. His cat like eyes taking in all around him, shadowed with dark eyebrows, giving him a grim countenance. The scars from his past litter his body, the most noticeable being over his left eye, from his forehead to the crest of his cheek bone. He is gruff, a light shade of whiskers darken his face eating the pale skin beneath into shadow. The lean figure of his body, corded with dense muscle, is often at ease until it is needed. A soft linen shirt covers him, with a dark vest stretching from his shoulders to his waist. Leather straps trace around his arms tying to his gloves, studded along his forearms, with four pointed small studs protruding from the black leather on his knuckles. Two straps run across his chest, one holding his silver sword on his back, the other stores several small bottles of alchemical mutagens. His only decoration, or so it seems, is an amulet about his neck of a wolfs head, gaping in a snarl. Capable of sensing when monsters are near, it alerts him of their presence. A belt on his waist holds his steel sword, and a trophy hook, to display the triumphs of the hunt. His leather pants, tanned and worn, fit comfortably, not loose enough to get in the way but still giving him some leeway in his movements, tuck into his calf high boots to keep them out of the way of his spurs. seen here or here or even here Personality: He is devoted to his profession, it’s hard to get close to him, but when you do you’ve got a guardian angel. His sense of humor is dry and sarcastic and often needs to be thought about before you get it. His calculating demeanor is often mistaken for a cold animalism. Reclusion has made him wary of others, preferring to stay in the woods rather than a settlement. Dependable is what he is, once his word is given his word is kept. He keeps things simple and often logical, considering his actions before he commits to them. Biography: He was an orphan; his parents left him to die in a rock strewn valley, though the reason is unknown to him, but was found by his future teacher, and taken to the Witcher stronghold of Kaer Mohren. There he was taught since childhood the ways of the hunter, and training to become one of the few Witchers left in the world. Dutifully studying and preparing for the hardships ahead. Potions are what give a Witcher his power, each made from a part of the monster slain. Each is different in what they do, but generally strength and speed are major attributes that are increased. The first potion they drink causes the strongest mutation. Most Witchers kill their first monster when they are in their twenties. Jairen was only 14. The pain of his first mutation only strengthened his resolve, the burning taste of the potion laced with the magic’s of the first monster he killed. It was a magnificent hunt, the cold night air blowing through the dense stand of trees. He had been waiting for it to come for 2 days, laying down meats of all kind to draw his prey. He lay motionless in the high branches of a tree, scanning the sky for the glint of scales. The cry of the approaching Wyvern alerted him. It soared low, its snake like head guiding its body towards the scent of blood. The giant wings folded in as it reached the trees, crying in triumph as it found its food. It was all too easy. He crouched low on the branch preparing to attack, the adrenaline building in his veins. Relaxing his legs, he let himself fall rather than jump to keep the noise from the bark beneath his feet from alerting his target. His knife drawn and ready, he slammed into the softer part of the Wyvern, the wings. Stabbing the blade in as his weight pulled him down; it sheared the wing apart disabling its ability to fly. Rolling to his feet, he had its full attention. Hissing horribly at him the Wyvern struck. Jumping to his right and smoothly drawing his silver sword in one motion, he brought it down on its neck severing its spine, killing it instantly. All too easy. After this first kill he removed a talon, placing it on his trophy hook, then the tongue to use in his alchemical ritual. Upon returning to the stronghold he was given his wolf amulet, a token that detects monsters, to keep him safe. Staying in the Witchers fortress till he was 20, he set out to do his own will as he saw fit, and fulfill his purpose. |

|
||||
|
Re: Character List
Name: Cassandra (prefers Cassy for short) Maelstrom (Clan name)
Age: Real actual age: 4,135 years old. Child Form she appears to be 12 or 13. Young Adult Form she appears to be 17-18 And Adult Form, she appears 28-30. Race: Cassandra is of the Quantumite Race. Quantumites are strange humanoid beings that have an extremely slow aging process, almost making them immortal (age-wise, they can be normally killed by weapons or disease) because of their ridiculously long life-span. Sex: Female Hair: In her child form, Cassandra has shoulder-length violet colored hair that reaches her shoulders. In her young adult form, it would reach her shoulder blades, mid-back, but she would have it tied in a pony-tail. In her adult form, it remains the same as it would in her young adult form. Eyes: Violet coloring of the eyes Weight: In her child form she is about 85 lbs. Young adult she appears 110lbs and her adult form she is approximately 125lbs. Height: Child form she appears 4'10". Young adult she is about 5'9" and adult form she is 6 ft even. Weapon: Cassandra has three different weapons in each different form, depending on the form she is in. Her weapons all transform out of the pocketwatch that she carries with her. Child Form: Her pocketwatch glows in a bright, silvery light and a rifle emerges out from the light. The rifle itself is approximately 18 inches long equipped with a bayonet knife at the end, the 6 inch blade being extendable. It is very lightweight and uses no bullets as ammunition, but Quantum energy blasts. The rifle shoots in three different modes, rapid fire, charged fire and regular fire. Cassandra uses this form and weapon when she wants to stay ranged during a fight. The rapid fire sprays hundreds of small Quantum blasts in a cone in front of Cassy as she shoots. These shoots aren't too damaging, they barely break the skin and are hot to the touch, as if they were superheated. The rifle soon overheats and needs to be cooled which takes half a minute. The charged fire powers up an extremely powerful bolt of energy that can pierce skin as well as some armor, could be lethal depending on where the target is shot. After the shot is fire, the rifle instantly overheats and needs another minute to cool before firing. The regular fire shoots moderate sized shots once every three seconds, constantly in burst succession. These are slightly more harmful than the rapid fire shots and the rifle doesn't have to stop to cool as long as she uses this consistency. Young Adult Form: In her young adult form, Cassandra is a lot taller and more physically powerful, her pocketwatch is engulfed in the silvery light again and a staff approximately six feet in length emerges. The staff is equipped with two blades, 6 inches at each each and a round metallic disk attached on the center of the staff, acting as sort of a shield. The blades are surrounded with a Quantum aura, making them extremely hard to scratch or damage and allowing them to stay eternally sharp. The blades can fire the aura in two strong blasts that slice through skin if they can penetrate armor, a move that she needs plenty of room to perform. She uses this form to maintain a bit of a distance from an enemy, but is able to get in close too. Adult Form: In Cassandra's adult form, her physical strength is at its peak and she uses no more ranged abilities (except for the ones her watch provides her). The staff from before splits into two pieces, each creating two swords with the blades extended from a mere 6 inches to two feet in length, plus the hilt, making each entire sword about 3 feet. Each blade is surrounded by the same Quantum aura, but these do not leave the blade, instead they make the blade lighter and easier to swing as well as increasing its sharpness and durability. Armor: Once again, her armor changes depending on her form. Child Form: Her armor needs to allow a lot of free movement and agility in this form, so the only metallic plating she has is over her chest, on her shoulders and back, over her thighs and forearms. The rest of her body is garbed in a leather padding that has the metal plates studded onto it, but the leather is concealed by a hooded cloak that goes over the leather, but the plates overlap it. Young Adult Form: This armor needs to stile be versatile, yet needs more protection, no longer having the hooded cloak weaved onto the armor, still wearing the padding, but a metallic plate chestpiece, leggings, gauntlets and shoulders. The metallic plating itself is enhanced with a portion of the Quantum aura, but it can be broken and damaged. Adult Form: This armor set doesn't give her much freedom over than running, jumping and swinging her weapons, her metallic plating is enhanced to take a lot more physical damage, making it a bit heavier as a drawback. Strengths: Cassandra is a hybrid fighter and a fast thinker, she can devise a strategy for almost every occasion, whether it is a fight or a bad situation, she can adapt and (hopefully) overcome. Her three different forms make her a versatile warrior along with her abilities to improve her chances in most fights. Her pocketwatch's abilities also help her in fight's and sticky situations too. Weakness: Cassandra has a bit of a low threshold for pain and can't take too many direct, powerful hits after being replenished or regenerated. Cassandra also can only use her Quantum energy so much before her watch needs to be recharged, it charges by itself, but it takes random intervals of time, none lasting longer than an hour. However, it's charge time is erratic and unpredictable, she gets stuck in various forms occasionally. Skills/Magic: Cassandra gets all of her abilities through her watch. When her pocketwatch transforms into a weapon, she uses the weapon(s) as if they were the pocketwatch, channeling its powers through them instead. Wound Reversal: Using the Quantum energy, whenever Cassy is cut or bruised, even a broken bone, she can channel the energy into the wound, reversing a rift of time around the injury to before it was wounded, leaving no mark or scratch. Quantum Acceleration: Using whatever weapon she currently has, Cassandra can accelerate the rift of time surrounding her body, making every movement of hers a lot faster, how fast she runs, how fast she swings her weapons, etc. The fastest she can go is about three times faster than a regular human's running and swinging speed. Quantum Displacement: Again, channeling the energy though her current weapon, Cassandra can displace a rift in time, freezing it for a brief moment, depending on how much energy she channels. Whatever is trapped within the frozen rift simply is frozen in time, but that takes an extreme amount of energy to use. However, merely slowing down the rift of time takes a lot less energy, but doesn't last as long. An example of slowing down the rift around another person's legs would make them run much slower for a brief moment of time. Appearance: Cassandra obviously looks different in each form. Child Form: In Cassy's child form, she is small and fragile, but fast and agile. Her complexion is a bit pale, her legs and arms short. Looks like a normal girl. Other than using her armored from her watch, she usually wears dresses that cover her entire body, mostly violet colored. Young Adult Form: Cassandra is a lot taller, her hair is longer, her body is more developed and curvaceous, her skin has a bit more of a tan complexion, obviously older and more mature. She tends to wear dark blue jeans or violet skirts and blouses, or long sleeved shirts, jackets or her cloak. Adult Form: Cassandra is slightly taller and slightly more mature in this form, her skin tone and hair length remaining the same as before. In this form, she tends to wear the same outfits as her young adult form. Personality: Despite the age differences of her form, Cassandra is very mentally mature, decisive, intelligent and strategic. However, she mostly doesn't show the fact that she is smart, she likes to act sassy, sarcastic, funny, bubbly, energetic and free when she chooses. She has a bit of a short temper in certain situations, like it a person continues to bug her about something over and over, she tends to get mad, etc. She likes being with friends as much as she can, Cassy gets bored a bit easily sometimes and needs to be with others to be entertained, she doesn't like being lonely. Biography: Cassandra, being a Quantumite, in the Maelstrom clan, was born in another realm, several millenniums ahead of most other realms. Her father was the master of the Maelstrom clan. It was tradition that whoever was the master of the clan kept the Quantum Acceleration Manipulator, the QAM, also known as the pocketwatch. Cassandra's father however, wasn't so noble and he stole the watch from the previous master after killing him, feigning his death to look like suicide. Soon, the rest of the clan was starting to get suspicious. A clan master always has to assign an heir of blood to be the next master, and since his death looked so intentional, they were wondering why he hadn't chosen his son or daughter to succeed, but an "old friend" instead. After a while, the son rose up with his family and got a mob together to kill Cassandra's father. Before they found and killed her father, he quickly made his only child the new master of the Maelstrom clan. She didn't know what to do, once again, the rightful master was not appointed and she didn't want to be killed. She could not willingly hand over the watch to the son unless she married him, that way the rules of maintaining the family possession would be upheld. She hated him though, since he killed her father. Taking the QAM, she fled and vanished. Cassandra now wanders the realms, the times, the places with her watch, hoping to find an answer to this dilemma.
__________________
|

| Advertisement |
|
||||
|
Re: Character List
Name: Karin Mianra-Kokiri
Race: Hylian/Fairy Gender: Female Age: Actual age: 23. Physically retained age: 21 Vital statistics: 5'9", 150 lbs Sexuality: Bisexual Hair: Long, silver hair, almost down to her waist. Generally done up in a braid Skin: Very pale with a bluish hue. Veins of silver blood are clearly visible up her arms and legs. Build: Athletic Family: Her father is none other than Link, the legendary Hero of Time while her mother is his guardian fairy, Navi. Birthplace: New Kokiri Forest. Established in the world we know from the original Zelda games, she resides in a post Great Sea era. Appearance: Karin is definitely one of a kind. The mixture of fairy and hylian DNA resulted in one of the most bizarre humanoid appearances seen in Hyrule yet. Her skin holds a pale blue color, only just revealing her mother to be the blue skinned Navi. Her hair is almost a pure silver, another trait similar to her mother, but streaks of light blonde are also visible in the bangs that hang over her eyes. The third trait passed down to her from her mother are her leathery, insectlike wings. While she was unskilled with them at first due to her mixed blood, she was taught by Navi to use them as masterfully as any pureblood fairy. Personality: Karin is hardly an outgoing person. Unless she feels particularly close to someone, she isn't likely to confide much in them. She prefers her close knit circle of friends from back home. Though she has become more open towards the world thanks to her journey through the Twlight Mirror, her original classmates' intitial prejudice against her still managed to throw some dirt on any potential friend. Weaknesses: Karin's shy personality can sometimes lead to social ineptitude. Lack of ability to control the large amount of fairy magic that she possesses. Karin has some rather unpleasant memories involving her childhood. When she was about six years old, she was being educated at North Castle by one of the King's scholars with about a dozen other children. She was shy to them, but still friendly. Unfortunately, they didn't share her open attitude. Sh was instantly labeled a freak for what she looked like. Day after day she took their jibes, but one day she just snapped. She ran out of the castle as fast as she could. That ended her education in North Castle. She was immediately given a full education from her home in New Kokiri Forest and hardly ever left. This incident has left her with a lot of suppressed memories that can be drawn out through rage. Karin's body has a low resistance to many diseases. Her illness at birth left her immune system just barely working. Although it has mostly recovered since her youth, it could still pose a problem if she encountered any foreign contaminant. Equipment: Karin's only set of armor is a light set of chainmail forged for her by the Sheikah thanks to influence from her father. The tabbard is decorated with an image of a fairy circling a small tree. Weapons wise, she primarily only uses her sword, which she prefers to use both hands on to increase her strength with it. Other than that, her only other tool she uses in combat is a set of Deku Nuts which she can use to blind her attackers. Strengths/Abilities: 1. Brief control of time: When her sword was shattered during the trip through the Twilight Portal, it was infused with the ability to trace and manipulate the portals Zelda was using to go back in time. After the sword was competely repaired, it gained the added ability of being able to pause time for twenty seconds once every day. 2. Plant adaption: Allows her to temporarily fuse with any plant native to forest, so she can heal or disguise herself. The healing process is not instantaneous. In order for the healing to take place, she needs to remain bonded to the plant for a least an hour. And even then, only open wounds can be healed. Broken bones will remain in their damaged state. The ability to hide in the plants is really just the healing ability without the healing. She can bind to a plant and remain within it for an indefinite period of time, siphoning off some minerals and nutrients from the plant life to keep hunger and thirst at bay. 4. Sword Mastery: Despite her inability to use real mana, Karin is easily one of the strongest and most skilled swordsmen (or women) in Hyrule. Her skills with the blade are a mixture of her father's style, plus several variations she has created herself. She is more than capable than taking on people and creatures twice her size, though she is hardly willing to. 5. Eternal Youth: Like her parents, she has both eternal youth and long life, allowing her to live for thousands of years Story: Karin's birth almost never happened. Born sick, she was on the verge of dying minutes after delivery. Only by the quick thinking of her mother and Saria, the Forest Sage was she saved. With her birth, she became the first Hylian/Fairy hybrid, an event that led others to look past physical boundaries apparent in the relationship between a Guardian Fairy and their chosen partner. Many people were actually surprised by the news of the Hero of Time's engagement to Navi, the fairy. Most questioned how the Guardian Fairy had even managed to achieve the size of a Hylian. Well, the Sages are mostly to thank for that, but it was the magic of the Great Fairy Fountains that allowed Navi to temporarily grow, allowing for...physical interaction between the two that they were incapable of initiating before. It was not long after Link's initial proposal that they ventured far away from Hyrule into the neighboring kingdom of Goraidun. The details of what occurred there are sketchy at best, but they say that both Link and Navi disappeared in the Lost Woods as they began their return journey to Hyrule. Suddenly, it seemed as though they had vanished off the face off the face of the earth... ...only to reappear thousands of years later in an alien Hyrule. Millenias after the original defeat of Ganondorf, the legendary pair had suddenly burst back into existence along with Saria, the original Forest Sage. There were those who both accepted them and those who spat at their feet. Many believed the absence of the Hero of Time in a time of crisis caused the destruction of Old Hyrule. The three were left without a home. There were too many people who might be willing to harm them for past events, so they retreated into the Fairy Forest and used it as their temporary home. Of course, the forest soon became their permant home. Thanks to Saria's idea of carrying a Deku Seed to allow her to leave the Kokiri Forest without aging, she now held the only hope of resurrecting the Kokiri. It took seven more years, but the next Great Deku had finally grown into the mighty watchkeeper of the forest, the position that all of his ancestors had once held. And with the rise of a new Deku Tree came the birth of the new Kokiri...and a birth in the family of the heroes. With their days of holding the limelight in Hyrule's eyes coming to a close, Link and Navi finally saw fit to have a child, someone who would be able to carry on the true lifeline of the Hero of Time...and a child who they could call their own. During her youth, Karin was taught educated dually. Within North Castle, she attended a class held only for the pages of knights and those born to the royal family. Within Kokiri Forest, she was taught by Saria, who educated her on the magic and peace that the Kokiri wholeheartedly embraced in their lives. Despite her lack of Kokiri blood, she was able to easily keep up with the Forest Children. Despite this, however, her differences from the other children at North Castle made her feel like an outcast. While the Kokiri accepted her, the Hylian children often snickered about her strange silver hair and wings behind her back. After a year of attending the castle for school, she downright refused to leave the forest. Soon she was spending all her time playing with the Kokiri and being taught full time by Saria. By the age of twelve, she sought to counter her shyness by learning the way of the sword. She had seen her father practicing and had been amazed by what he'd been able to do. Despite the hero's reluctance, he eventually trained her. And while she did continue to remain shy for several years to come, her skill with the sword matched that of any Knight in Hyrule, inferior only to her father. That was good, since she would soon be tested. A tornado had recently ravaged parts of Catalia (New Hyrule's neighboring country) and had left hundreds homeless. Without request, her mother and father immediately left to assist in reconstruction, leaving Karin behind in the forest under Saria's watchful eye. By now though, she had grown curious about the outside world and had left the forest while her parents were absent. She ventured to a dig site that she had heard of set up by the royal family to the far east of North Castle, what she found was an odd site. The site itself seemed empty save for single, shadowlike creature. While she would not find out this creature was actually Zelda, her father’s old friend who had somehow survived the gap between the Imprisoning War and the Great Flood, until later, she still pursued her through the Twilight Mirror that the princess had been apparently been modifying. Zelda was not hostile towards her, rather, she was quite friendly, almost like she saw the halfling as a long lost friend rather than an enemy. They exchanged words, eventually forming a tense trust between them. Karin grew fascinated by the tales of old Hyrule. This Zelda seemed to know things about the old ways that even her parents nor Saria were even aware of. She gave details of the rise and fall of Ganondorf, the great flood, and mst importantly, the death of her family. There were so many things that were just now filled in for Karin. However, Zelda eventually chose to depart, giving not a reason, simply that it was her duty to do so. Even at the halfling's pleading urgings, claiming that she could protect the princess and maybe learn even more, Zelda stepped through the portal, leaving the halfling alone with a hole in space. She now had two choices. Leave Zelda to unknown danger...or and follow her. Obviously, she chose the latter. Now, details of what occurred after this are sketchy. It is only known that Karin returned seconds later, returning with a strange, Sheikah woman. While it seemed as though only moments passed in our realm, both the halfling and the Sheikah claim that at least one month had passed since entry into the portal. Details are still being uncovered about the journey, but they will be submitted for recording as soon as the two travellers are willing to share them. |

|
||||
|
Re: Character List
Serial Number: 63-YRU
Name: No official name, often called Helios Age: Over 50 years old (Technically, he is only 7 months old) Race: Robot Gender: None, but is referred to as a male Hair: N/A Eyes: Light Blue bulbs that slightly glow Weight: 1028 lbs. Height: 6'3” Weapons: Helios has many weapons in his rusted, steel body including an Arm Gun, a Flamethrower, and a Laser Beam. He can also use his body as a weapon by slamming into or on top of the opponent. In addition to all of these weapons, Helios can also turn himself into a small bomb, but he must sacrifice himself in the process. • Arm Gun– The Arm Gun is a gun that fires off small projectiles at incredible speeds. It is located where his left hand should be. A black cylinder surrounds the arm and a case is located directly above it. This is where the projectiles are fired from and where they are stored. The projectiles are small, rectangular bolts that have a sharp point at the tip of each one. They are skinny and thin but are heavier than most normal arrows. Helios can fire these off repetitively, though it takes a while to set up the bolts. The bolts will automatically fall into the mechanism when Helios fires one off. • Flamethrower – Although Helios is weak to the fire element, he carries a small flamethrower with him. By twisting the black cylinder located on his forearm, he can switch weapons from Arm Gun to the Flamethrower in a few seconds. He carries the fuel tanks on his back, which are protected by a hard, plastic cover. The hose is located within the left arm itself, which starts from the bottom left hand corner of the tanks, works its way through the arm, and finally to the igniter. All Helios has to do to activate it is to pull a large trigger that can fold up in the arm to store it. The flames can get as hot as 1450° C, and can travel different lengths depending on how much he pulls on the trigger. • Beta Version: EPPR – This new weapon was installed into Helios in the year 4300 AD, only 4 months after the creation of him. The letters EPPR stand for Electronically Powered Plasma Rifle. Although it still has a few errors and technical difficulties, due to it being the beta release, it still works very well in most cases. Once again, if Helios twists the cylinder on his left forearm, he can transform his weapon from the Flamethrower to the EPPR. The EPPR is actually very small; the main body of the weapon is mostly located within his shoulder. When activated, the EPPR will begin to charge up inside. This process takes several minutes depending on Helios’ energy level. When it is completed, a green light on his arm will begin to flash. This warns that the EPPR is now fully charged, and can be shoot at will of the owner. When fired, it will shoot out an ionized material that glows a turquoise color. If the material hits a target, it will experience some secondary impact damage in addition to causing high thermal damage. • Laser Beam – Helios can also use a Laser Beam as an alternative weapon. Although it does not exert much damage on an opponent, it can be used to stun them for a short amount of time. Helios has a mechanism located within his head that can activate the lasers. The Laser Beam will fire from his eyes, and can be controlled by the direction of his eyes. The Laser will normally shoot out as a dark blue color, but this can easily be changed as to how much energy Helios has left. Purple is the least strongest while red is the strongest. • Bomb Model #99 – This is Helios’ strongest and most powerful weapon, but it involves him sacrificing himself in order to denote it. The power of this weapon is unbelievable; it can destroy an entire army or a large city in a few seconds. To activate it, Helios must curl up a tight ball. Then he will send a message to the Mother Board asking it to shut him down. But before he shuts down, Helios must enter a secret 6-digit number into the keypad located on his right arm. If entered correctly, Helios will go into Shut-Down mode and a timer will activate. The bomb inside of him would detonate in exactly 3:00, giving his allies plenty of time to escape. He will only use this weapon if it is absolutely necessary. • Hand-to-Hand Combat – Who said Helios can’t fight with his fists? Helios will most likely use his weapons more often than fighting, but that doesn't mean he can't fight at all. Like most parts of his body, it is made from Uranium, a strong metal that will hit hard, yet, it takes awhile to deliver (This is because his body is mostly rusted and the fact that Uranium is a heavy metal). One punch from these fists could knock a person out from a couple hours to a few weeks depending on the strength and defense of the person. Armor: Most of the armor Helios wears is made out high-grade Uranium and Tungsten; both of them are strong, heavy metals that require a lot of force in order to break them. It will also knock the hell out of anything it hits. But the metal will also melt very easily. It will also rust quickly too, but most of the armor on him is already rusted. Although these two metals were known earlier to cause Cancer and were very harmful to the environment, a group of scientists created a vaccine to prevent Cancer from many metals including Uranium and Tungsten. As for environmental issues, most people, if not everyone, are not as foolish as to wander outside when they know what is out there. The homes that those people live in were mainly built for protection against the war, but they also provide a ventilation for the environmental problems that occur outside. Strengths: Helios is an extremely powerful character that can knock a human out in one hit. He also can be used as a defensive wall to his allies. It is because of his armor that gives him these characteristics. It takes a lot of force or magic in order to break it too. Helios is also programmed to have the mind of a human with an IQ of 200, making him a complete genius. And like many robots, Helios has the ability to remember a conversation, record data, and even solve impossible puzzles and questions. Weaknesses: Although Helios is a very strong and smart character, he is also incredibly slow. His weapons and his armor add extra weight to him, causing him to slow down and even stop at times. He will only move 4.4’/sec, while an average human can run 12’/sec. And his rusted, worn down body does not help out the cause either. Whenever he tries to move his arms or legs, they will most likely stick like most rusted parts. Helios is also weak to fire and water. The metal he wears as armor has a low melting point (1132.0 °C, a temperature the Core can easily accomplish) that can damage the insides of him. Also, if water leaks through a loose part it will fry the Mother Board, causing him to shut down from 20 seconds to 3 weeks depending on the damage taken inside. Skills/Magic: Helios has not learned any form of Magic yet. In fact, he doesn’t even know what Magic is. But he does have two elements within him that can be considered as Magic. One of the elements is the Metal Elemental. With this element, Helios can use the metals in the ground to conduct electricity into his body. This will recharge his energy level to maximum. His other element, the Shadow Elemental, is stored within the heart of Helios, or better known as the Mother Board. This element will only be released if both his energy and power levels are above 110%. When this is accomplished, the Mother Board will release an aura that allows Helios to extinguish light and launch blasts of pure darkness that can demolish entire towns. The only drawback to this power is that will make Helios incredibly weak afterward. He will almost certainly have to recharge for a long time, giving his foe the advantage to attack. Note: It is practically impossible for Helios to reach 110%. In effect, the only way for him to reach this level is for an ally or a foe to blast him with the same element of Magic. This will most likely boost his power/energy levels to over 110%. Appearance: Helios is a large, powerful robot that has stands on two legs and has two arms. His central body is made out of uranium, while his arms and legs are made out steel. Most of the metal is already rusted though, which makes it hard for him to move at times. On the back of the body is a large fuel tank that is protected by a hard, grey case. His head is also built out of rusted steel that has two small, blue-colored light bulbs that act as eyes. He has no ears or a mouth but he can still hear and speak for unknown reasons. Where the mouth should be is a metal with a series of horizontal angled slats that covers up a small radio. This protects water from leaking into it, but it also amplifies and deepens his voice. His voice is actually very human as well. He doesn't speak the way you would expect him to. Inside of Helios are two Mother Boards, a super-powered electrical hardrive that controls his every thought and move. One of the Mother Boards, called MB-01, is found inside of his hard head, while the other one, named MB-02, is located within the belly of him. Unfortunately, when Helios was created, the MB-02 was soaked with liquid acid, causing him to malfunction at random times. When this happens, Helios will act out random things. He may even hurt an ally without realizing what he did. His arms and legs are very broad and big, which also adds to his enormous weight size. From the outside he looks like an average obese person, but if you compare the weight to an average obese person you would notice that Helios is much heavier. Personality: Helios was built to battle so he does need to sleep, eat, or breathe to live. He does not feel emotions either. In fact, he doesn’t even know what emotions are. But although he doesn’t feel emotions he still has a great personality. He will always consider himself as a big barricade that will put allies and friends before him. He will even go as far as sacrificing himself. But Helios is still a powerful robot that shouldn’t be messed with. Whenever he feels threatened or sees others being endangered, he will attack the foe without warning. This may be a sign of emotions, or it could also be that he was programmed to only fight the enemy. The enemy in this case would be anybody that harms him or harms his allies. Also, Helios cannot call anyone his friend, but others would consider him as one. He will refer to his partners as companions and comrades, but never as a friend. Biography: Helios was created by humans in Alpha BA-4 (Laboratory) on Leo Island. He was originally built to live among the humans, but a horrible event occurred during his creation. Liquid acid leaked through his metal and into his Secondary Mother Board (MB-02) which made some of his functions not available. After this, Helios was programmed to only fight the Core, an evil race of aliens that wanted to extinguish man-kind forever. After the Core invaded Earth, humans were able to built army robots that would help the humans with the war against the Core. But the war actually harmed the humans. Vegetation soon died off, which meant that food and oxygen become scarce. It was about two years later when scientists began to program Helios into a war giant. However, even though he had the ability to fight the Core, he was still sent to the Dome (Dome 42) for training. Helios was sent through time and space to get the Dome, but unfortunately they sent him 5 miles away from the actual location, causing him to stay in the vortex for over 50 years. When he arrived there, Helios got a partner named Cecil, or better known as "Objective-C". Cecil knew that his world was in a terrible war, and he wanted to help stop it. Both Cecil and Helios had the same goal. During the middle of his training, Helios received a message from his companion that said that he was going to escape the Dome. After much thought, Helios decided to follow his companion. They broke out before their graduation and fled from their home. Now they plan to fight the Core alone, as they are the only hope for man-kind. A peculiar smell scattered throughout the cold, dark room. Many men in white lab coats were pacing back and forth, checking their data for mistakes. Everything was silent except for the revolving gears and shafts, and the occasional drops of liquid acid splattering on the dirty floor. “How is the process, Lieutenant?” This broke the cold silence. It was asked by a short man with fairly large glasses. His white lab coat was too big for his body, so it dragged on the grimy floor. He walked toward a large glass container where a tall man was turning knobs and dials. He turned from his busy work and replied, “Not so good, the acid levels are too low for the metal to be contained in.” He paced over to his data chart, which showed a declining red line. “If we continue with the experiment we may lose the mobility of some bots.” The small man sighed and then went over to look at the data chart. “We’ve already lost five bots?” “Unfortunately, you are correct.” The Lieutenant replied. He was shuffling through the papers when all of a sudden his finger slipped, causing the data to be scattered throughout the room. He slammed his hand on the glass hard. He quickly pulled it back in fear that it would break. He checked to see if everything was okay, then he said, “How do they expect to fight the Core with only 6 robots?” The other man looked inside the glass. Inside of it contained a large, metallic object that shimmered in the light. “We may be able to defeat them… but it is risky.” The Lieutenant looked at him with curious eyes. He then said, “Are you joking? There is no way we can defeat them like this!” The small man chuckled to himself. “No, we cannot…” He carefully walked over the data, watching his every step. Then he looked up and said with a smile, “…unless we program them to be unbeatable.” Every man stopped what they were doing and the room became quite again. The Lieutenant shuffled his feet and said, “If we can’t even control the levels for our bots, how do you expect us to program them to be invincible!” The last word echoed off the walls. He meant business. “But I’m positive that…” “The Core doesn’t even have indestructible robots!” The Lieutenant interrupted, this time he was angry. “Hmm, how do you plan to accomplish this?” The other man took off his glasses and yelled back, “Maybe if you would listen to me instead of interrupting me all the time, then you would…” “I am listening to you! But apparently you and your friends are not respecting my authority!” And with that the crowd was in a muddle. Everybody was yelling and screaming at each other. Others were rubbing data in their faces, trying to prove them wrong. The only people not fight were the Lieutenant and the short man. Instead, they were facing away from each other with their arms crossed. All of a sudden, from out of nowhere, a loud crash echoed throughout the room. One of the tanks blew up from too much pressure. Highly toxic acid dripped onto the floor. Everybody and everything was in chaos. Many of the scientists were trying to dodge the flying glass, while the others were fixing the container. Someone tripped over a broken wire, and their face melted as it touched the acid. Then, the door swung open and a strange man with the Captain’s uniform walked inside of this mess. “What in the hell happened here!?” Yet again, another tank exploded, this time it barely missed the Captain’s face. Luckily he was able to dodge before he was pierced by flying glass. He stood up and ran over to the remaining tanks. “Get the pressure out of it! The pressure is 70%! That is 24% more than it is supposed to be at!” He shoved a man out of the way to turn a knob. “Don’t just stand there!” he yelled. “Get your lazy ass over to the other tanks! We don’t want to lose another one!” The men respected his orders and did what they were told. Men of all different sizes were running around in different directions, checking the tanks for any damage. “Captain!” one of the men yelled. “63 and 64 have a leak in them! 64 is being refurbished right now, but 63 looks too damaged to fix. Should we scrap it, sir?” “No!” the Captain replied. “We need all of the help we can get if we ever want to defeat the Core!” He ran over to the tank labeled 63-YRU and inspected it carefully. “Are you sure we can’t repair it?” “Yes, but we have to drain the acid.” The Captain shook his head and looked down at his feet. “If we must… then release the fluid…” He grabbed his two-way radio and said, “Discharge 63-YRU from the tank. Repeat, discharge 63-YRU” The voice was sent to the control room, where they would soon drain the acid for the robot. The assistant called over a few men to help with the procedure. They unscrewed the bolts and watched as the highly toxic acid drained from the tank. A large, metallic object fell to the floor. Then the Captain bent down and examined the strange object. “MB-01 has minimal damage,” the Captain said after he unscrewed the cover, “but MB-02 is severely spoiled from the acid. But luckily… it will work…” Everybody was relieved from what they heard. Men were cheering, scientists were clapping, and the Captain and the Lieutenant, who usually don’t get along, were finally shaking hands. But then, the Captain turned around and raised his hand for silence. The crowd hushed and the Captain continued. “Although we were able to save the remaining robots, we must remember that we lost nine of them in the process. And although 63-YRU and 64-YRU were salvaged, they must be sent to the Dome for training and preparation. That gives us two bots remaining to fight the Core!” The Captain turned his head toward his assistant and said, “Roll 63 & 64 to room 21, please. Send them to Dome 42 and inform them about the incident. Thank you.” “Don’t worry, sir. I’ll be sure to tell them.” And with that, he was off to the room 21 with the two damaged robots. What would await them at the Dome? Even I do not know…
__________________
![]() They are wrong. |

| Advertisement |
|
||||
|
--------------------------------------------------------------------------------
My second character; thanks to everyone who helped me with it! I don't care how small your help was. Name: Windsor (Wind-sore) Dais (Day-iss, is rhymes with hiss) Age: 14 Race: ¼ Wind Elemental ¾ human Sex: Male Hair: Pure white. His hair is very messy and covers his forehead, ears, and parts of his eyes. At the longest is the back, which is about one inch below his ears; it slowly shortens as it approaches his ears, though still being about one centimeter below at the ears themselves. Eyes: A creamy white color, with pure black pupils Weight: 102 pounds Height: 5’ 4” (Five feet four inches) Weapon: He carries a dagger with a blade about one foot in length. The hilt is pure black, except for thin lines of white that run horizontally through it up to the crosspiece. The crosspiece extends about one inch in either direction, matching the two sharp sides of the blade. The blade is a silver color that is almost white. It is about one inch at the longest, thinning as it grows away from the hilt, finally thinning into a point. In case I didn’t make this clear enough, it is double-edged, with a point that can be used to stab. He carries it by sticking it point down in his belt. Armor: No armor, what he is wearing is explained in Appearance. Strengths: He is quick and agile, with a mind to match. He isn’t a genius or anything, but he is a quick thinker. Though he is unaware of it, his speed is due to being part Wind Elemental. Weaknesses: He isn’t exactly extremely strong, just about average strength for his age. An older, more experienced character could easily overpower him. Since he has no armor, a blow with a sword or other strong weapon would most likely seriously wound/kill him. Because of his lack of combat experience, he has virtually no skill with his dagger. Skills/Magic: Because he is a Wind Elemental he has several wind based attacks. They are listed below. Will be marked with a star (*) at first use and two (**) when he knows what they are and can use them consciously. (Excluding Winds of Destruction). *Winds of Destruction: A giant wave of wind that will immediately kill the average person or a weak warrior. He has to be angered extremely to activate this ability, he doesn’t use it consciously, it must be awakened by anger. He rarely gets angry, so the use of this is rare. (First used in bio, he doesn’t know what it is though). Wind Blade: Gathers energy around whatever weapon he happens to be holding, increasing the power of the blade. It can also be used to throw off decently powerful gusts of wind from the blade of his weapon. Again, dependent on the size of the blade. Jet-stream: Shoots small, concentrated bursts of wind at the target. Extremely painful, but does very little damage. Current Control/Flying: Windsor takes advantage of his small body and uses his magic to control the air currents around him to allow him to fly. This requires immense concentration, he usually won’t use this except as a last resort. Wind Wall: Used to create an invisible wall of wind. If someone runs into this it will either throw them back or up, depending on the direction of the air current. Can also be created in a horizontal direction for Windsor to propel himself in a certain direction without having to fly. Both of these could possibly be seen if they picked up things on the ground, such as dirt or leaves. Note: his wind powers are not limited to those above; Windsor can experiment with his wind-controlling powers, giving him an almost endless array of attacks. The ones above are just ones that he tends to use the most often. Also, each attack will drain a small amount of Windsors strength; if he uses magic excessively, he will possibly collapse with exhaustion. Appearance: Windsor has slightly pale skin, he isn’t deathly pale or anything, but still pale. Around his thin form he wears a white tunic that extends to about six inches above his feet on the legs, on the arms about three inches past his shoulder. Under this he wears a black long sleeve shirt and full-length black pants. He wears light brown sandals on his feet. His tunic is belted with a pure black belt with which he stores his dagger. He has two pockets in his tunic that blend in with the rest of the fabric so well they are nearly impossible to see unless you know what you are looking for. These are located at the front of the tunic on either side. Personality: He doesn’t know how to act around people, having spent most of his life living on the streets alone. He is very cautious and doesn’t trust people easily; this is a result of his rough life. He would avoid conflict if at all possible, but if something does come to a fight he will still try to get out of it, he hates violence. If he is forced into completing a fight he will not kill. At least not under normal circumstances, but of course, what would normal circumstances be considered for a fight? I mean to say, he would not kill in just a regular fight. But if someone killed someone he loved, he would do all in his power to destroy them. Other circumstances in which he would kill are obvious, judging by the first I gave. Biography: His parents, who he never knew were a ½ Wind Elemental (father) and a human (mother). His father’s father was a pure Wind Elemental who was known for being rather mischievous. He fell in love with a human after he had heard his future fiancee’s singing with the birds; it was the most beautiful voice he had ever heard. He married her, convincing her that he was an albino. His son, Windsor’s father, was born looking almost completely human, except his hair turned from brown to white once he reached the age twenty-three. Both of Windsor’s parents died before he knew them. His mother died giving birth to him, his father died of grief soon afterwards. He was put into an orphanage until he turned nine, which was when he ran away from the rather unpleasant place. An account of this follows. “Nine o’ clock! Lights out!” yelled the caretaker in his rough voice, turning the lights out as he left the room; the room was filled with eleven crudely made bunk beds, all of them crammed into the small room. In each bed sat a boy, in the ninth bed from the right lay Windsor Dais, a white haired boy whom everyone was afraid of, only because of his white hair and eyes. “Yeah right,” whispered Windsor, feeling under his pillow for the small bag of possessions he was planning to take with him. You see, Windsor had grown tired of the poor meals and rough caretakers at the orphanage; he wanted to leave this place and explore the world, find people that wouldn’t shun him just because he looked a little different from everyone else, and that was exactly what he planned to do tonight. Once he was sure everyone was asleep, Windsor got up and checked his small bag to make sure he had everything. A bit of food, a fossil of a claw, the strange golden charm that he had been wearing when he first was taken to the orphanage, and a kitchen knife that he thought he might be able to use as a weapon, at least until he found something real. “That’s everything,” the white haired boy said quietly. He tied a string around the top of the bag, walked to the window, opened it, and looked back one final time into the orphanage where he had lived for as long as he could remember. Windsor ran from the orphanage, not that he needed to, they never bothered to put any effort to look for him. He lived in a small village scrounging for food and barely scraping life from his existence until he was twelve when he got in some trouble with the local authority for trying to steal some meat from a stall in the street. From here he moved on to another village, some distance away, and continued living on the streets. That is, until the village he was at that time was residing in was attacked by an Empire ruled by a king known as King Magnax III. This happened two years later, when he was 14. An account of this event follows. “Run! We’re being attacked! Run!” screamed a woman running past Windsor, who was digging in someone’s garbage, hoping to find something to eat. What? Attacked? Who would want to attack a poor village like this? wondered Windsor, pulling himself out of the trash can. He heard the unmistakable sound of horses’ hooves coming closer. No one in this village has a horse… What that woman said must be true! I’ve got to get out of here! The white-haired boy grabbed his small bag that he had kept since he left the orphanage, which had just the knife and the charm with his name on it now. Windsor ran through the streets, away from the clatter of the horses’ hooves behind him. Yet, the sound became louder, and louder still; they were gaining on him! Windsor would never get away, he would be killed! “Halt!” shouted one of the soldiers chasing Windsor, but the white-haired boy kept running. An arrow flew past him; it was so close that he could feel the wind coming off of it. “Halt, in the name of the Great King Magnax!” shouted the soldier again. “If you don’t stop we will be forced to kill you!” Windsor stopped and slowly turned around to face the soldiers. The lead soldier, his black shield bearing the symbol of King Magnax, a blood-red scorpion, dismounted his horse and, drawing his sword, slowly walked up to Windsor. “So, why were you running kid?” he asked Windsor. “Got something to hide maybe, what’s in that there sack? Drop it now.” Windsor dropped the sack. “A kitchen knife! Gonna kill all us with this here knife, boy?” he started to laugh, the other soldiers, still on their horses, joined him. “And wha’s this? A little gold charm, with some writing on it. Windsor, eh? That be your name, boy?” Windsor nodded. “Well, you can keep that knife, we’ve got no use for it, but I’ll be taking this here charm. Maybe it can be melted down into somethin’ useful.” The soldier dropped the knife at Windsors feet, turned and began to walk off. “No.” said Windsor quietly. “Wha’s that boy?” the soldier turned, looking at Windsor. “I said no,” the white-haired boy replied, louder this time. That charm was the only thing he had of his parents, he wasn’t going to let it go that easy. “What, you gonna take it from me?” the other soldiers began to laugh. “No, you’re going to give it to me, now,” Windsor was getting angry, an awesome rage was building up inside him.” “Oh is that right? Well then, I don’t think I will, you’ll have to take it from me, boy.” The soldiers’ laughing grew louder. Rage was building up inside Windsor, a mad, terrible rage that he had never felt before. He had the desire to kill, it scared him, but it also made him feel powerful. He didn’t know it, but it was his Wind Elemental side coming out in him. “Give it to me, NOW!” As he screamed this at the soldiers there was a huge blast of wind, the white-haired boy heard several screams of pain, then all was silent. Windsor passed out. A while later, Windsor wasn’t sure how long, he woke up. The terrible rage was gone, as were the soldiers. All that remained were a few scraps of black armor and bloody cloth laying upon the ground. No, that wasn’t all, there was a small bag a few feet in front of Windsor. He walked up to it slowly, he picked it up, opened it, and found what was inside. It was his charm, the one with his name on it. The white-haired boy put this in his pocket. There was another item in the sack, a dagger, yet this wasn’t like any other dagger. It was pale and shined slightly silver. The crosspiece was pure black, except for thin lines of white running through it. It had to have been made by the elves. Windsor looked at the destruction in front of him. Did I do that? he thought. But how? He was scared, someone would surely find out that it had been him, and they would come looking for him. He had to get out of here! Windsor stuck the dagger through his belt, point down, and walked off, wondering what was to happen now.
__________________
For God gave his one and only Son so that whosoever believes in him shall not perish but have eternal life. For God did not send his Son into the world to condemn the world but to save the world through him. John 3: 16-17 ![]() Dragcave Sig by Happy Mask Keeper of the Vault of Yarn- Chibi Kitty Court |

|
|||
|
Re: Character List
My first character, thanks to Giga and Safer for helping and approving my character!
![]() ![]() ![]() Name: Phirestorm (Formerly known as Noob Phire) Age: 3 (He was created three years ago) Race: Fire god, clone Gender: Male Hair: Black Eyes: Red Weight: 90 kg Height: 187 cm Weapon: Ice Sword(Absorbed): Absorbed it from a assassin, an advanced ability. The user creates a ice sword out of his hand. It's blade is strong enough to make a serious wound, but not strong enough to kill unless it inflicts serious damage. It looks like a sword with many ice spikes. Armor: He does not currently have one, thus is he weak to physical attacks. Strength: He is invulnerable to weak magic (except for ice-based ones). He's range of choice is distance as he's not well protected against swords and axes. However, during resent assassination attempt against him, in which gave him Ice Sword, he's capable to defend himself against spear and clubs. Weaknesses: He is weak to physical attacks because he don't have armor, and ice-based techniques since he is a offspring of a fire god. Once he's angry, he loses control on his objective and aims to kill, this, however is letting his guard down, and makes him easy to strike out. Appearance: Looks human, but with darker skin, black hair, and glowing red eyes. His hair is spiky back and hanging over his left eye front. He usually wears a black tunic, and a black coat on top, he wears no hat. Phirestorm has a fire scar on his cheek after the battle against Phire. Personality: He is quiet, and show compassion for human beings. He sometimes talks another language when he charges the Nova Blazer, this have made Phirestorm forget more and more english. Abilities: Nova Blazer: A fire attack, the user breathes fire from his mouth. It's as simple as that. Noob Absorb: The Noob clones only original attack, basically the Noob puts his hand on a opponent and «copies» an technique. He can only have 10 techniques at the same time, when he get 11, the user forget one. It should also be noted that the Noob have a 1/10 chance to absorb the victims weakness. Dragon Slash(Absorbed): Absorbed from Phire, an minor ability. The user transforms his hand into a dragon claw, this technique is only temporary, and make the user very weak to ice-based techniques. Background: After a battle against the legendary fire god Phire, the evil doctor Homse created 10 clones. The first clone was Noob Saybot, but died because it was to weak to breathe. Doc Homse then created a second clone, Noob Raring, but died after it started moving, it was in this time people began to be aware of Doctor Homses illegal attempts to create clones, to protect himself, Homse created Noob Killer and Noob Hater, those two destroyed the village below Doctor Homses castle then killed each other because neither wanted to share the glory of the destruction of the village, the fifth clone, Noob Homse was the first humanoid clone, but was killed after it attempted to replace Doc Homse, after that incident, Homse stopped giving his clones more intelligence than required. The sixth clone, Noob Jack, escaped into an dimensional gate, traveled to earth only to become Jack the Ripper. The seventh clone Noob ghost was the first one to live up to it's name (Noob as in No body), but died after the lack of plasma it required to survive. Noob Destructo, the eight was a copy of Killer, Hater and Ghost, it's one and only task was to gain a blood sample from the divine Phire, which it succeeded in, dying shortly after. The ninth clone, Noob Phire was a perfected copy of fire god Phire, but left Homse because Noob Phire didn't believe in Homse's goals. Furious Doc Homse created the tenth and final clone whose single goal was to find and destroy the ninth clone: Noob Magma, a demigod. But unlike Noob Phire, Noob Magma was TOO evil, turned on and killed Doctor Homse... Noob Magma's fate is unknown, but some say he travels in search of Noob Phire to see who that are the strongest clone, while others say that he travels around destroying everything on sight, and some even claims that he's dead! But nobody knows... Noob Phire, unable to feel like a normal person, unable to be accepted as anything but a mere clone, traveled around seeking power. Because he have nothing of his own, but one single technique: the Nova Blazer. His other ability is that he can absorb the power/abilities/techniques of his victims. After a year had passed, Noob Phire was attacked by an unknown assassin, but the assassin made a mistake and got defeated, and Noob Phire gained a new power, the Ice Sword, it was then he learned about his absorbing ability. Phire got aware of Noob Phire and went to destroy him, believing that Noob Phire was evil. After a long battle that included Noob Phire absorbing Dragon Slash, Phire decided that he'd let Noob Phire live until Noob Phire killed a person whom didn't deserve to die. In this very day, Noob Phire is still looking for somebody to accept him. To hide his clone background, he renamed himself "Phirestorm".
__________________
My character, Phirestorm! He's training (In progress)! And his backstory (TBA)! ![]() ![]() |

| Advertisement |
|
|||
|
Re: Character List
Name: Aeron II
Age: 24 Race: Zora Sex: Male Hair: None, because he is a Zora. Eyes: Red Weight: 140 pounds Height: 5 foot 10 inches Weapon: Aeron carries around a single handed blade named Elamros. It is 28 inches long and is made of silver. It's guard is a pair of bird wings with and eye in the center. It is double edged and is very good for fighting one on one with an enemy. Fighting more than one person with the blade can be quite difficult. He uses a one-handed fighting style. He usually uses his offhand to punch at the opponent when they are close. He uses many attacks such as kicks to accompany the sword -based attacks. Armor: He wears no armor but he has a dark blue robe that he wears to hide his scars. ( I will explain in his biography) Strengths: -Aeron is particularly good at fighting with his one handed sword, but he's not great. He can easily fend off opponents with lighter weapons like swords or daggers. He utilizes his whole body as a weapon to fend off his opponent. He is very unpredictable because of his blazing speed and fierce movements with the sword and body. -Aeron is also great at charming female Zoras and Humans alike. He talks in a very formal manner and is as polite as possible when dealing with people of authority. -He can stay underwater for an almost unlimited amount of time because he is a zora. He uses his natural ability to take cover from enemies and to get food when surviving by himself without a shelter. -He can perform a simple healing spell that will stop bleeding and repair any organs that have been cut. This weak healing spell has saved many lives. Weaknesses: -Aeron has a very light weapon and no armor whatsoever. Whenever an enemy arrives with a heavy weapon like an axe, he can be caught quite off-guard. He has to use dodges instead of blocks so if he miscalculates an enemy swing he'll be hurt badly. -He does not know any forms of magic that can be used in battle and has no defense against magic. He fears magic users and does not try to get into fights with them. He really wants to learn how to use attack forms of magic but no one will teach him because of racial differences. Skills/Magic: -Aeron has a piccolo that he uses that can calm almost anyone and can put some people to sleep. He learned how to play this instrument with such skill from his mother. He practices every day and likes to play it for anyone willing to listen. -He has a weak healing spell that his mother taught him to use. It closes open wounds and can repair any organs that are killing people. Aeron can use the magic to check if anyone has any internal injuries anytime he wants to. Appearance: Aeron is a very unique looking Zora. His head is regularly shaped as a Zora but his face is angled. He has a small chin like most zoras and his nose is pointy. His eyes are red for a reason thats unknown to him. He wears a dark blue robe that goes down to his shins and lower forearm to cover something that has been taken from him. His fins. They were cut of by drunk humans that had captured him. He has the swords sheath belted around him and on his back. It has a single eye in the middle of it with wings on the sides, much like his swords guard. He also has a little pouch on his side that holds his piccolo and a few rupees. Personality: Even though Aeron has been racially mistreated severely, he loves every race equally and think that none are better than the others. He is a kind and loving person that loves to meet knew faces and talk about the good things in Hyrule. He does not like to talk about his personal life to other people unless he is in a close relationship with them and decides they should know what happened to him in the past. He is very handsome so he attracts many different types of women with his musical talent. He talks formally and does not rush things very often unless someone has asked him a question he is not comfortable with. When he engages in battle with an opponent he usually keeps queit and carries on with the duel. He thinks that talking to a person that you are meaning to kill is quite pointless. He will respond to the opponent if he is just trying to capture or defeat them without a killing blow. Biography: Aeron was born as Aeron the II, son of Aeron and Anunu. He lived in the Zoras capital for the first years of his life. His parents payed close attention to him and made sure that he would learn as much as possible in his childhood. However, when Aeron was only 3 years of age, his father was killed in a small skirmish on Hyrule field by the arrow of a Moblin archer. The arrow hit his father in his neck and he eventually bled to death. His mother was devastated. She never told Aeron about his fathers death. She simply said that he was at work in the Royal Army. Aeron accepted this as a child but grew suspicious as he grew up. His mother beckoned him into their house one day when he 5 years old. When he arrived he saw that his mother was holding a small piccolo in her hands. "This piccolo has been passed down through the family for hundreds of years, " She said with a smile, "I want to give it to you as a gift of my love. I will teach you how to play and use its magical powers to make happiness spread throughout the world, for we are in an age of darkness." He accepted the responsibility as the bearer of their family heir loom and dedicated most of his time to learning to play it. His mother taught him songs of comfort, joy, and happiness. Songs that would blot out all evil feeling in a person and soothe their soul. Aeron soon became an expert at playing and played for many people in the Zora's capital. He gained a great reputation and was asked to play almost constantly by his people. News of his skill even escaped the Capital and flew all around Hyrule. Soon the Capital had many people of different races coming to and fro to see "the wonderful Aeron" play his soothing melodies. Aeron's success made his Mother very happy. She soon forgot all about her husbands death and was glad to be alive again. Aeron at age 9 had grown interested in the art of fighting. He watched the local grudge matches every so often and found them very amusing. One day he sought out a master. He found a local training academy and entered. The master there laughed at Aeron and told him that he would only teach him if he could prove himself by fighting the master himself. He was given a one-handed sword and a shield. He tried to use the shield but it made him off-balanced so he discarded it. As soon as the fight began Aeron flew at the master with several blows and dodged everywhere. His speed impressed the master and he decided to teach him the old ways of fighting. For 5 years Aeron studied the arts of war underneath his master. He kept this a secret to his mother and told her he was out playing his piccolo to the others. He soon became an exceptional sword fighter and could defeat most of his masters students easily. One day at the academy his master gave him a sword. The sword’s name was Elamros and his master told him that he would only let his best students use the blade. It had a pair of wings on the hilt with an eye in the center of it. The blade was made of pure silver and has a luminous glow that never left it. Aeron tried to thank the master by offering some money that he had earned by playing his piccolo. The master smiled and refused. It was a gift after all... As stories of the Hero of Time arrived at the Capital, Aeron got excited. When he turned 18 years old he really wanted to help fight against the evil in the land. Secretly he formed a small band of freedom fighters at the Zora Capital. They decided to set out towards the Water Temple, where an evil entity had taken over. On their way over to Lake Hylia they were ambushed in the night. Human thieves had jumped out and started to battle with them. Most of the Zoras in the band of fighters were killed by a knife in the back. Aeron and the others were captured and Tied up against a tree. When he was tied up Aeron looked over at his friends to see that they were all dead from injuries. He became angry and started to struggle with the rope that bound him with rope. Some of the thieves came over with their rusty knives and started to laugh as they stabbed at him with their crude weapons. They took him off the tree and tied his arms to two poles in the ground and drew out a knife with barbs in it. They used the knife to saw off his fins on his arms slowly and painfully. Aeron screamed in pain as they proceeded with their cruelty in the night. They left him at the posts and he limply hung there for two days, no food or drink. When death was about to come near, a familiar face came to rescue him from his cruel fate. His mother. She had tears in her eyes as she unbounded his arms. He had many scars on his chest and stomach. There were huge scabs were his fins once were. When they arrived at the Capital, they quickly avoided any Zoras and ran to their house, lest someone would see Aeron’s ailment. She found him a dark blue robe that would cover his arms and chest and gave it to her son. It seemed very strange for him to wear any clothes, but he soon grew attached to him. It made him very unique to the other Zoras. No one found out what happened to his fins until after 3 years had past. They felt sorry for him, but still thought he was foolish for running out into battle like that. His foolishness had cost him pride as a Zora. He stayed at the capital for another 3 years before departing. His mother had taught him a few healing spell that he could use to mend his or others wounds whenever he needed to. They were weak spells but they worked. Soon Aeron had the urge to leave from the Capital and made a name for himself in the dangerous world. He wanted to make a difference and to someday meet the Hero of Time himself. On the day that Aeron was going to depart his mother asked him something. She asked him to be safe, and to come back alive. Aeron then departed with hopes of glory and great achievements. He knew not what was going to happen to him in the future, but he hoped for the best.
__________________
Passepartout Led Zeppelin is the greatest band in history... |

|
|||
|
Re: Character List
Name: Captain Eizan Ajibana (he prefers to be called Eizan)
Age: 27 Race: Human Sex: Male Hair: Shaggy brown hair and a scruffy beard that gives him a grungy appearance. Eyes: Blue Weight: 197 pounds. Muscular. Height: 5 foot 10 inches. Weapon: A one handed mace and a round shield. The mace is made of seel and has inscriptions on it that are in the old hylian tongue that Eizan doesn't understand. His sheild circular and wooden. It has iron on the edges of it and a spike in the center. Armor: He wears the Hyrule Castle Guard armor from Twilight Princess without the helmet. It is a chainmail with a white tanktop -like thing over it that has a flap that drops down to his knees. His shirt has the triforce symbol on it. It might look like something a crusader would wear. He also has brown buckled boots and black leather gloves that cover his forearms. Strengths -He is very strong. Trained to be a powerful warrior, Eizan has the muscles of a brute. -He can lead anyone to victory in a battle. His charismatic skills help him lead his men into the right positions of battle so they can win the fight even if their force is small. -His mace skills are very good. Eizan has fought his whole life with the mace and knows how to kill people very easily with it. -He can persuade people easily. Again his charismatic skills help Eizan again. He can usually persuade people to do what he wants and what he thinks is neccesary. -He is courageous Weaknesses -He usually doesn't follow orders. He is pretty used to being in charge and usually sees other peoples decisions as inferior to his. -He is pretty coldhearted. Soft words from someone will not soothe him or persuade him to do anything he doesn't want to. Unless the other person is a very good speaker, he probably will not do anything for them unless it has to do with war. -Hates magic. He believes it is evil and wants nothing to do with it. He thinks that magic is for weak people who do not have enough strength to defend themselves on their own. -He usually never retreats from battle, even when the chances are low. This can usually lead to the whole army to death and confusion. He does not know when to quit. Skills: -His skills with the mace are very good and he can take on at least 3 people at once without being in danger of death. He usually tends to strike repeatedly at his enemy until they drop their defenses so he can deliver the final, crushing blow to the head. Many of his maces that he has used in the past have broken due to being smashed against metal so much. The only mace that has not failed him yet is the one that his foster father gave to him before he departed from his hometown. -He exceeds in persuading people to do things for them. He can read peoples thoughts and emotions easily and knows what to say at the right time and how to say it. -He has a strong heart. He burdens himself to ensure that every man in the battle on his side will not be killed. He never gives up a fight and is very courageous. Appearance: He usually never tends to his hair so its all scruffy and brown. He has a scruffy beard to accompany his wild hair. He has the hyrule guard armor on without the helmet and has his mace in his belt. Sometimes he carries around a round shield on his back. He is an average height and is pretty lean. He looks very intimidading to people smaller than him because of his muscles and his gruff look. Personality: Eizan usually likes to be alone. He is coldhearted but is not selfish, though many will think he is. He is good at persuading people to do things and can be a close friend if you break through his outer shell of emotions. When he starts a battle he take out his mace and bangs his shield with it, whooping, Eizan does not tell others about his views on the gods/goddesses and morals. It is all kept inside his head. Biography: Eizan Ajibana was born in Castle Town of Hyrule. His parents were known to fight a lot and got drunk with alcohol frequently. Disgusted with his elders, Eizan left at age 9 and lived on the streets as a poor boy. One day he was getting ganged up on by the neighborhood scoundrels and a member of the Castle guards helped him out. The guard pitied him and made Eizan his foster son. In his new fathers house Eizan was taught how to fight, act, and live his daily life. He quickly advanced into the royal guard and became a captain. One day on the field of battle, Eizan disobeyed the orders of his officers and led his men into the fray of the battle to split the enemy army in half. They succeeded but Eizan was punished for disobayment. He was lashed 30 times in public and was kicked out of the army for putting others lives in danger without permission. Ashamed of himself, Eizan flew from the Castle towm and wandered in the fields and forests. One day he came across a group of freedom fighters camp. They gladly let him come in and he joined their fighting force. He helped the fighters ambush many enemy armies and became good friends with them. He fell in love with a woman at the camp named Asuli but he has not approached her in a romantic manner yet, fearing rejection. He would do anything to protect her. Though many do not see Eizan as the romantic or talkative type, thy do not see what wells up inside him. He calls everyone his great friend but he does not talk to the for long usually. A lot of the times he travels away from his camp to find some solitude in the forest. He visits every town and has great reputations in them. The only one he still avoids is the very town of his brith, Hyrule Castle Town. Eizan really wants to become the leader of the camp and marry his beloved. He also has yet to face his fears and return to his hometown. Soon that may come to be.
__________________
Passepartout Led Zeppelin is the greatest band in history... |

| Advertisement |
|
||||
|
Re: Character List
Name: Mordecai
Age: 18 Race: Human Gender: Male Hair: His hair color is pure black, shoulder length, greasy, wavy, looking rugged and uncared for. As for facial hair he has a thick covering of stubble, also black, across his face. Eyes: Hazel Brown Weight: 122kg Height: 187cm Weapon: He carries two matching swords which are very finely forged. The swords have a stylish black handle design and a shiny blade, measuring exactly 1 metre in length. The blades have no special powers. Armor: He does not wear any armor. Strengths: He is very good at hand to hand combat in a street wrestling type manner and can use the surroundings very well to avoid attacks or even use them as weapons. He is able to get opponents injured enough so that they cannot fight back, but are still consciously aware. He is fairly solid and therefore has strength beyond the average human, making him hard to knock down. Weaknesses: He uses the swords he bears as a finisher after hand to hand combat because he has no experience in sword fighting. Hence in a proper sword fuelled duel he is at a great disadvantage. With no armor he leaves himself to suffer serious damage after minimal blows. Skills/Magic: He has no magical abilities or powers, and as mentioned above his only real skill is in hand to hand combat. Appearance: He looks extremely rugged and uncared for. He is large and solidly built with an olive complexion. He has shoulder length greasy black hair which covers his face most of the time and a thick covering of stubble on his face. His brown eyes look sore and red, having shed many tears and been vigorously rubbed, yet have a fierce look coming from them. Dressed like a slave, his clothes are dirty with frayed edges and many tears. His wears a single short sleeved garment from neck to knee which was originally white, but is now a light brown. It is loose and tied together by a leather belt around his waist. On his feet are sandals which have straps which reach his upper shin. His skin is hairy with much dirt stuck in it like he hasn’t washed for weeks, making his complexion appear even darker than it is. Though he looks fierce and towers over most people, he still has the innocent look of youth about him. He looks like he has had a hard and abusive childhood. Personality: Mordecai will quickly begin a fight himself or if triggered to fight by someone getting in his way. He wants to vent his anger. Though he keeps much to himself and has only ever spoken one word, he seems irritable and easily angered at this stage of his life. He is assumed to be mute and stupid by those who know of him, but he in fact is rather intelligent. Because of his childhood he has never liked anything, except martial arts. His life was consumed with a hatred for his father and thoughts of how to fulfil that hatred, by either killing himself or his father. Though many thoughts abused him, he was and still is too proud for suicide. He agrees with the teachings of Christianity however does not follow them or worship God. He believes in God, yet believes full well, he will get to hell and not heaven. Yet he amuses himself with the thought of his father forever being tormented in hell and him watching it. Because of his muteness he was never educated or even taken outside of the house and therefore spent most of his days locked away within his room. He kept himself from insanity however through imagining stories, stories of him being in another place, however this has made him a loner who doesn’t respond to other people and never had any friends. He had no pets and knows not friendship or companionship. He will ignore people and only interact through fighting. Biography: Mordecai was born as an only child into a small trading village on a coastline of Europe. His father worked as a blacksmith and his mother as a housewife. His birth was never made known to authorities. They were an abusive couple, always arguing and that is why his mother disappeared and was never found again when he was 6. What really happened is she committed suicide why burning herself to ashes in her husband’s blacksmith shed. She cared not for her husband or child. The abusive father was left to raise Mordecai and for the most of the time he simply left the child in his room, not caring for him at all. Mordecai was forced to feed and care for himself and could not receive an education. He had never to this date spoken a word, yet his father cared neither way. He was still however a vey intellectual boy, entertaining himself by creating stories in his mind of a better life. When he was 10, his father begun to take notice of him, however it was by abusing and beating the boy. His father became a heavy drinker at this time which worsened his temper. During his sober times he made Mordecai his slave, doing all the cleaning, cooking and other tasks, however the abuse continued. He had many thoughts of suicide or of killing his father... but he resisted for the time being. Though ending his father's life became his goal. At age 12, Mordecai would leave the house in the evening and go to the local martial arts centre where he was trained. He stole money from his father to pay for these lessons. His father did not care what he did, as long as Mordecai did all the duties. When he noticed money to be disappearing he beat his son more, yet never told him off, or attempted to prevent him. Mordecai never fought back against his father. At 17 Mordecai had reached the highest possible martial arts level as the best student his teacher had ever had. He was nicknamed the ‘Mute Mauler’ as he was brutal in fights and befriended no one. His graduation fee for this martial arts school was rather large, and he again stole it from his father. When his father discovered this, Mordecai was beaten more severely than ever before and could do nothing but lay in bed for days... rarely even sneaking out for food whilst his father slept. Once recovered Mordecai stayed in bed for a few more days. He was left alone by his father who may have presumed him dead. He decided now to put his plan into action. When his father was doing his blacksmith work one day he entered his shed, to the fathers complete surprise. Softly Mordecai said, ‘Dad’, his only word to date. Surprised his father begun to turn around... Mordecai then beat his father severely with his martial arts skills. His father collapsed and could not stand up. Seeing two matching blades on the wall skilfully crafted by his father, Mordecai grabbed them and viciously stabbed his father multiple times then kicked him into the blacksmiths fire to burn. Mordecai immediately left his house that night carrying the two matching blades. To flee the memories of his childhoods. He snuck onto a food ship’s storage compartment leaving for an unknown location. It was a long travel, but he survived off the supplies. Once landed at the unknown location he snuck off the ship and crept into the night. Though his father is dead, he still feels great anger and seeks ways to unleash it, even in killing those who have done nothing to him. He will not kill someone who does not fight though. This now leaves him in a position to lead into his first battle. |

|
||||
|
Re: Character List
Name: Acthaiyne Tyried Sleavuunsu
Age/DOB: 33; Quartumensis 21, 3e 1327 (Nova Imperium Calender) Race: Thatchian Roulen (Vampire) The Roulen: “Likely the most civilized of vampire species to exist, they are combination of most vampiric species who consciously reproduce in a human fashion- and even some non-vampire species. Specifically, the bloodline is unknown, but it is believed that the strongest bloodlines in this species are the Achini, Dereth, and Caiyun. Extremely civilized, and completely capable of adapting to any culture, they tend to feel some remorse and mercy for their victims, but cannot deny their roots. Most of them grudgingly accept that blood is a necessity for their survival, and are forced to hunt. To much surprise, however, they have fantastic capabilities in the line of stealth and intelligence. They learn very quickly, and are quite wise no matter their age, and prefer to keep to the shadows. Many of them dig deep into their Thatchian roots and master spells, long thought dead, making them a rather powerful race. Nonetheless, they are hated by most vampiric species, though are occasionally even accepted into human culture. They are always born with black hair and brown eyes, even though occasionally an unknown crossbreed of vampire can simply be labeled a Roulen for lack of better classification guidelines.” --Taken from “The Vampires of Thatchia and the Cultures Therein” by Alren Seleth, 2e 2145 The Roulen are an astonishing form of vampire. Though there are many known species, there are none so closely related to the human race as the Roulen. As a Roulen vampire, which are exclusively of Thatchian origin, several things are true of the individual: 1.) One can only be born a Roulen. They are unable to infect others with Porphyric Hemophilia. 2.) One is only slightly superior to humans in speed, strength, and agility, and their extreme senses; and their Thatchian bloodlines give them access to magic not available to other races. 3.) One is not susceptible to any kind of uncontrollable bloodlust. Any loss of self-control is a result of a conscious decision. The Roulen have the extraordinary ability to blend in with other peoples. They can hide their true selves immaculately from any who cannot sense what they are. They look, act, and speak like everyone else, when it is called for. Though they have extremely increased senses, these are easily concealed from the general public. The Roulen are not susceptible to sunlight or any type of religious symbol; their only true physical weakness that is not present in Thatchian blood is their allergic reaction to silver. Sex: Male Eyes: Brown Hair: Straight, black, just past shoulders Height/Weight: 6’, 179 lbs. Appearance: The robe that Acthaiyne wears never changes. It is a loose-fitting crimson and navy blue robe, worn in layers with cropped sleeves. It is the standard robes for the monastics and scholars of Thatchia, and Achtaiyne wears it out of respect for his father. Beneath it, Acthaiyne wears a loose shirt or tunic, typically in darker colors, and baggy breeches. On his left hip resides his trusty two-handed blade, and on his right hip is his duffel bag, which contains all of his possessions of travel. His staff slides neatly into place on a sheath sewn into the strap of his duffel bag. His skin is a light pale Caucasian, accented by his dark hair and eyes. Wrapped around his hands and forearms is a grey cloth, which extends past the sleeves of his robe and ends just above his elbow. His lengthy black hair casts a distinct contrast to his fairly pale skin, though it is otherwise flawless. His deep, dark brown eyes look as though they could never miss a single detail in anything upon which they set their gaze. The smooth skin of his face shows no sign of shaving or facial hair, nor bears any scares from fights long over with. Though he carries an unimpressive build, as he is little more than lean and defined, his strength goes beyond that of his looks, which, as they say, can be deceiving. On his right hip usually lies his duffel bag, which carries all manners of his personal effects for travel. Weapons: --Icewind-- Bastard sword, double-edged, dual blood grooves, cross hilt with leather wrap and teardrop pommel; enchanted; 40” overall (28” blade, 12” handle). -Forged by the goddess Akaila the Icewind as a last act of independence before her forced marriage to Tyried the Dark, this blade was given as a gift to Akaila’s mortal love interest, Neuuval Sleavuunsu, in the year 3e 1321. It was present in every battle in northern Synexa for the Dark Elves’ independence, and in many of the battles in which Tyried Shimeane (after whom Acthaiyne was named) fought against the invading Imperials. This blade was used by Neuuval in the legendary Battle of Ipsxilliovn against the forces of Tyried the Dark in 3e 1331 (which Neuuval narrowly survived), and used again as Neuuval’s weapon of choice when he took on the secret identity of the mysterious warrior, Hood. Finally, as Neuuval married for the third and final time and settled down with a deteriorating mind, he gifted the blade to his son, Acthaiyne, in hopes that he could free Ipsxilliovn from the Dark Dynasty Scourge. Its enchantment has two effects: the blade causes massive cold damage, and can even crystallize the blood upon striking a wound; it also grants its bearer complete immunity to the cold, both natural and magical --Thaumae-- Staff, laminated elven Thaenivrae wood, the top looks gnarled and twisted; enchanted; 5’ overall. -Thaumae was created by Acthaiyne as the completion of a test. During Acthaiyne’s training from his father in the Thaumaturgic arts, he was given the task to create a staff that could resonate his magic more powerfully than he could, even with the assistance of a spell tome. Though Acthaiyne first thought it impossible, his journey to Thatchia led him to the discovery that certain types of material contain a magical resonance capability. He returned to his father in Synexa with the longest branch from the Thaenivrae tree in West Thatchia, and created the staff using his fathers Tome of Thaumaturgica; the end product was a staff that could manipulate barriers in a way that Acthaiyne, still to this day, cannot. Strengths: The strongest point of Acthaiyne’s fighting style is not his swordsmanship, or his magical abilities, though both are impeccable. His strongest suite, without a doubt, is both of them combined to make a terrible war machine. Acthaiyne often fights sword-and-staff, and is able to manipulate his most powerful barriers while causing maximum damage with his blade, Icewind. He is incredibly agile, which comes from his elven heritage, and when fully fed, very strong and fast as well. Weaknesses: Acthaiyne’s greatest weakness is his analytical mind. He often thinks too far ahead, focusing so much on the future that he is surprised by a change in the present. In battle, though prediction can be an invaluable asset, his over-analysis can risk his very life. Acthaiyne’s greatest physical weakness is also connected to his emotional mind; he needs blood in order sustain his maximum potential, to be strong and fast, but he feels badly for those from whom he takes it. Often, he drinks from people with whom he has made an agreement, or from his significant other should he have one, but if this is unavailable, he simply does not drink at all. As a Roulen vampire, his blood also reacts to the alchemical properties silver; it burns his flesh, and when it comes in contact with his blood, boils that as well. Personality: To many who observe him, Acthaiyne seems like a very happy and energetic individual. To many others, he seems like a hyper lunatic. Both perspectives hold some measure of truth. Acthaiyne suffers from a number of mental and emotional problems, not the least of which is paranoia, partial schizophrenia, and a crippling insecurity complex. Though Acthaiyne has always longed for a woman to share his life with, he has never met anyone who he has been able to trust, other than a few friends on the battlefield. Acthaiyne’s mind works like building blocks. Everything fits together, as though he were observing a puzzle. Few things, even on the battlefield, truly ever bother Acthaiyne because, to him, it is just another piece of the big picture. His manners, a gift from his mother, are a part of him, and he never leaves them behind. His faith, much like his manners, is a part of his being. Because of the nature of his father’s lifetime, and the close relationship Acthaiyne had with his father, the Gods and Goddesses of Ipsxilliovn are as real to Acthaiyne as any friend or enemy he ever had. Acthaiyne prays constantly, but not in a completely reverent manner; he often addresses the gods more as friends than as superiors. Skills/Magic: Thaumaturgica “The properties of Thaumaturgy-- that is, the use of magical barriers-- are new details to an old magic. For thousands of years, our ancestors have used all manners of barriers to seal away ancient evils and protect relics from the impure. But if one man could harness the magic of these enchanting shields, could he not protect himself from an oncoming blade? Or his army from a volley of arrows? Or his castle from a round of trebuchet fire? I submit to you that he could, because I am that man. I have harnessed this magic, this unknown school, and taught it to work in my favor. I have used a magical barrier to crush a feeling warship, and have used the same barrier to disarm a for and leave him unharmed. This magic, that has gone untapped for too long, is now mine to command, and in this tome I shall construct the fibres of this school so that future generations can use this to better the world, and stop those who would oppose it.” --Taken from the “Tome of Thaumaturgica” by Neuuval Sleavuunsu, 3e 1329 The use of Thaumaturgic magics is a new practice. According to recorded history, Acthaiyne is the second person ever to use it so efficiently, the first obviously being his father, the inventor of the school. The magic was solidified as an official school when Neuuval first wrote the Tome of Thaumaturgica, the most powerful spell book on the subject. With nothing to do in his final years, Neuuval filled his personal library with spell tomes and research books which have since been published. This magic provides limitless possibilities in its uses. One could create a barrier around himself for protection, or around an enemies head, and quickly close it to crush the skull. Though the barriers exert an amazing strength, the resistance against an object is proportional to the actions of the user. If one creates a barrier around an apple, and grasps his fingers closed, the apple will splatter with little resistance. But if one places a barrier around a steel sphere and grasps his fingers, the user would feel as though he were truly crushing the steel sphere in his hand; though it may succeed, the pain could be great. Likewise, for a skilled Thaumaturge who does not need to use extremities for barrier control, the strain on the mind would wear just as severely. Thus, there is a boundary as to what these barriers can do, but they are reflective to the skill of the wielder. Necromancy Acthaiyne learned a few tricks of Necromancy from some of his father’s hidden books. He is only a novice Necromancer, and does not get very much practice; he normally uses it only in specific situations, as a support to a problem where neither Thaumaturgica nor his blade is the answer. He is capable of temporarily reanimating a corpse, causing a corpse nearby to explode, and drawing energy from a corpse. These are examples of the three basic forms of Necromancy: Minions, Death, and Blood. Of the three, Acthaiyne excels most in Blood magic: that is, the capability of stealing energy from the blood of both the living and the dead. Background: In 3e 1324, a Roulen vampire called Neuuval Sleavuunsu met with the Thatchian hero, Tyried Shimeane. From that moment on, Neuuval’s place was solidified in the storybooks of the Thatchian people, and of the whole world of Lerveovn. Neuuval spent most of his later lifetime in Synexa, where he accomplished such things as becoming High Knight of the Dark Elven Order under Princess Valerin, defeated the Imperials countless times at Fort Alvereth, formed an alliance with the Brotherhood of Arille, and even ascended into the heavens to fight alongside Tyried and the gods in the Battle of Ipxilliovn, against Tyried the Dark, in 3e 1331. But Neuuval was always very concerned with leaving behind a legacy. After two failed marriages and a failed engagement, Neuuval finally settled into Fort Alvereth in the year of peace following the end of the third era after the Battle of Ipsxilliovn. His first wife and his true love, Kaleya, returned to him in dismay for what she had done to him, but to Neuuval, it was old history. She dedicated her life to taking care of the mentally-ill Neuuval, and his son from his previous marriage. Growing up in the dank, dark Fort Alvereth seemed boring to Acthaiyne until he had his first taste of his father’s power. Oloth, Neuuval’s friend and personal assistant, was a Dark Elf who remained at Neuuval’s side after the wars, and a personal friend to their family. But to Acthaiyne, Oloth was more than just that. When Acthaiyne was eight years old, Oloth began to train him in the ways of war. Acthaiyne, who would grow to become physically superior to Oloth, was seemingly a master of the trade. He was a lethal shot with a crossbow even beyond the maximum range, and his skill with a blade was unprecedented. Oloth gave this news to Neuuval, who never seemed too surprised. At that point, Neuuval took it upon himself to train his son in the ways of Thaumaturgica. Neuuval was the first to discover this particular chain of magic and harness it so efficiently; prior to this, ’barrier’ magics were considered a byproduct of other magical schools. Neuuval, however, who was also adept in shadowmancy, pyromancy, and even necromancy, knew that this could be the most powerful school of them all. And so he trained his son for hours every day, locking the two of them away in his dark library to study his own written texts and tomes. Acthaiyne spent the next twelve years of his life like this with his father, learning the trade of Thaumaturgy. Finally, the time came for Acthiayne to leave home and test his skills. Neuuval disembarked Acthaiyne on a quest to create a staff that could cast more powerful Thaumaturgic spells than he could-- a task which Acthaiyne formerly believed was impossible. “How can a staff create a stronger spell than its creator?” he asked. But Neuuval never answered, for want of Acthaiyne discovering it himself. And he did. When Acthaiyne’s quest took him to his home country of Thatchia, he discovered through the words of magicians and wizards there that some materials can resonate with the magic cast on them, and reflect a greater enchantment than the caster’s original spell. Acthaiyne was lead to the Thaenivrae tree in West Thatchia, and returned home with the longest branch. He and his father soaked the wood in bloodwax (a laminating liquid comprised of Thatchian blood, said to have intense magical properties, and a combination of various kinds of hardening wax and tanning liquids) and enchanted it with the essence of Thaumaturgy. When Acthaiyne tested the completed staff, he was stunned; the staff allowed him to cast stronger Thaumaturgy spells than he had ever been able to. The power of the staff was nearly as great as his father’s power. He named his staff ‘Thaumae’, which is the Thatchian term for one who uses Thaumaturgy. And at this time, as Acthaiyne prepared to leave his home behind to find his own destiny, his father gave him his legendary blade, Icewind. “Take this,” Neuuval said, “and wield it to the glory of the true rulers of Ipsxilliovn, as I have for so many, many years.” Acthaiyne never forgot those words, as they were the last words he ever heard from his father. After two years of adventuring, he followed his heart back to Fort Alvereth, which he was shocked to find deserted, void of Neuuval, Kaleya, and Oloth. Acthaiyne took up residence there himself, for a season, before adventuring across Synexa with a few companions, including Korbin Elvenson, son of Adina the Wood Elf and Fjorgeir Hrolfadd (friends of Neuuval and Tyried). His studies in Fort Alvereth allowed his Thaumaturgic power to tap into the ability to teleport and travel across dimensions, which he experimented with many times. ----------------------------------------------------------------------------------- Name: Sathis Ovemin Hlaalu Age/DOB: 26, 24th of Sun’s Dawn, 3E 414 Race: Vvardenfel Dunmer (Dark Elf) Sex: Male Eyes: Red Hair: Black Height/Weight: 5’9, 176 lbs. Appearance: Sathis wears his hair down, and the dark strands stop level with his chin. His long pointed ears stretch from beneath his hair, adorned with many piercing as is common among some Dunmer tribes in Vvardenfel. Most of his blue skin is covered by clothing: he often wears a red tunic with Daedric script scribed along the hem of the sleeves as his way of paying homage to his homeland, and simple black pants stretch from beneath the tunic, usually tucked into the hem of his heavy leather boots. Weapons: --Hylian Spear-- Spear, of Hyrule; 6’ overall, 8” blade; The standard spear of a Hylian guard, customized to Sathis’ liking. Wrapped steel haft with tempered steel pommel and blade. Wide tip is optimal for thrusting, able to punch through chain mail, but blade can also be used for slashing. Small spike on pommel. --Madsblood-- Sword, of the Shivering Isles (gift from Sheogorath) 22” overall, 14” blade, 8” handle; Sidearm made of Madness Ore from the Shivering Isles. Enchanted to cause immediate freezing on contact with an enemy; can freeze armor to make it easily breakable, or limbs to shatter them away. Has limited charge. --Nordic Silver Longsword-- Sword, of Solstheim, Tamriel; 34” overall, 22” blade, 12” handle; Made of tempered silver, handle wrapped in leather with ornate hilt and pommel. --Gondorian Crossbow-- One-handed crossbow, of Minas Tirith, Middle-Earth; 18” overall; Designed for one-handed wielding. Compound structure allows for high poundage in compact weapon. Full draw weighs at 70lbs., which is sufficient to fire a bolt through steel plate armor. Armor: Head: --Native Bonemold Helm Torso: --Bonemold Cuirass Arms: [Right/Left] --Imperial Chain Pauldrons Hands: [Right] --Hand of Faviron (leather)-- Unknown origins. Increases the wearer’s speed and strength to aid in battle. --Bonemold Bracer [Left] --Chainmail Gauntlet Legs: [Right/Left] --Bonemold Greaves Feet: --Elvensteps (leather)-- Elven leather covered in green decorative cloth, woven by the elves of Lothlorien, custom-made for Sathis Hlaalu. It silences the footsteps and lightens the wearer’s footfalls, leaving no tracks. Shield: None Strengths: Sathis is a very intelligent individual, and his training has given him a skill for predicting the movements of his opponents. He is adept at seeing through ruses that other warriors might not uncover until it is too late to save them. His skill for understanding the physics of combat also allows him to quickly calculate the path and momentum of a swing or projectile, and adjust his maneuvers as necessary. His second strongest suit, though not by far, in his combat style is his agility. He is very limber and quick, and in combination with his training, this proves fruitful on the battlefield. His fast-paced mind allows him to spot a way out of a nasty situation, and his agile body allows him to reach it. Unfortunately, this kind of limber activity takes a toll on his body, and he cannot maneuver so quickly for long; he is only human (or rather, Dark Elven). The benefits of this are obvious from a defensive standpoint, but the benefits for the offensive are every bit as rewarding. Sathis finds that he has a treasured ability to quickly identify the weaknesses of his enemy, such as the bending point in their armor or a recent injury. His tactical skills cause his mind to hone in and focus on these things, and because of his agility, he is able to outmaneuver his opponents and seize upon their weak points before they are able to stop him. For example, if an enemy swordsman is armored heavily, but wearing only leather at the fold under his arm, then Sat his would dodge past the oncoming sword slash and thrust through the leather before the momentum of the swordsman’s swing passed. It is an effective form of combat; it is just as perfect for Sathis as he is for it. Weaknesses: Because of his preference for agility and speed, he dislikes the heavier types of armor. Because he is not particularly strong or imposing, his armor might not always be enough to spare him the damage of a heavy swing should he be found too slow to escape. This is partially why he relies on outsmarting and outmaneuvering his enemies; in a toe-to-toe fight that involves exchanging blow for blow, he cannot hope to win. Additionally, the amount of thought that goes into his next move in battle can occasionally take too much time. If he pauses too long for thoughts of his next attack, an oncoming arrow might slip past his defenses and overpower the protection of his armor. His form of combat is a dangerous game, and though the risks are severe, Sat his believes that this is what makes it all the more important that he play the game well. Personality: As a well-educated individual, Sat his can occasionally be considered a suave charmer. Because of his exposure to other cultures, he has been able to overcome his raspy accent and voice, and speaks in a more eloquent style than most Dunmer. He relies on his smarts to defuse certain situations. His guile is one of the attributes of himself that he values most, and even in common conversation, he can gather information from individuals; his mind is able to siphon bits and pieces of valuable information from the standard commonspeak and log it away for future reference. His mind is analytical and deep. Outside of battle, he finds that one of the things that truly garners his interest is the study of religion and profound philosophy. In his travels, when not searching for the prized items for which he hunts, he can be found reading or conversing with locals and scholars about the beliefs of the land. Studying is one of his most common pastimes, as is writing and composing musical pieces on his precious lute. Sathis has never been in the type of relationship he desires most. He hopes that, someday, his travels will lead him to a woman with whom he can truly share himself. This thought is one of the most common for him, as well as one of the most painful. And yet, while some days he spends time wishing for this relationship and even feels desperate for it, he often shies away from opportunities with women for fear of falling in with the wrong one, and later missing his true love. In contrast with the way he presents himself, he also often suffers with a lack of confidence, and a marred self-image. Though he cannot deny his true passion for hunting for religiously sacred and historically significant artifacts, he often sees himself as a thief for the things he has done. In his profession, he rarely wrestles with the moral decisions he must make, because he sees right and wrong as clearly as black and white; his upset stems from the fact that he finds himself frequently doing wrong in order to ascertain the artifact for which he searches. It is not entirely the fact that he does wrong in order to obtain it that bothers him, but rather the fact that he is willing to do so, and that it bothers him so little. Finally, Sathis is victim to borderline paranoia, in that he never feels truly safe or secure. Although he is often quick to trust and eager to get to know others, he never trusts completely (another feature which links to hisw relationship longing) and rarely ever exposes his own frailties, even to his closest friends. Though his paranoia may be well-founded (his profession has earned him an abundance of enemies), and even useful at times, it tends to leave him with an alone and empty feeling in addition to his other emotional complexes. Skills/Magic: --Summon Ancestor Ghost-- Thought/Hand gesture, usable every twelve hours; 60 second duration. For a short period of time, after uttering a phrase and making a hand motion, a ghost of one of Sathis’ ancestors will appear to aid him in battle, including casting spells and attacking physically. --Summon Golden Saint-- Thought/Hand gesture, usable every twelve hours; 60 second duration. Summons a Golden Saint, Sheogorath’s chosen guardians, to fight with him for a short time. Golden Saints attack with swords and shields, and are furious, relentless warriors. --Grace of Lothlorien-- Spoken word, usable every hour; immediate effect. A minor healing spell that can mend torn flesh and otherwise quicken the natural healing process. --Fire Arrows-- Thought activated; unlimited enchantment on equipment. Charges the bolts loaded into Sathis’ crossbow with magical Hylian fire. These bolts can set fire to their target with an almost explosive impact. Background: [This background is terribly long. It contains all the important details of who Sathis is and why. You’ve been warned.] The land of Vvardenfel was closed to trade and under the self-rule of the Tribunal Temple and local governments for hundreds of years, even while in the Tamreillic Empire. But when the island was opened to trade and settlement by King Llethan in mainland Morrowind, and the Treaty of the Armistice was brushed aside, the once undeveloped island of Vvardenfel was economically besieged by outlanders, including Imperial settlers, the Legion and other factions, and Great House Dunmer. Two of such Dunmer were Arethan and Drevela Hlaalu. Arethan was a warrior-turned-politician in the Great House Hlaalu, who met and fell in love with Drevela upon joining the faction. Drevela, daughter of the House Father, was always there with the loving touch to keep a curb on Arethan’s harsh and cut-and-dry political views. When Vvardenfel opened to settlement, Arethan and Drevela moved promptly to support their Great House, and helped establish the city of Balmora, which was to become central in the affairds of House Hlaalu. Later that year, Drevela gave birth to Arethan’s first son, Sathis Ovenum Hlaalu. The city of Balmora was a sturdy, stable environment for the boy; he grew up happily in the city, just as the city grew around him. His childhood was uneventful, filled with education and studies as all the children of the time, and no great tragedies to speak of. At age twelve, Sathis’ profound performance in schooling earned him a novice seat in House Hlaalu, where he studied under his parents and their associates in the ways of politics and land bargaining. At age eighteen, Sathis’ adventurous spirit began to blossom. With his education complete, he spent his spare time working for the local Fighter’s Guild. He had learned the basics of combat from his father and other House Hlaalu warriors, but the Fighter’s Guild held a certain allure to him that he could not deny. So, his combat prestige grew with each contract, as did his coinpurse. He would do a contract, earn the gold, and purchase better equipment with it. It was a routine he had come to love. In the midst of doing these contracts, he found another passion: relic hunting. In one of the contracts, he was assigned to retrieve a glove of some kind from a distant cave. He had no trouble with the creatures of the cave, but when he found the glove, he was astonished. It shimmered in the light of his torch, and he found it most interesting; he put it on, just in curiosity. It fit to his right hand perfectly; it even fit beneath his gauntlet. When he wore the leather glove, he found that his arm, as well as the rest of him, moved much faster. He was able to swing his sword quicker, more powerfully, and draw it back with less recoil. It was incredible to him. And so, he decided that the glove was a greater prize than the gold, and secretly defaulted on the contract. He told his quest-giver that the glove was not in the cave, and he could not find it. It temporarily stopped his advancement in the guild, but he had found something much more worthwhile, even more so than the glove: a new hobby, and a new profession. But he still had a career to think about in House Hlaalu, so he put it to use. He used the Hlaalu library to research the strange glove, and discovered it was nearly a century old, used by a great warrior to slay an entire faction on his own. It was fascinating to him, and he began to wonder of the other glove. Perhaps someday, he hoped to find it. He never picked up his profession in the Fighter’s Guild. Great House politics soon became too demanding, and a territorial war was brewing amongst them. Then, just after his twenty-first birthday, the fabled Blight curse returned to Vvardenfel. The terror of the local Dunmer had returned. The population of Vvardenfel was decimated, and both of Sathis’ parents were among the dead. First his mother, sick with the Blight, died, and then his father, who stormed the Ghostgate to find a cure, died of Ash Cancer. Sathis found himself immediately managing their places in House Hlaalu, his life absorbed by politics. To ease the hatred for his life, he began to read fervently. He would study religion, philosophy, strategy; anything that required deep thought interested him, to help him escape reality. A few months later, he met a Wood Elf woman named Gadren. She was a fresh recruit to House Hlaalu, and an associate of the Tribunal Temple. At first, she was nothing more than a source to him; just the means with which to acquire the knowledge of the Temple. But they became good friends as she advanced through the House, and Sathis began to take an interest. But he could not understand why she bought into the Temple. “Those three are not gods,” he would say to her so often. “They are just wizards who did great things, and deemed themselves holy!” Of course, Gadren never listened. But then, just after his twenty-second birthday, the so-called Neravarine killed Dagoth-Ur, ended the Blight, and took down with him the Tribunal Temple. He uncovered that one god, Sotha Sil, was murdered by another, Almalexia. After Nerevar killed her, the third and final god of the Temple, Vivec, vanished entirely, and Nerevar left the Empire. “You see?” Sathis said. “Your gods were nothing more than mortals, waiting to be killed.” Of course, Gadren was stunned, and began to listen to Sathis more and more. They began to study other religions together, as well as histories and myths and legends and war tactics and other things. Sathis suddenly had a friend who was interested in everything he was, including the Great House politics. Soon, Sathis and Gadren fell in love. Life and love for Sathis was wonderful at that point, but it was shortlived. They discovered the wonders of Daedra worship together, and both fell into it. Sathis was interested in the knowledge and the magic, but Gadren was interested in something else. Gadren eventually deserted Sathis without even saying goodbye, and he later discovered that she had left him to join a necromancer cult. She must have deserted him so suddenly because she knew he hated necromancy. Nonetheless, he was crushed and wounded. With that, he announced his resignation of active duty to House Hlaalu, and prepared for his departure of Vvardenfel. With no more ties to home, he was free to leave and indulge his passions. He boarded a ship of similar wanderers, and left the known world. Months of sailing followed. Sathis nearly forgot what land was like as he grew accustomed to the wiles of life at sea. Then, just as the sun reached its height, they landed at port in a new world for Sathis to explore. He quickly hired a translator, and learned the locals’ name for their land: Hyrule. At first, Hyrule seemed like a glorious place. But Sathis felt as though he did not want to remain there for long. He wanted to pursue his preference and be gone. And so, he made way to a small town called Kakariko Village, where he and his translator began to make conversation with others. Of course, it quickly became clear that the locals disliked speaking to him through a translator. So he learned what he could from the man, and set out on his own to learn the language himself. Over the course of three months, he learned the language solidly enough to hold a conversation with a native, and he left his temporary residence in Kakariko to travel to the Castle Town Market, where he heard the information was positively overflowing. There, his conversational skills enabled him to learn a great many things; most notably, that there was some kind of a temple nearby that held a precious treasure. Sathis wasted no time at all in making to the temple. He cared little for conversing with the locals anyway; they did not seem to like him, likely due to his blue skin (something most there had never seen before). So he departed and made way for the lake, where the temple was said to be. However, when he arrived, he realized that the temple was not near the lake, it was beneath it, and he had no way of accessing it. He searched the area for a tunnel or a secret door, but found nothing. Enraged, he leaned against a nearby tree to calm himself. Then he saw it. On a small plaque to his right, carved into a stone, read the phrase, “When water fills the lake, shoot for the morning light.” The lake looked full enough to him. Glancing into the sky, he could tell that it was less than an hour until noon-- the time at which the sun was highest. Eagerly, he pulled his crossbow from his pack and loaded it, waiting for the time to be right. Once the sun was in the proper place, he fired. His bolt soared into the sky, and a peculiar thing happened. Instead of the bolt falling and striking the cliff in the distance like it should have, another bolt was fired toward him in reply. It stuck into the ground on a small island a short swim away. When he made it there, he pulled the bolt from the ground, and looked it over. The tip was red, but not painted red; rather, it was red-hot, as though the metal had been heated. When he touched it, it burned his finger, and he withdrew in surprise. He quickly loaded it into his crossbow and aimed it. When the string reached draw and his finger touched the trigger, flames exploded from the tip of the bolt in a ring around the end. He fired into a nearby tree, and the flames wrapped over it, engulfing it. Thankfully, the tree was too moist from a recent rain to catch. Happily, he pulled a free bolt and loaded it, aiming once more. It was a standard bolt. But when he thought of the flames around the tip, of firing into the sun as he had moments earlier, the fire reappeared. It was his first true treasure-- a purely magical item that he had earned himself by solving the riddle of Lake Hylia. The locals, however, were upset that the blue-haired outlander traveled to one of their temples, even though he could not get inside. So, at his next opportunity, he boarded a boat bound elsewhere. He had spent a total of eight months in Hyrule, and had learned a massive amount of information. He knew so much about Hyrulian history, religion, and even the language, that were he of the same physical appeal as the Hylians, one could assume he was native. But with his new information and experience, he wanted to travel somewhere newer, somewhere bigger; so he followed the remnants of an old map he had found in a book in Hyrule. He sailed with only one other man to find the massive land of “Middle-Earth”. There were no stops, and the ship was under-prepared. Due to storms, the ship came into port after nine months of sailing, and the captain had only packed supplies for eight. Rationing the food between the two of them was stressful, and it was difficult to ward off disease, but the two survived the travel and reached port in the world they sought. Once again, Sathis wasted no time before delving into the culture. Much to his surprise, the first people he met-- humans, like some he knew of in the Tamriellic Empire-- spoke the same language as he. Common, as it was known to him, was also ‘Common’ for Middle-Earth. It was the beginning of a long list of similarities between this strange land and the island upon which he had grown up. He spent most of his time in the human capitol city of Minas Tirith, delving into the library of texts and manuscripts. Research came easy to him; he knew exactly what to look for and how to find it, and in the first week he had a few different possible leads on artifacts and relics. He made a point to stay removed from the affairs and politics of the land; it was not his concern. After a month of life in Minas Tirith, in which he would often leave the city and explore the surrounding mountains and the caves that lied within, it became apparent that men were not the right race to talk magic or enchantment with. He soon departed for Rivendell, nearest home of the Elves. Over the course of the next two years, he remained with the incredibly accepting elves of Rivendell and Lothlorien. He never understood why these elves relished his presence as much as they did, after hearing so much of how elves typically dislike other races. The only logical explanation was that they were as interested in his as he was in them. He learned their language, some of their combat techniques and strategies, and some of their magics. Over the years, he was even able to find a few relics that he kept for himself. But alas, in the thriving green woods of Lothlorien, he began to miss Vvardenfel. He once regarded Vvardenfel as a desolate wasteland, unfit for happiness and cheer. Now, after life elsewhere, he missed it. It cost him an incredible sum of money, but he found a wizard who claimed that he could transport Sathis instantly to Tamriel, and left the wonders of Middle-Earth behind him. Sathis appeared just where he had asked the wizard to take him: Vvardenfel. But he was two days from Balmora, and the walk over the northern wastes was taxing. Life had sprouted and the island was greener, but in comparison to Hyrule and Middle-Earth, it was still a barren, dead island. And yet, Sathis felt at home here, as though he never should have left. He explored a few grottos and tombs on the way south to Balmora, despite being unprepared for foot travel. However, there one particular discovery that changed his life forever. After delving into a Daedric ruin in hopes of finding one of the valuable Daedric weapons, he discovered an underground shrine. He knew about the Daedra, and as he gazed upon the massive statue ahead of him, he noted that the shrine was unto the Daedric god Sheogorath, patron of madness. Just as Sathis was about to turn and depart, he heard a word. It was just one word, but a curious one. “Boo.” The voice was enough to stop Sathis, and he turned to the statue. “Did the statue just speak?” He thought. “No, I must be going crazy.” Then, the voice came again. “You want crazy?” The soft, subtle voice shifted through the dark shrine. Sathis stared on in disbelief, unsure if he should respond or not. It soon became apparent that the voice was not looking for a response. Sathis jumped and winced as the ear shattering, shouting voice then said, “Then go find my followers!” Sathis, of course, felt obliged to. He returned to Balmora, but his visit was brief; he purchased supplies and departed. After asking around, he found another shrine to Sheogorath, where the worshipers were well known in the area for not being as hostile as others. He traveled there, and entered the inner sanctum of the shrine. Immediately he saw a worshipper, and eagerly spoke to him. The phrase he heard in return stayed with him forever. “A bug. A weed. A piece of dust. Busy, busy, busy.” Until that moment, Sathis had been able to understand everything. Science, history, magic, even religion-- these were studies he comprehended. But as he stared this serious-faced worshipper in the eyes and thought about the phrase over and over, there was no mental click. Nothing happened, and it was slowly devouring him. In all his travels, in all his experiences, he had never encountered it. Finally, there in the appropriate shrine, he found the one thing that could defeat his mind, and the one thing it could not handle: madness. He stood in that spot for hours, even after the worshipper wandered away. “A bug. A weed. A piece of dust. Busy, busy, busy.” It just made no sense. His mind tried breaking it down and comprehending how they all fit together, but it worked in reverse; his mind broke down first. Then, again came the voice. “You know what you have to do now, don’t you? Well, kill the whole lot of them!” And for some reason, in Sathis’ mind, it made perfect, infallible sense. It connected like a puzzle piece with the phrase in his head. Drawing his blade, he moved over calmly to the worshipper, and slipped the blade through his back until he could see it rip through the shirt over his stomach. “Yes!” cried the voice. “And the others!” With each killing, the voice praised him. “Excellent!” it shouted, as the flaming bolt left his crossbow. “A perfect kill shot!” And still, it made absolute sense to Sathis. “Wonderful! The intestines even spilled!” stated the voice, as Sathis pulled his blade from the disemboweled Wood Elf. When the carnage was done, leaving Sathis covered in blood, the voice said, “Lesser Soul Gem. Lettuce. Yarn.” Sathis was compelled to find these things, and he did. There seemed to be an abundance of them in the shrine. “Come to my office, Sathis.” And so, he returned to the inner sanctum, and approached the statue, which was carved identically to the other he had seen. He laid the three obscure items on the foot of the shrine and stepped back, looking up at the statue. “You know what I like about you?” said the voice. “You’re not mad. You might think, ‘oh, Lord Sheogorath Almighty, how could you like me because I’m not mad when you’re the freaking god of madness?’ It’s simple, really. A crazy person doing crazy things isn’t crazy at all. It’s normal. But a sane person doing crazy things…” Sathis paused as he felt a tap on his shoulder, and turned around to see that one of the worshippers he had just killed smiling back at him. The voice came from the torn corpse’s lips, and said in conclusion, “Now that’s just damn crazy.” That night, Sathis had a long talk with the voice that apparently belonged to Sheogorath. They made a deal. Sheogorath claimed to have a great many things in his realm that would interest Sathis, and he was willing to trade for Sathis’ assistance. “You are unique,” Sheogorath said. “There’s no one like you in the world. In any world! You’re as sane as they get, and yet you’re acting as crazy as can be.” Eventually, Sheogorath convinced Sathis to come to his realm, known as the Shivering Isles. “There’ll be an invitation when you get to Cyrodil. Just ask about a strange door!” As was usual, he wasted no time. It was strange; this felt like any other quest he had been on. It never struck him as unusual that he was on an errand for the Daedric god of insanity. But, in the coming weeks, he made it to the mainland, and traveled to the capitol province. On his first day in the Imperial City, while at a shop purchasing equipment, he heard two men speaking about a strange door in the Niben Bay (a body of water in the south section of the province). He did not need to talk to anyone at all this time. He simply departed. The time in Cyrodiil as a whole was short. When he reached the Niben Bay, he could see the light of the door from shore. He swam to the door without hesitation and, paying no heed to the guard stationed outside, went through. “Yes!” cried the voice. “I knew I could count on you! Now, be a dear and go into Gabridan. It’s a lovely little shrine that I used to vacation to. Isn’t it terribly convenient that my magic door led you right to the shrine?” And so, just as he stepped through the door, he stepped onto the lush soil in front of a large stone structure. Fighting could be heard inside. He stepped in, and glanced around in the darkness. “I need you to do something for me. My current lackey is indisposed. My protectors, Golden Saints and Dark Seducers, are having a bit of a tiff over this shrine. It’s been happening a lot lately… Only I don’t like one-sided fights. Things need to be chaotic! So get in there, and introduce a little chaos to the bigger bullies, hmm?” With his blade in one hand and his crossbow in the other, Sathis stormed the shrine. The fight was immediately in view; he counted six blue-skinned women in black armor against one gold-skinned woman in gilded armor. Without a second thought, he fired his crossbow and advanced. Two of the Dark Seducers were killed by the flaming bolts before the other turned to attack him. He easily downed one by hacking off her leg, and parried into the decapitation of another. As the two final foes closed in on his blind spot, the Golden Saint he had aided attacked from behind. One Dark Seducer fell in a seizure of an electric spell, and the other screamed out as the golden blade ran through her from behind. Sathis finished off the wounded Seducer as the Golden Saint thanked him. “By the grace of Sheogorath, you saved my life, and claimed this shrine. Thank you.” He only smiled and nodded, but the Golden Saint would not take her eyes from him. “You have done a great service for the Aureal like myself. You are a godsend.” This time, Sathis spoke, saying, “It was nothing, I assure you. I was only doing the work of Sheogorath.” The Golden Saint smiled and replied, “Of course.” Then the voice came again. “Oh, I like this. This really is crazy. Oh-- I’m sorry, I’m interrupting. I’ll go away now. Heehee!” And the voice left. Just as Sheogorath’s last words echoed in Sathis’ head, the Golden Saint stepped forward and said, “My name is Aara.” Stunned by the beauty of the being, Sathis was able to say only his name in reply. But that was, apparently the only thing he needed to say. Before either of them could say more, they found themselves locked in a kiss. It all made sense. It felt right, as though everything added to the proper number. The two left together, and returned to the city with her. They made conversation on the way, hand in hand, occasionally stopping for a passionate kiss. When they reached the city, the Aara led Sathis to the throne room of Lord Sheogorath, where he introduced himself. She told the god of the events, and although he already knew, he acted surprised. Aara was dismissed, but Sheogorath kept Sathis for a moment. “Your time here has ended,” he said with a smile, “but it was very much enjoyed! Here’s a few trinkets to make you smile. Oh, and don’t think about taking Aara with you. She’s needed here. But you can try to summon her, if you want-- you’ll have to figure that one out. I must say, a Dark Elf and Daedra? Absolutely unprecedented! Oh, how I do love the unprecedented!” Sheogorath was still rambling when Sathis realized he had been dismissed already. So he removed himself from the room, and upon exiting the castle, saw that the world around him was fading away. He glanced back to see Aara standing behind him, apparently a guard at the castle door now. It pained him to leave her behind. As the world behind him vanished, he saw that he was in the alleys of the Imperial City. He spent a few hours conversing with Sheogorath, who seemed eager to donate the time. They made a deal; Sheogorath would make Sathis all the more brilliant, and divine to him the location of specific artifacts, if Sathis would accept Sheogorath’s brand of logic and reason. It was a fair trade in Sathis’ eyes, and he accepted. Life did not seem different. He made a living by fighting in the arena, which he discovered to be another passion of his. In other times, he would leave to hunt for artifacts in the vast countryside of Cyrodiil. It was his last place of residency, but it, too, came to an end; when the Oblivion crisis struck and the emperor was discovered murdered, he departed Cyrodiil, wanting nothing to do with Mehrunes Dagon’s realm, or with Tamriellic politics. Those were two things that he did not like to tamper with. Travelling from land to land is all his life is, now, searching for the fuels of his passions. It keeps him happy, and it keeps him going.
__________________
Tribunal Power: "Leaving crumbs much too small for the other Pols Voices?" ![]() Top 10 Greatest Games Ever Made (and the Runner Up!) Sathis Hlaalu, Mathias Blackharrow, Acthaiyne Sleavuunsu, Charles Demont MV Maru Harvuson and the NNR Harkonav RP Cartography |

| Advertisement |
|
||||
|
Re: Character List
Name: Bleo Leonus (Bley-oh, Ley - oh - nuss)
Age: four (human years) Race: Proeliator Beatitus, latin translation: Warrior Feline, hailing from the Kingdom Chellos Sex: Male. Hair: Most of his body is covered in a thin, dark olive colored fur. His belly, stretching from his loins up to just beneath his chin, is of a creamy-white tone. As are his paws and face. Eyes: Dark blue, with a rim of gold lining. Weight: 9.5 pounds Height: 2ft7” Weapon: • Sabres. Bleo prefers the use of two small ‘sabres’ (long, thin feline blades) forged using highly-compressed foil; this means they’re incredibly flexible but impossibly strong. Much like in fencing, these blades do little damage when used in a slicing or cutting motion. Their real value is in quick jabbing and stabbing actions. If wielded correctly, they are deadly weapons. • Daggers. If the need arises, Bleo has sheathed two daggers on a leather strap around his ankle. In a quick fray, he can whip them out for small cuts and jabs. • Short Bow. Rarely does Bleo utilize his yew-wood bow in battle. Battle Apparel: Bleo’s armor is a uniquely foreign blend of strange materials; its largest proportion is made mostly of alluminum that has been fortified to protect against heavy blows but remains light to wear. These alluminum plates, when lined with course linen, cover his shoulders, upper arms and groin. Light chain-mail protects his chest and lower arms and finally, leather gloves over his paws. Aside from this, Bleo choses to leave his legs and face uncovered to allow for maximum maneuverability and flexability on the field of battle. Strengths: • Speed. Bleo’s biggest advantage as a light-weight fighter is movement; thanks to his minimal but sturdy armor, this small warrior is incredibly fast and acrobatic. • Combat. As far as combat goes, he has been trained extensively in the uniquely feline ways of handling a blade. This method involves holding your weapon in reverse grip (tip to the floor and hilt to the sky). Such a grip allows for quicker, more powerful jabs and stabs. Combine his speed, agility and skill, and he’s not the sort of fighter you want to underestimate. Weaknesses: • Reach. Unfortunately for Bleo, his furry little arms do not reach as far as most. This means he has to try extra hard to land a blow on his opponents. • Strength. Bleo has to rely more on speed than power since he is only muscular by his own race’s standards. Up against a full-grown man, Bleo’s strength is of little help to him. • Lack of protection. Since he chooses to leave a lot of his body uncovered, he is quite vulnerable to heavy blows at his legs or face. Skills/Magic: Bleo, along with all his people is skilled in the arts of ‘small magery’, as it is called where he comes from. It is called ‘small’ because it doesn’t allow for strong magics such as summons. Bleo’s magic ecompasses mainly things such as the enhancement of traits and the healing of wounds. • Simple Recovery: Bleo can harness forces within himself to heal small cuts and grazes. This skill means a lot in the heat of battle as it can be used to cure minor ailments. It can not be used to recover from anything larger than a small flesh-wound, however, since that would drain him of all his energy. • Advanced Reflexes: As with his entire race, Bleo can enhance his reflexes ten-fold with enough consentration. This power essentially slows down his perception of time but speeds up his visual-cognition. This is not so much magic as it is a benefit of his species. • Feet of Salamanca: In feline mythology, Salamanca the Virtuous is the titan of speed. Certain magi among the cat race can harness a power that ensues their legs with strength and speed. Among them, this power is known as the ‘Feet of Salamanca’. Although Bleo no a magi, he was taught this power with his survival on the field of battle in mind. Appearance: Bleo, like all cats from his kingdom, stands up straight on his hind legs. His face is small and pointed; neatly-trimmed whiskers, a dark Bleo nose, light cream facial-fur framed by dark olive fur and short, stubby ears all grace his features. He holds himself with an air of honor and royalty and smiles genially in conversation. Clothes and Accessories: When not fighting, he stows his armor in a red leather knap-sack that hangs at his side from a strap on his opposite shoulder. His blades sleep in twin bronze scabbards on either side of his leather belt and his bow and arrows in a pale-green tin quiver slung over his shoulder. He wears the same tunic, a faded cream shirt and matching kilt, day in and day out for he believes in the power of trusting your clothes. Over this, if it’s cold, he dons a knee-length, light-Bleo leather jacket and when he’s not wearing his battle gloves, he wears a pair of simple white leather ones. He never wears shoes of any sort for his feet are rough and calloused. Material of Choice: leather (well, duh) Personality: Thanks to his up-bringing, Bleo is generally an honorable, passive character when engaging with others. Among equals and colleagues, he is a calming influence and a level-headed conversationalist. He rarely jokes, himself, but laughs constantly. On the other side of the spectrum, Bleo has grown-up with a firm and assertive understanding of class-distinction and social-status. His old-fashioned ways are such that his respect for those he believes to be above him is great. He upholds such traditions in a rigamentory, soldier-esque manner. Issues of race, religion and background have never plagued him, yet he shuns those lower than himself unforgivingly. He is bound by his honor and often will put it before his friends and family. This doesn’t mean he isn’t loyal to his companions. In a fray, he will fiercely defend those around him and the things he cares for. Biography: Bleo was born into a litter of ten other kittens in a working-class family on the outskirts of the city of Fell. His parents were both of poor families and their large family was constantly in debt.His mother and father, Beran and Slenma, both worked in the local silk mill pulling in small pay but always just enough to support their children. Bleo grew up understanding the value and importance of money and hard labour. It was at the age of 16 months that the Lord of the Land, Kelnor’s, royal scouts passed through Bleo’s area searching for young men and boys to recruit for the King’s infantry. Bleo’s father, Beran,realizing the great monetary opportunity he had, enrolled all Bleo and his four brothers in the service. They all proved exceedingly strong and artful in the ways of the soldier. Kelnor’s scouts took the five boys into their protection as squires. Bleo got used to life on the road very quickly. The boys united as potential warriors working for the Lord of the Land. They quickly learnt the trades and talents of warriors as soldiers for Kelnor. They had good barracks and food to eat. Half the money they made together they sent to their family . In this way, Beran and Slenma and Bleo’s six sisters slowly rose through the ranks of society as upper-middle class citizens. This is the reason Bleo has such a strong sense of class. Two years later, the boys were recruited by the king of the kingdom of Chellos as Royal Guards. At this post, they earnt much more money than before. Bleo’s four brothers settled down in the centre of castle-town in large town-houses. Bleo, however, chose not to invest in a house, prefering the solitude of travel. At the age of three, he requested resignation from the king’s services. When his freedom was refused, he took his small fortune, his expensive clothes, two fine swords and his skills as a royal soldier and headed out of the kingdom of Chellos in search of solitude and adventure. Since then he has seen neither his brothers nor the rest of his family, although he still sends 20% of everything he earns to them. Bleo walked far beyond the kingdom to un-explored lands for almost a year of his life. On his travels, he fought for his reputation and for money. Slowly, he accumulated a vast reputation among the peoples he encountered. His skills were honed and his soul was hardened. But his manner was not; he remains the honourable, charming soldier he always was but still prefers solitude and privacy over all else. Eventually, he left the lands he knew in search of a place rumoured to honor warriors and brigands alike.
__________________
BA Character | Theorizing School | Theorizing Profile | Graphic Design Emporium Winner: Coolest Newbie 2008/09 ZU Winter Awards Winner: Most Awesome Newbie 2009 Nayru Awards Member: Best Social Group - The ZU Theorists - 2008/09 ZU Winter Awards |

|
||||
|
Xiphiídae
Name: Xiphiídae (Pronounced: Ziff-eye-id-ay or Ziff-ee-day)
Age: 24 Birthday: 14th of March. Race: Homo Caelestis – Latin Translation: 'Godly Man' or 'Man of God' Homo Caelestis is a superior species to the common human, possessing a more developed mind, stronger and more flexible bones, and a longer life span, however, Homo Caelestis have significantly less physical strength than the common human, as Homo Caelestis rely more on their minds than brute force. Sex: Male Hair: Silver-White, straight, goes down to about his waist. Eyes: Crimson Weight: 83 kg Height: 188cm – 6’2’’ Title: Former Lieutenant-Colonel of the Frisian State Military. Theme Songs: Starfire - Dragonforce The Warrior Inside - Dragonforce Appearance: Xiphiídae wears his silver-white hair straight down, and his hair stops about level with his waist. His ears are nearly completely hidden beneath his hair. He has very pale skin, and eyebrows of average size and thickness, which are a light, dull brown colour. He always has a stern, unemotional look on his face, which gives him a rather wrinkled brow. Xiphiídae always wears a long-sleeved cloak-like form of clothing which is a very dark grey colour, but is shimmers with all the colours of the rainbow when seen from certain angles. He leaves it unbuttoned at the front, revealing his bare chest. Appearance Examples: Example 1 - by Yoshitaka Amano Weapon: NARPAS’ SWORD – An ancient sword that is virtually weightless, and is never blunt. It appears as a single-edged, slightly-curved 2-m long katana, with a simple, hilt-less handle that has very plain grip. Armour: He doesn't exactly wear ‘armour’ aside from regular clothing. Read the ‘appearance’ section. Strengths: Agility, Speed, Dexterity – Xiphiídae, due to his extensive training, has achieved amazing agility, speed, jumping power and dexterity, allowing him to handle his NARPAS’ SWORD with great skill, as well as having the ability to easily dodge incoming attacks. Intelligence - Xiphiídae possesses intelligence greater than any human could ever wish to have, with an IQ that is well over 300. This allows Xiphiídae to create flawless strategies and to analyse and comprehend his opponents and environments in ways no one could ever think of. Weaknesses: Physical Strength – As Xiphiídae relies mainly on his dexterity and weapon skill, he is not very adept in hand-to-hand combat, so, without a weapon, Xiphiídae is easily overwhelmed by brute force. Lack of Protection – As Xiphiídae does not wear any form of armour other than regular clothing; he is highly susceptible to weapons such as spears, swords and arrows. Skills/Magic: Psychokinesis/Telekinesis – Xiphiídae, after years of training his mind and spirit, has gained the ability to pick up, levitate, push and open objects with using only his mind, although not very effective in combat, as it puts too much strain on the mind to affect anything that has it’s own mind, or on anything that is particularly heavy, it could still help Xiphiídae to get out of some 'Obi-wan Kenobi'-style situations. Extended Peripherals: Xiphiídae, thanks to his extensive mind and spirit training, has significantly extended peripherals, heightening his degree of vision to about 270°. Usually, in day-to-day activities, Xiphiídae's field of vision is that of a normal human, but when fighting, he can use immense concentration, which takes 5-10 seconds of inanimation and intense thinking, to increase his field of vision to about 270° and use his extended peripherals to their fullest potential. His extended peripherals allow him to potentially dodge attacks from behind as well as analyse his surroundings better. Biography: Xiphiídae was presumably born in the now derelict and abandoned village of Astrumihi, where he was found as an infant by Jougan Ranabush, (Run-ah-bahsh) the high-priest of the Kingdom of Frisia. The exact identities and whereabouts of Xiphiídae's parents are unknown, although they were presumably killed by the unknown terror that slaughtered all the inhabitants of Astrumihi (except Xiphiídae). As a child he was treated rather differently, being an outcast from all the other children. Most of the townsfolk of Frisia treated him as an outcast as well, as there were rumours going around Frisia that Xiphiídae was not human, which of course was true, but the only people who knew that this was fact was Jougan Ranabush, and Raul Sentias, the king of Frisia himself. Once Xiphiídae had became 10 years of age, Jougan decided to take up Xiphiídae as his student, and taught him the ways of the sword, as well as Philosophy, Mathematics, Astronomy and Chemistry. These teachings heightened Xiphiídae’s mind to new levels, making him a genius, as well as making him a very skilled user of the sword. Later, when Xiphiídae was in his late teens or so, Jougan, a high priest, decided to teach Xiphiídae the ways of Spiritualism. This ordeal lasted 3 years but by the end Xiphiídae had developed extended peripherals and the power of Psychokinesis, as well as a profound understanding of the human (and Homo Caelestis) mind and spirit. Afterwards, he joined the Frisian State Military and eventually became Lieutenant-Colonel, although he resigned shortly afterwards and left Frisia. Now he wanders the world, searching for information so that one day he will obtain perfect knowledge. Personality: Xiphiídae, being treated as an outcast for most of his life, is a rather emotionless and detached figure, caring only of himself and thinking things through rather cold and logically, with no concern for the feelings of others. He devotes his life to increasing his mind and knowledge, and would gladly sacrifice his allies, if it meant significantly strengthening his mind. But, don’t get me wrong, Xiphiídae is still quite respectful of people higher in status than him, particularly Jougan Ranabush. Xiphiídae is still very honourable in both victory and defeat, applauding his vanquished foes (if they’re still alive) for putting up a good fight and congratulating his enemies when he is defeated. Xiphiídae also punishes himself harshly when he makes a mistake or does something illogical, although Xiphiídae still has an extremely high sense of self-esteem; thinking that he is one of the most intelligent beings in the world, and looks down upon those who are not as intelligent as him. |

| Advertisement |
|
|||
|
Re: Character List
this is my very first character... i hope y'all like it.
fyi, the sword gets it's name from the latin word attonbitus, which is latin for thunder-struck name: spencer age: 23 race: human gender: male hair: dark brown, in a long, shaggy style. eyes: one is hazel. the other is deep green. weight: 247 lbs. height: 6' 7" weapon: a mystical sword, the attonibus, imbued with the power of thunder. when it hits an opponent, a surge of soundwaves travels through them, stunning them or making them disoriented. the attonbitus' origins are unknown to spencer. it can be used for close combat, but has other uses, such as destroying rock faces and can detect life signs from far away. spencer's strength increases slightly while the sword is in his possesion, but if he drops it, he loses that increase of strength and regains it when he picks it up again. the attonibus can't be used to kill the innocent, and plants & animals are unaffected by it. armor: none strengths: very high physical strength, enough to move a large rock. he can lift about 250 pounds. he is trained to endure minor to moderate pain. also quite fast. he is heavily trained in the sword fighting arts and is a kickboxer, so he knows much about hand-to-hand fighting as well. his attonibus' ability to stun opponents allows him to strike an enemy with a powerful attack while they are disoriented. spencer is observant as well. he can notice things others may not, such as weaknesses, and exploit them. weaknesses: due to his decent endurance to pain, he may not know how serious the damage he's taken is and overlook that. he may be slow to react at times. the attonibus is heavy, so if he grows tired, he may start losing his grip. and spencer is easily distractable. his mind may wander off of the battle, leaving him vulnerable. skills/magic: thunder strike: spencer can shoot a powerful shockwave of sound out of his sword. it grows stronger in roomy areas with good echo factor, but isn't too strong otherwise. it does have the ability to knock people down and destroy weaker objects, however. appearance: spencer is a bit of a heavyweight, but that is due to him being rather muscular. his hair is shaggy and looks like it isn't cared for, but it stays rather clean most of the time, and has a certain sheen to it. his hair covers his miscolored eye with the bangs in the front. he wears a tatterred blue t- shirt with another long sleeved shirt underneath, and has long, baggy jeans. spencer used to wear tennis shoes, but lost them in a swamp. he is now just barefooted. his face is oval-shaped, and he has a large chin. his features are filled with a feeling of emptiness, and unknowingness. he is right handed, but can be seen holding the attonibus in his left hand. it is unknown why however. he carrys a jade stone with him, always. personality: spencer is very kindhearted and just, and always does what he feels is right. when he finds someone in trouble, he'll do all he can to help. he speaks with an empty voice, and smiles scarcely, but he feels good about himself when he does a good deed and is usually in a good mood. he will accept almost any challenge unless he finds it unreasonable or something he just can't win. he defends people who are in danger or under tyranny. he fears almost nothing, except for fire. bio: as a child, spencer lived a relatively normal life, born in the midwest grew up with his grandparents and mother. his father died when he was very young, and his grandfather when he was about 10. spencer had many close friends and enemies. he keeps in touch with most of his friends, gabriel, rey, and garret. he was always very strong. spencer took up swordfighting when he was about twelve. he had never trained in it in his life, but his teacher noticed he was already somehow gifted in it. he saw great potential in this young man, and sent spencer to his own teacher, rosuku. rosuku was the most skilled swordfighter in the whole western hemisphere. spencer learned very quickly, and became rosuku's top student. Spencer graduated the school at the age of twenty, but continues to take lessons to improve his technique. and spencer actually learned his kickboxing on his own, simply from watching his uncle, michael, practice. he may not be the most skilled kickboxer ever, but he can definitely hold his own in a fight without weapons. at the age of 13, he met the girl destined to be his true love, cate. they grew up together, and got married at 19, while in college, spencer a marine biologist, cate a doctor. one year ago, cate came down with a mysterious disease. nobody at the hospital knew what it was. nobody at any other hospitals around the world knew either. all they could determine was this: it was comatose. spencer has spent the past year searching for a cure. but he knows that even though his beloved is sick, he can take time to help the weak and poor. he won't let anybody evil or who has who has malicious intent interrupt his quest, otherwise. the jade stone he carries is cate's necklace setting. spencer is a strong opponent, and can take quite a bit of pain. he deals powerful blows, but isn't too swift. he will only rest when he wins, or when he knows he can't. he fights with honor, courage, and determination. don't ever count him out of a battle too early. he found the attonibus in a mountain while searching for a guru that supposedly knew the cure to all diseases. the sword fell at his feet as he reached the summit's top. as he picked it up, an electric sensation flew through him. he was already a trained swordfighter, but he suddenly learned thunder strike as he picked the attonibus up. unfortunately, the guru he was searching for was nowhere to be found. |

|
||||
|
Re: Character List
Name: Lachyn
Age: 17 Race: Human Sex: Male Hair: Dark-chestnut-reddish (depends on the light) Eyes: Hazel Weight: 150 pounds Height: 5'10'' Weapon: He has a broadsword which he uses for most fighting. He also carries a staff which can create a shockwave, but he rarely uses it. It's called the Thunder Staff and is supposed to contain the energy of a thunderstorm within it, but its energy can only be recharged by a very powerful storm, and if its energy is ever entirely depleted, it will shatter and could leave him unable to fight forever. Armor: He wear gauntlets, greaves, and breastplate from ordinary plate mail, with chainmail underneath but no other defenses, not even a shield. Strengths: He is very much a physically strong character. He's skilled with the use of his sword and can block quite well. He's quite charismatic and can often bend the wills of others without resorting to violence, at least when he's not angry with them already. If he can corner an opponent, he almost always beats them. Weakness: His heavy armor makes him slow and awkward in some situations. Due to a head injury (see the biography), he can sometimes lose his thread, even forget what he was doing in the middle of a battle, and will on occasion become dizzy for no visible reason, which impairs his fighting. He hesitates to injure any woman, even those who are ruthless fighters. He can't thrust or stab well with his sword. Appearance: Lachyn has a slightly long nose and high cheekbones, and there is a scar on his temple from the injury he received when he was younger. His emotions don't show on his face except when he laughs. He wears a red tunic with black sleeves and leggings, black boots and a black belt with silver buckles, and sometimes a red cape, as well as a red hat with crow's feathers (think Robin Hood style) in a silver pin, which he usually wears at an angle to hide his scar. He will often have a healing potion or two with him. Lachyn's Music: Lachyn's favorite songs are the story songs passed down as lessons in his family. His lute was given to him when he was twelve. It is very worn and has been repaired several times. He's also skilled at composing his own tunes, though none of the songs have ever been written down. He plays from memory, never from written music. While he was traveling (see biography), his only income came from playing in the towns he stopped and and being given spare change for his music. Personality: He has a somewhat proud manner, which despite his great charisma can sometimes cause people to dislike him. When he's right, he tends to be a little smug, and even when he's wrong he's very stubborn and rarely apologizes. If he argues with someone, more often than not it will end in blows due to these qualities. When taunted, he'll become very angry, which lends him more strength but can also end up putting him at a disadvantage because he doesn't think rationally. Despite all this, he's quite friendly when he doesn't disagree with someone, and usually trustworthy. Most of the battles he seeks out are in friendly competition, rather than out of actual anger, and however he reacts in an argument, he usually takes losing in battle in stride and accepts that his opponent did well. He's almost a different person outside of battle. Biography: Lachyn grew up in a small town, in the same house his mother had lived in as a child. His father came from the nearest large town, and the men in his line had always been fighters in some form, whether they were guards, knights, or mercenaries. Lachyn was very close to his twin sister, Kellith, and the two often knew what the other was thinking or feeling if if they were separated. Both could often sense where the other one was, or at least estimate a distance between them. He inherited his mother's love of music, as did Kellith. From when he was very small, he liked hearing about the tales of old, and always remembered all the songs. He and his sister could both sing fairly well. She knew how to play the flute, or her preferred harp, while he favored the lute but could also play the violin. As they never did anything without each other, they were both trained in music by their mother, and in battle by their father. Both showed considerable talent from a young age, but Lachyn refused to believe he was cut out to be a fighter. Lachyn frequently clashed with his father over the point of making a living. He waned to be a minstrel, but his father demanded that he become a fighter. At fourteen, he took his armor, his lute, and all the money he'd saved up and left home after the most violent argument yet, which had very nearly come to a fist-fight at its head. He was joined by Kellith, who agreed with him. They spent some time as traveling minstrels, going from one town to the next and singing of heroes and bravery of the past. They never returned to the town where they grew up. Lachyn first discovered the level of talent for battle he did have when a band of rogues on the road attacked Kellith. He defended her and sent the rogues running, though in the fight, being rather rusty with his skills, he was injured by a blow to the head and the ill effects never left him completely. At some point, one of them must have talked, because he began to find himself challenged to battles, competitions of fighting prowess. He never sought out fights, but he did accept them when someone challenged him. About two years after they left home, he was challenged by a man who claimed to be the Master of Battle. Lachyn fought him and bested him. As a prize, he was given a medallion which, or so the former Master said, increased one's battle skills. Lachyn found that this was the case, but he also found out that, more and more, he wanted to fight. What he didn't realize was that the medallion brought out his worst qualities: his pride, his stubbornness, and his quick temper. Also unbeknownst to him, this was around the time when his close mental connection to Kellith was severed. Kellith saw these changes, and became less and less tolerant of them as time went on. She tried to tell him to get rid of the medallion, but he refused her every time and sometimes even became angry with her, which had never happened previosuly. Several months after Lachyn obtained the medallion, she took it and left. Without the medallion, he had no more desire for battle. He was sorry for what he'd done, and began to look for his sister. He still sang and played at town, but the songs he sang now were sad ones. It was at an inn one night, as he was finishing performing, that he heard of the Dome, the greatest school of battle in the world, and its Battle Arena, with fights the people traveled hundred of miles to watch or participate in. He thought of Kellith, and how she had enjoyed the battles as much as he had, before he'd found the medallion. Then he thought of the medallion, and how it made a person hungry for battle. So, Lachyn traveled to the Dome, to train in battle and see if he could find his sister there...
__________________
Don't be SHY! Join the Ninja Koops today! Ninja Koops sig by me! Chronicles of Dusk: Fallen Evening
3-1-2010 Wish me luck! |

| Advertisement |
|
||||
|
Re: Character List
Name: Zyke Taylar, the Emerald Knight
Age: 28 Race: Human Sex: Male Hair: Dark Brown Eyes: Green Weight: 189 lbs Height: 6' 2" Weapon: Zyke carries a sword made of a high tech material, resistant to fire, water, and strong enough to block a bullet. He also carries a long knife made of the same material, and "Post-it Note" throwing stars. These weapons atart out in a pack, stuck together like Post-its, with a small electric current running through them. When one is pulled off, and disconnected from the current, it expands to the thickness of a normal throwing star. He carries 500 of these at a time. He also carries a Grappling hook that can hook onto any surface, because the tip is covered in micro-fibers that slide into that pores in any surface and lock in place there, without doing any damage. Armor: Zyke wears a bulletproof, kevlar vest, and thin kevlar gloves and boots, which can stop a knife. Strengths: Zyke is highly agile, and can jump over six feet in the air from a stand. He is very smart and cunning. He is highly skilled with all his weapons, and can hit up to five different targets with five different throwing stars at one time, thrown form the same hand. Weakness: The Emerald Knight is not very strong however, and can sometimes overlook important details. He tends to rush into situatuions without fully analyzing them, and his skill sometimes makes him feel overconfident. Skills/Magic: Appearance: A picture is worth a thousand words: ![]() (He has a small, pop-open frame under his cape that turns it into a glider) Personality: Zyke has a strong sense of justice, and will not tolerate any lawbreaking. His mission against crime has left him seemiong cold on the outside, but he has a soft spot for children, and a heart of gold. He is willing to take any risk to his own self to hunt down lawbreakers, but he is always acutely aware of the dangers he will be putting on others, and will not take unescessary risks to others. However cold he is to lawbreakers, he will always give those he hunts a chance to explain and prove thamselves innocent. He's not a monster. Biography: In the year 4786, a new, habitable planet has been disovered. Named New Earth, this planet quickly prospered, and towering cities, taller than they were wide, sprang up. Highrise City was among the first of these. Its tallest building is 4,000 stories tall, and it has degraded into a cesspit of crime. Born in the lower levels of Highrise, Zyke Taylar had a hard life. he wasn't poor, but his father got into some trouble with the local loan sharks. They would pay him "visits" more and more frequently, until one night, the beating went too far, and Zyke was left fatherless. Blind rage filled him, and he pushed the men off the 700th story balcony. Justice was served that night. Zyke liked it. Determined that no other child would decome fatherless at the hands of criminals, Zyke crafted himself a new identity, as the Emerald Knight, defender of Highrise City. Zyke combated crime lords such as the Hyena, Firearm, Munition, and the Demon-Thing. He still continues to fight for justice to this day, using the Dome to range across universes. |

|
||||
|
Re: Character List
~ Approved by Altamira. ~
Name: Mirage Kindall (Kin-dall, sounds like kindle) [Never says her last name.] Nicknames: Kaleidoscope, Tinkerbell Occupation: Originally a Grove of Swords battle mage (still is technically), and a thief (only knows how to pickpocket though) also an acrobat to some degree. Occupation explanation: Grove of Swords is the group from where her grandmother, mother and Mirage herself became battle mages. These battle mages use weapons in order to cast their spells. The mage only specializes in one weapon, which does not have to be a sword; it can be a staff, a mace, and so on. Age: 17 Gender: Female Race: Human Eye color: Normal: A pale green. Otherwise, it changes with her emotions, see below. Fully color blind now, only sees shades of white, gray and black. (Wasn’t always colorblind, see her biography.) Eye color guide and emotions they represent (Only using base colors; these do vary like as shades, meaning the degree of the emotion, and combinations. See Explanations below her biography.) Red - Annoyance/ impatience. Blue - Confused, shocked. Yellow - Happy/ hyper. Green - Calm. Orange - Mischievous. Purple - Sad/ depression. Gray - Anger/ aggression. Hair color: Dark brown, with a lighter tone for highlights, mostly bound in a ponytail that reaches her shoulders. She has a small band of leather bound around the near tip of her ponytail, which two silver bells are connected to by a lighter brown leather strip. The strip weaves in and out of the darker brown leather band. Height: 5’ 2” Weight: 115lbs. Weapon(s): Two, seven inch long knives. These are the same knives that she used when she was still a battle mage in the Grove of Swords. It has an etching of a tree, but it's twisted into a sword on the flat of the knives. The blade appears to be a pale gray at first, but it shifts to a slight gray-blue when Mirage casts her spells. The cross-guard of the knives is small, but large enough to prevent herself from cutting her fingers in a stab. The hilt is wrapped in a white leather, with just a flat metal disc at the end of it. Her knives have a strange effect that's been on them her entire life: If anyone, besides Mirage, tries to pick up or hold her knives, they will suddenly heat up to an unbearable level. Mirage is unaffected by this. Armor: Hardened leather covers the top of her arms and legs, and around her chest, as a plate. The leather also makes up the two cloth panels that cover her pants. It has been enchanted by her grandmother to be flexible for her, which helps when she moves around. The leather also keeps it’s normal strength, and a bit more. When slashed with a sword, it screeches like the blade has hit steel-mythril plating. The enhanced strength is also due to her grandmother’s enchantment. Appearance: Besides her armor, listed above, Mirage wears a beige long sleeved shirt underneath of the leather. Her khaki colored pants have multiple pockets, much like cargo pants. Her pants, however are covered by two panels of leather, which seem to form a dress if she stands still. On her wrists and ankles are two solid , thick wires of a silver metal, which her silver bells are attached to. Her skin is a faint tan, which makes her pale green eye stand out. Her whole frame is thin, and is flat-chested, yet has a lot of strength for her size. Mirage's head is mostly oval, but becomes an egg shape heading towards her chin. Mirage does not wear anything on her feet, claiming that it disables her from grabbing the ground correctly, and dulls her sense of touch on her feet. Personality: Normally calm, but she can go through mood swings in a second. Mainly shifts her emotions to what suits her in the moment/ or matches what’s going on in the area. An emotional chameleon, in other words. She can however ignore what’s going on around her, and remain in a certain emotion. Mirage mainly tries to stay as normal/calm as she can around people, but can adapt to others as required, mirroring their emotions. In a fight, she tends to just go with the flow of anything, but can quickly become stubborn and defensive. Strengths: Agile, knows how to use her knives well. Knows how to swim a little. Unpredictable when her spells trigger. She's small and fast, so Mirage's harder to hit, and it's easier for her to squeeze into/through tight spots. Weaknesses: Lacks strength, using her skills/spells tires her. Her bells tend to give her away when she moves. While a spell is being used due to a trigger, she cannot move. Spell List ------- Known skills/spells Phase Out – Lets Mirage fade into thin air, but requires her to move first in order to use it. Only lasts for a minute, as of now. This skill can activate whenever she wants it to, without having to cast anything to use it, but it can tire her out through over-use. Featherweight – Much like her Phase Out, it can be used whenever she wants to use it. Mirage most combines this with Phase Out to run around for a moment longer, or to get away. It can lower her weight up to 80 pounds, without her physical self changing. Sense - This is a constant skill, it basically lets her sense other people with magic in a 30 foot circumference. She cannot sense anyone with anything other than magic, like a psychic or a ghost. Spiderwalk – Activates whenever she jumps towards or steps onto a wall. The leather cloth that that hides her pants is basically where this skill gets it's name and seems to come from. There are eight, mostly invisible spider legs coming out of both leather panels, which hold onto the surface of the wall and lets her walk perfectly sideways and walk upside down on a ceiling. Spiderwalk also seems to make her ignore gravity, since when she's standing sideways, or upside down on a ceiling, nothing reacts to the change; her ponytail doesn't hang down, clothes don't sag to one side...it's as if she's still standing right side up. Mirage can even jump and she wouldn't fall, unless she was hit by an attack or lets herself fall. ----Area Attacks/ Effects: Are not permanent, they will be deleted as Mirage recalls her actual spells.----
Fire Flare Storm | Color: Red | - A fire wall spreads out quickly from around Mirage. It's about seven feet tall, and it casts out three of them at random times. [Effect] Drought | Object: Shield | - a dome forms around an opponent in order to weaken them via heat, while an ornate shield appears on the ground under her feet, guarding her from the heat effect. Nova | Sound: Fighting | - The air within the orange circle at the edge of the 10 feet circumference, seems to glow a faint gray for a second, before it explodes into a semi circle of fire. Water/Ice Tidal Wave | Color: Blue | - Sends out a 10 foot tall wave of water, which can break solid concrete upon impact. This spell sends out only two, and soaks the area in water, aiding electrical attacks. Mirage is weakened, energy wise, by this spell after she regains movement. [Effect] Blade Frost | Object: Sword | - ice floor, but made out of swords. Other swords stick out of the ground at 45 degree angles. The cold can slow an opponent down, but they are able to wield the ice swords within the circle, and can attack her while using them. If hit by a sword, Mirage is not wounded, but her energy is drained. The area attacked by the sword can become numb for a couple of moments. Torrential Flood | Sound: Water | - Rainstorm Wind/Lightning Quill Edge | Color: Gray | - Six feather-like swords appear out of thin air and slash opponents. [Effect] System Shock | Object: Axe | - electricity surges out of the ground, lets the opponent(s) have a small speed boost. Feather Spiral | Sound: Birds | - Ground gusts, summons two hawks made out of wind. Stirs up a blade-like hurricane, rising ten feet into the air, before dropping whatever is in the hurricane. Earth/Nature Gaia Tremor |Color: Brown | - earth wall that rushes at the opponents, similar to her Flare Storm. [Effect] Lucky Flora | Object: Staffs | - Sunflowers spring up. Color of the sunflowers determines their pollen’s effects ; blue is healing, orange is paralysis, purple is a mild poison. Earthen Rupture | Sound: Nature | - earth spikes, ground opens up, spikes come out. Light Glimmer Scale | Color White | - Summons three snakes, pythons, to surround her and bite, potentially crush or throw opponents away. [Effect] Mirror Strike | Object: Reflections | - fires an attack back to the opponent, projectiles only. The ground is covered in a large mirror, while smaller ones float around the area. Darkness Nightgale Phantom | Color: Black | - Rots the ground, covers it in a black fog, summons four hooded specter-type creatures with white claws. Rends anything within it to shreds. The ghosts can also help Mirage escape from danger by one absorbing her into itself and then all four fly off, constantly switching places to confuse an opponent. If the carrier is hit by an attack, Mirage can be given to another automatically, without anything happening. [Effect] Cataclysm | Object: Blood | - A weakening fog covers the area quickly, draining energy. Black sludge also coats the ground, slowing down anyone in it, as well as climbing up the opponents, trying to make them stay. The energy drained goes directly to Mirage, who glows a bright gray. ------------- Actual Spells, below: These are permanent, but she cannot use them right now.----------------
Fire Serpentine Blaze - Calls a dragon-like serpent made out of fire to slowly track the opponent. Can be destroyed by cutting the serpents head. Can cast it up to three times, but needs to wait until they are destroyed to cast more. Three orbs. Pyro Guard - forms a heat shield around her when she touches the magic circle. Can be used to cover four people, including herself Protects from fire based attacks, and extreme heat; Mirage, and possibly the group she's with can run through a forest fire with no ill effects. Four orbs. Hot Spots - Allows her to add fire to her punches, kicks. Three orbs. Water/Ice Liquid Fangs - Fires out eight water spikes, kind of like a machine gun does. Can only fire the bursts twice, before the spell stops. Four orbs. [Ice] Glacier Strider - Water under her feet turns into an ice sword. If on water, she can hop from sword to sword, and if on ice, the sword enables her to walk on it without slipping nor getting cold from it. Three orbs. Vapor Vortex - Summons a weak water cyclone. Can move it around 3 feet in circumference, before it falls to the ground and instantly evaporates. Also causes a downpour that covers six feet in circumference and feeds the cyclone. Three orbs. Wind/Lightning Barbed Sky - Summons a storm of wind arrows. The circle only aims, the arrows come from the sky. Three orbs. [Lightning] Glowfly - Sparks form on her fingers, eventually forming butterflies that she can move around. Aids her seeing in the dark, mostly. The butterflies have thin, double axe blades for their wings. Three orbs. Feather Gale - Forms feathers around her to shield herself. If the shield breaks, the feathers fly apart and are able to cut opponents and also causes a loud falcon’s scream that may deafen or paralyze an opponent for a couple of seconds. Four orbs. Earth/Nature Guardian Blast - Dome of earth around her, but can shatter it to attack the area around it with stone shards. Four orbs. [Nature] Petal Dart - Forms a flower that shoots barbs at the opponent. The barbs are coated with one of three effects, determined by the color of the petals. Green; a mild poison which causes a slight illness. Blue; a weak sleep effect that could last for a couple of minutes, might just make the target drowsy. Orange; a mild paralysis effect. Three orbs. Vibrant Fissure - causes the ground to quake violently and crumbles apart, which can slows an opponent down. Three orbs. Light Shimmering Circle - forms a pillar-like blast of light from the magic circle. Can't move it, but it can break through steel if she's close enough. Uses a third of her energy. Five orbs. Ethereal Burst - Like Hotspot, but with light. Explodes on contact with an opponent, throwing both back due to the explosion. Three orbs. Darkness Charcoal Wing - summons three bats made out of darkness to bite and potentially drain opponents of their energy. The drained energy goes to Mirage, who glows a faint dark blue. Bloody Shade - like Glowfly, but opposite; makes the enemies covered in a black fog and hinders their view, while a black sludge slows them down. ----------------------- Knife Skills; goes along with her actual spells, cannot use right now.---------
(Fire) Cinder - fireballs when thrown, but the knives came back into her hands a moment after the fireball forms, so she can defend herself still... (Water) Hydro Strike - Or become whip-like if she slashes with it or throws it...? Could possibly bind a person still too... (Ice) Reflection of Swords- Turns her knives into swords, ice flowing around them. Contact with the ice around the sword over time, could cause an opponent’s weapon to weaken/break. (Wind) Aero Ace - ability to cut projectiles shot at her when she doesn't have time to prepare her defense? she can sharpen her knives immediately with wind magic to slice through things like arrows and bullets. with the wind, you could throw the daggers faster and they'd cause more damage since they'd be sharper (Lightning) Volt Edge – Homing blast, takes on the form of a small battle axe. Can paralyze an opponent for a moment. (Earth) Gaia’s Shield - Rests the flat of the blades on her shoulders. Forms Full plate/knight-like or something else? ...but due to her outfit, and how she is, I think the knight armor would slow/weigh her down... (Nature) Nurturing Elements - She can't attack with the knife that has this effect on it. It requires Mirage to heal one thing before she can dispel this effect from her knife. She cannot have both knives with this element on them. Nature’s normal healing time; 3 minutes, and strength; can heal minor to medium wounds. [U]Elemental effects[U] Fire: Cauterizes the wound. Nature’s healing removes the pain of the burn, then removes the burn after the wound is fully healed. Water: Helps her to heal more of the wounds and speeds it up, to one and a half minutes. Ice: Freezes anything not natural to the person being healed; like poisons, will be removed as a cold mist above the wound. If there are no open wounds, the mist will come out of the mouth. Also slows down the flow of blood to prevent blood loss. Wind: Helps to close the wound faster, to prevent too much blood loss. Lightning: Numbs the area of pain, so if an object is still in the wound, like an arrow, she can take it out. Earth: Helps the healing effect be stronger. Can heal most major wounds, minus severed limbs. Light: Guards against any possible infection during the healing process. Darkness: Heals any other injuries that she can't see besides the normal wound/or if there aren't any external wounds at all. (Light) Trick of Light - She can create a ring of knives around herself that block oncoming projectiles and long range attacks. she could also have the daggers circle around her foes and then have them move in to impale both of them from multiple angles. Mirage, however, is unharmed by the knives and is actually healed slightly. (Darkness) Dark Puddle - Throws her knife/knives into the shadows and thirty darkness based knives shoot out from where that one dagger hit. Mirage can launch them mentally from the shadow, or have the knives come out instantly. ---- Biography: Notes: Mirage recalled the incident that took her sight and spells away, again. She could remember that they used to be in color, but not anymore. Not even in her head, it’s like someone painted over the colors with shades of white, gray and black. ---- Edward stood away from her, glaring at her in anger. “How could you use Cataclysm?! You just heard of it, while I've been working on using it for three years!” His chain whip glowed a bright white again, before a jagged pattern appeared in mid air, followed by eight orbs being caught in it. What is that...? They both were the same age of 12, clad in the familiar white robes of their group, the Grove of Swords battle mages. There wasn't much detail, since it wasn't important, but there was a single blue, sewed pattern of a tree turning into a sword on their back. The spell Edward was casting began to draw the air in the room towards it, while the elder mages watched from the stands of the stadium-like room. In a second she saw nothing but white, before the blast hit her dead on. A dark gray substance came out of her mouth as she nearly left an impression into the wall behind her. Mirage's eyes settled on the rack of various weapons and other common items of battle; a sword, shield, axe, staff. The reflection of Edward's symbol stayed in focus, as well as the blood, as she recalled her mother telling her, and the other items on the rack. Her vision faded as the world turned gray. ---- Coming back to the world, Kindall shook all over for a moment, but kept walking away from the city behind her, the faint sound of screams continued to bombard her ears. The city’s in chaos still. The rich people have taken it over, literally. They now own the government and make laws daily that punish the poor, all involving death. Those slobs also have bought the police here, and now they don’t care, until a slum rat is taken to the single prison in there… The prison has never been full, and it started when the rich slobs bought the government and police. They made all the laws, and only affecting us poor people, to sentence all crimes punishable by death… There’s even a law that states a slum rat can not even look at one of the rich, or face death. …The sentenced only have three days or if they are lucky, a week, and that’s rare, until they are killed. She grinned slightly, Thankfully, my dad informed me of that as soon as I joined his guild. I’m even luckier to find him, before those cops did… Mirage thought again, about her home city, as it faded off into the horizon behind her. A rouge Battle Mage would be a criminal, according to the police here, as soon as the person stepped out the door. The only exception is when the city is to be defended, in which the slum rats are the first to die…while the battle mages defend the rich only... ------------------------------------------------------------------------------------------------------------- Explanations Eye shades The more closer to white, the less emotional she is. For example; a faint pink is slightly bothered. A deep red means pure annoyance. Eye color combinations Can got up to three, but mostly stays at two. The colors only blend where they meet, but slightly. If the colors naturally make another base color, the mixed color does not count; like in blue-yellow, which make green, as well as red-blue makes purple. Some combinations below Red-blue - Confused, but too bothered to care. Purple-yellow - Blank, no emotion. (Rare.) Orange-yellow - Chaotic, way too perky/insane. (Rare.) Ability rules: How Mirage keeps a spell or not Her eyes turn a pale gray, regardless of what emotion her eyes showed beforehand, and does not count as an emotion when using a skill/spell. Only one of the colors below shows instead of the gray when the spell is nearly finished. White: Keeps the ability. Black: Still lost. Color Triggers Even though Kindall is fully colorblind, she can see in colors if a spell/skill triggers it. The spell/skill has enough strength in her memory to assist in her seeing the color. [U]Object Triggers[U] If Mirage sees an object that would trigger a listed spell/skill that would respond to the object, she has to see the object how normal people do, in color. For example; if she sees an axe, the spell will not trigger when she just sees it normally, (in shades of white, gray, and black). She has to actually see the color that the axe is; the blade, the handle, everything in color. Both Trigger similarities: Color and Object The color and object triggers can tie into each other, with the color being on an object. This is where the spell that is unleashed is determined at random. Her memory alone decides which to use; either the color or object trigger. Sound triggers, specified if able to. Fighting sounds
__________________
![]() ![]() ![]() |

| Advertisement |
![]() |
| Tags |
| character, list |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|