Artificial Souls: Heart of the Unknown (Info/Sign-ups)

Don Valence

Virtuous Madman
"Before we do this, I-I just want to tell you...I will never forget you."




- Last words of Subject #1 of the Homunculus Project








The Past of Daestraya:








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Forged long ago, the world of Daestraya was the first of the Great Divine's many worlds, and perhaps his finest. With gigantic seas, massive continents, and hundreds of different creatures...it was very similar to a distant realm known as Earth. However, the mortal races had never known war, and had lived and flourished in peaceful tranquility for thousands of years, using both magic and science together to better their lives and the world around them. The greatest of both worlds came from the practice of Alchemy; a profession that combined the mysticism of magic and the practicality of science to perform great works that bettered Daestraya for many centuries...that is, until mortal avarice began to grow.








Despite all that the mortal races of Daestraya possessed, many craved for more, as if the fault of mortality. Through Alchemy, the mortals pursued a way to bend reality itself to their command...and to become Divines themselves. In order to do this, the mortals created a device of superior power...the Philosopher's Stone. Using its power, the mortal alchemists attempted to make themselves equal to that of the Great Divine...but they failed to see the consequences. The Philosopher's Stone, a creation meant for the hands of the Divine, was incomplete at the time of its use, resulting in a horrible backlash of energy that altered the fabric of the world.








What happened would be known as the Alchemical Cataclysm; a series of events that ruptured the planet physically and spiritually. It altered the world's landscape, turning great seas into deserts, and mountains into rolling plains. Mortal civilization itself was nearly destroyed by its own folly, and the survivors had nothing left to remind them of the old world. For fifty years this shattering catastrophe went on, until the energies of the Philosopher's Stone faded from Daestraya. As the world righted itself, the mortal races attempted to rebuild...but nothing was ever the same again.








After the Alchemical Cataclysm, the practice of Alchemy had nearly disappeared from memory, and effectively became taboo; the mortal races had learned their lesson to tamper with the Divine's domain. With their former paradise gone, the mortals had to struggle to survive...and these struggles led to the very first wars of Daestraya. Mortals clashed for superiority, for resources, and for their religious beliefs. These conflicts went on for several hundred years until five nations were established; Silara, Metenos, Alcain, Xerith, and Corvosinium.








Even now, the five nations remain at war with one another, trying to gain control of the entire dominion of Daestraya...each whom seek control over an important power; Homunculi. With the ending of the Alchemical Cataclysm, the left-over energies of the Philosopher's Stone had taken shape in the form of souls, and spread out across the world in search of human hosts. This can only be done at birth, but when a mortal receives one of these souls...they become a Homunculus; an 'artificial mortal'. Homunculi possess great power, and are the only ones capable of powerful Alchemy within Daestraya. Because of their obvious strength, each nation seeks to use them to further their own ends...and thus the war goes on.








The Great Divine protect us all.








Map of Daestraya:










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(Courtesy of Rafi~ Thank you, darling~!)








Daestrayan Races:




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Humans: The most populous of the mortal races, Humans are diverse both physically and culturally, and can live in almost any part of Daestraya. While they possess no special abilities, they are capable of great feats of strength or intelligence.




*Exist in Silara, Alcain, Metenos, and Corvosinium.




*Normal life-span: fifty to seventy years.




*Average height: five to six feet.




*Average weight: 130-180 lbs.




*Special Abilities: None.








Dirvah: Often much larger than the other mortal races, the Dirvah can reach heights of eight or nine feet, and possess immense physical strength. While not necessarily the most intelligent, there are a few that stand out in that attribute. Dirvah males are bald but have extremely long beards that can reach their knees, and usually have very dark skin tones. Whereas female Dirvah have no hair, are a bit shorter, and have less-dark skin tones.




*Exist in Melenos, Alcain, and Corvosinium.




*Normal life-span: sixty to ninety years.




*Average height: seven to ten feet.




*Average weight: 280-350 lbs.




*Special Abilities: Can lift things three times their own weight with ease.








Eranin: The longest-lived of the mortal races, Eranin are beautiful and majestic humanoids whose bodies are generally lean and agile. They possess no hair on any part of their body other than their scalp, and have eyes without pupils. Due to the mysterious nature of the Eranin, they often hide themselves away in the deep woodlands of Daestraya, and many shun outsiders. Many Eranin despise Irbalans due to their destructive actions against the natural world.




*Exist in Xerith and Corvosinium.




*Normal life-span: one-hundred and fifty to two hundred years.




*Average height: four to five feet.




*Average weight: 90-120 lbs.




*Special Abilities: Capable of talking to animals and plant-life.








Irbalan: Perhaps the most gifted of the mortal races when it comes to science and magic, the Irbalans are the shortest of the mortals, and most live in great cities for the purpose of advancement and progress. While the Irbalans take their work seriously, many are actually quite mischievous and are known to trick other races for profit, revenge, or mere amusement. Irbalan gender is difficult to discern, due to high-pitched voices and similar appearances. However, males have slightly broader shoulders while females have wider hips. All Irbalans are incapable of facial hair.




*Exist in Silara, Alcain, and Corvosinium.




*Normal Life-span: sixty to eighty years.




*Average height: three to four feet.




*Average weight: 60-80 lbs.




*Special Abilities: Exemplary intelligence, higher than most other races.









Daestrayan Nations:








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Silara, the Holy Land: A nation filled with religious zealots and those fearful of the Great Divine, Silara is ran by a congregation of priests from the Church of Repentance. The Silaran military is commanded by the incredibly-strict Ascendant Order, whom serve as both the police force of the nation and as military officers. Most of Silara is a massive grassland with very little woodland. The Silaran government views Alchemy with a severe distaste, and often persecutes any who use it without government supervision, due to the dangerous power it has. Silaran Homunculi are immediately recruited into the ranks of the Ascendant Order once their powers have become apparent. For several decades since the nation's founding, the nation of Silara has been on a 'holy war', or 'jihad', against the other nations for their 'blasphemous beliefs'. The Silarans have the most potent healers and diviners in all of Daestraya.




*Capital: Silarus, the City of Spires.




*Existing Races: Humans and Irbalans.








Metenos, the Ravenous Horde: More of a large collection of roaming clans and tribes than a real nation, the people in Metenos live harsh and brutal lives in the wastelands of Daestraya, constantly warring amongst themselves for control over the scarce resources on the hellish landscape. A Metenosian knows no comfort or peace, and shows no mercy or compassion. While there is no official government in place, there are three clans who serve as the most powerful forces in the wastelands; Drakla (human), Hygal (human), and Cincaid (Dirvah). Racial tensions are always apparent in Metenos, and as such skirmishes between Human tribes and Dirvah clans are common place. Any Homunculi who appear are revered as a gift from the Great Divine, and are used as fierce warriors against rivals or outside enemies.




*Capital: None.




*Existing Races: Humans and Dirvah.








Alcain, the Crimson Empire: Infamous for their cruelty as a nation, the Alcain Empire is the largest nation within Daestraya, and as such possesses the largest armies and the most resources. Its terrain is filled with mountain ranges, valleys, and small forests. Ruled by an absolute Emperor, oppression is constant and every rebellion is repressed with ferocious intent. Alcain is despised by all other nations, and for good reason; their tactics in warfare involve destroying everything in their path by whatever means necessary...including the use of forbidden Alchemy techniques. Citizens of the Alcain Empire are required to serve at least five years in the military once they reach adulthood, and only until afterwards can they be released to find their own professions. Any Homunculi discovered in the Alcain Empire is recruited by the Fist of Shadow; a secretive, fanatical group completely loyal to the Emperor who train Homunculi to be the Empire's alchemical artillery.




*Capital: Beresmiah, the City of Darkness.




*Existing Races: Humans, Dirvah, and Irbalans.








Xerith, the Sylvan Kingdom: Viewed as a mystery by all other Daestrayan nations, Xerith is a nation covered entirely by dense swamps and woodland, and is nearly impossible for most people to cross through. Ruled by a single monarch, the Xerithan people live peaceful and humble lives. Unlike everywhere else, Xerith is the only nation truly untouched by war due to its powerful defenses and air of secrecy. The citizens of Xerith view Alchemy not as a weapon or a curse, but as a gift to be used as a tool to help protect their forests and to advance their society. Any Homunculi who reveal themselves are taken in by the Silver Warders, a collection of scholars, rangers, and mystics who train Homunculi to defend Xerith from invasion and to expand their civilization.




*Capital: Kortana, the Tree-top City.




*Existing Races: Eranin.








Corvosinium, the Grand Republic: A nation where equality exists in all things, the Corvosinium Republic is the smallest of the Daestrayan nations, but also possesses some of the greatest magicians and inventors in the world. Ruled by an elected congress, the Corvosinians possess many natural rights including; freedom of speech and assembly, the right to a fair trial, etc. Alchemy is viewed with mixed feelings by the Grand Republic, and as such any Homunculi found are usually left alone, unless they prove to be a danger to themselves or others. If this does occur, or if the Homunculi wishes it prior to any danger, they will be admitted to the University of Advancement and taught how to use their power safely.




*Capital: Corvosinium, the Free City.




*Existing Races: Humans, Dervah, Eranin, and Irbalans.









The Great Divine's Laws (Rules):








1. Respect all of your fellow players.




2. No godmodding, autoing, breaking the fourth wall, powerplaying, or blatant ignoring (unless authorized, of course).




3. Romance is allowed, but must be kept at a PG-13 setting.




4. Be sure to make your OC's background/history compatible with the lore and setting, otherwise it will be rejected.




5. There are no other races than the ones I currently have posted. More may be added later.




6. Anyone who makes an overpowered OC will be contacted by me to make changes. If no changes are made, then their OC will be rejected.




7. Killing other OCs is fine, as long as you have authorization from their player.




8. DO NOT go on large post sprees; give others the time to post.




9. NO ONE-LINERS! The Great Divine will strangle you.




10. Have fun!








* A quick note on Homunculi characters; a Homunculi's powers do not become apparent until sometime in adolescence (teenage) or early adulthood. Regular OCs can use Alchemy and are capable of a wider selection, but they are not as strong as Homunculi Alchemists.








Alchemy Categories:












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Elemental Alchemy: Alchemy focused on the manipulation of the elements of the world, Elemental Alchemists usually stick to one primary element and a secondary element to complement it (Example: Fire and Ice). These Alchemists are usually used for battle and warfare, due to their destructive abilities. Elements: Fire, Ice, Lightning, Earth, Light, Darkness, etc.








Biological Alchemy: Alchemy that is centered around the transformation of life and the science of medicine, Biological Alchemists can alter living things through the use of transmutation, and offer a diverse number of different fields. Some can create bizarre animal hybrids (chimeras) or plants to fight for them, while others can cure great ailments or wounds. Fields: Medical, Fauna (animals), Flora (plants).








Mechanical Alchemy: Alchemy that combines metallurgy with magical essence, Mechanical Alchemists use machines powers by magic to fight and defend themselves and allies. Capable of summoning great constructs with just a small amount of materials, Mechanical Alchemists can transmute common elements such as rocks or wood into metal or precious minerals. However, the transmutation of gold is explicitly forbidden by all nations due to the harm it could have on the economy. Fields: Steam, Electricity, Technomancy (magic energy).








Universal Alchemy: Alchemy in which combines all the aspects of the other Alchemical fields. Universal Alchemists trade the use of powerful alchemy for versatility, and as a result they can adapt to almost any situation. However, this same versatility deprives them of strength in all Alchemy forms, and they will normally not possess the same power as an Alchemist who focuses on a singular field. Field: Universal. (Note: CANNOT be used by Homunculi.)








Divine Alchemy (Forbidden*): Alchemy that was once used to attempt a nearness to the Great Divine, Divine Alchemists have not been seen for hundreds of years. Those who use Divine Alchemy possess great powers such as divination and true resurrection, as well as the ability to create Minor Philosopher's Stones. In order for one to learn Divine Alchemy, they must be decades old and they must hide it from others.








Mortal Alchemy (Forbidden*): Alchemy which studies the soul, Mortal Alchemists use wicked and disturbing formulas to alter a person's body and to kill. Often viewed as the most twisted and taboo of Alchemy, those who use it can manipulate the bodies of living creatures. In every nation except Alcain, Mortal Alchemists are executed with prejudice.








*Alchemists/Homunculi who use Forbidden Alchemy must contact me via PM so that they may be informed of the risks/requirements of Forbidden Alchemists. Only one Divine Alchemist can be played overall, and only two Mortal Alchemists.








(Note on Alchemy: Alchemy in Daestraya works by transcribing alchemic equations on inanimate or animate objects. Alchemists use objects such as these for their Alchemical abilities. Ex. Fire transmutation circles on a blade, or healing transmutation equations on a glove, etc. Also, you can use more than just your primary alchemy; that is just a specialization. All Alchemists can perform every form of Alchemy, but those that are outside their specialization tend to be fairly weak.)













Character Sheet:








Name:








Age:








Race: (Add 'Homunculi' next to your race if your OC is one)








Gender:








Nationality:








Weight:








Height:








Appearance:








Personality:








Biography:








Alchemy: (If an Alchemist or a Homunculi; if Forbidden, can include the Forbidden and another Alchemy of choice. Ex. Elemental, Mechanical, Biological, etc.)








Alchemical Element: (If you are Elemental. Ex. Fire, Ice, etc.)








Alchemical Field: (If you are Biological/Mechanical. Ex. Medical, Steam, Fauna, Electricity, etc.)




Extra Information: (Any additional stuff you would like to share.)





Admin and Moderators








Don Valence (Admin/Creator)




Bard (Moderator)




EliCarter (Moderator)




Rafi (Moderator)




Ineffectivd (Moderator)

 
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(I'm joining. Going to be adding to this post as I go.)


Character Sheet:

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Name: Callixtus Caine


Age: 36


Race: Human Homunculi


Gender: Male


Nationality: Silara


Weight: 312 lbs.


Height: 6'3"


Personality: To consider Callixtus Caine as mentally frayed would be a compliment, at least to him. His dabblings in the world of Mechanical Alchemy, consumed with the idea that all are imperfect in flesh and must be replaced with metals, make him an interesting sort to interact with for sure. His social skills are as such, put into perspective: If one were to place him in a room full of people, he'd spend his time talking to the air conditioner instead. As such, he constantly babbles incoherent rants at nothing in particular, but in actuality is in fact talking to himself. Or rather, what parts of him are more machine than man.


Biography: Callixtus at one point was a normal, Silaran human boy. His life was unremarkable, but he was obsessed with the great machine technologies that powered the wonderful City of Spires. Churning gears, billows of steam, bolts of electricity.


It all mesmerized him in one way or another, giving birth to ideas of being a great engineer. But he was by no means useful in any sort of alchemy, no matter how hard he tried or how hard his parents pushed it on him. Despite all this, he just couldn't get anything right.


So they gave him over to religion, to be raised by the priests of the Great Divine and ordained as a monk. He spent years into his adolescence in training, but when it came, it was surely a shock to those around him.


Callixtus was a homunculi. From the very moment that his powers had manifested, he was a troublesome lad, transmutating dangerous weapons and distorting metal against his will. The Ascendant Order swept down on him like a bird of prey, sinking their talons into the young boy, knowing that it was best to control something so dangerous lest the Heretics sway him and turn him against Silara.


Effectively, they brainwashed him along his training as a priest, and despite numerous accidents spanning such a time period, he was fully ordained near the time that he began to control his alchemy. He thought, by now, he could finally realize his dreams. But the Ascendant Order had greater plans for him...


They inducted him into the sect of the Mechanimus Solidarius, a group of Templars in the religious order that specialize in Mechanical Alchemy, that defend Silara and her people, and root out the heretics of the land.


And through this sect, the Ascendant Order turned Callixtus into the machine monster that he is today, warping his mind into believing that Silara is great, and all glory belongs to the Great Divine. That all the others were abominations to be eliminated, and he could be closer to this goal by slowly replacing each inch of his flesh in his art.


To help him cope with the pain and further solidify their control, they put Callixtus on painkillers crafted only by the biological alchemists of Silara, ensuring his loyalty if he wanted to escape the pain of the cross that he bears in the name of the Great Divine.


Alchemy: Mechanical


Alchemical Field: Steam


Extra Information: He has replaced most of his body inside and out with automail, essentially turning himself into a walking weapon with endless possibilities as to their applications in alchemy.


When not in use, he wears a heavy harness of metal over the tops of his robes, the chestpiece containing several vials filled with a numbing agent that is filtered up through tubes feeding into his mouth and nostrils, vaporizing it for inhalation to reduce the effects of pain that comes from his mechanical grafts and the strain of the bulk of equipment that he carries around with him.


As such, he has become addicted to the inhalant and suffers withdrawals that can put him into a very unpleasant and hallucinogenic rage.


On his back, attached to said harness, is a heavy metal cask that serves as a portable water tank and doubles as the boiling chamber that powers all his steam-engines of doom with several hoses connecting to various parts of the body.


The robes that he wears, signifying his belonging to the Church of Repentance, are fire-retardant in the event that the boiling cask that he carries suffers a catastrophic malfunction. The fact that most of his body is metal negates the force and the possible shrapnel.


The inside of the robes double as his toolkit, fitted with loops of leather that is used to hang what he needs to build and repair anything that can't be immediately corrected with his alchemy, including large pockets for storing metals, gems, and knickknacks.


Weapons:


Cannons - Big ones, small ones, many ones, mini ones. If it's got a steam engine and it can lob scraps of metal at you, it's a good chance that it came from Callixtus. He can transmute this onto any surface, be it one of his arms or the wall next to you. Unfortunately, it needs ammunition, either carried by hand or taken from any nearby sources of metals.


Giga Hammer - Callixtus' personal favorite for comedic effect. A steam-powered hammer with a large broad head. On its striking side, it looks like a gruesome meat tenderizer with several sharp points. On the backside, it carries a great engine that churns steam and forces gears to move in two pistons that amplify its every blow.


Chain Axe - Another psychopathic toy of Callixtus', albeit much simpler and smaller than the Giga Hammer. It consists of an interpersonal axe with a head that rotates several small razor sharp teeth at rapid speeds thanks to a miniature steam-powered engine on its side and several inner gearworkings.


Dentist's Trade - On top of the Giga Hammer and the Chain Axe comes Callixtus' signature weapon, aptly named for the spider-like appendage that shoots from over his back and strikes independent of whatever his hands are doing, in the form of a giant drill bit that screams with the intent of harvesting the fearful tears of small children while simultaneously scarring them for the rest of their lives.
 
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Name: Gareth Bryne,the Iron Giant


Age: 28


Race: Dirvah Homunculus


Sex: Male


Nationality: Alcain


Height: Ten foot five


Weight: 435 pounds (ALL THE METAL!)

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And that awesome...Coat? Robe? Thing? However,he lacks the scalp hair,and he cut his beard to what you see in the image. Skin tone can be described as "milk chocolate".






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The closest thing I could find,the arm with the blade. His left arm is completely metal,and the forearm contains a retracting blade,which slides out from the top of the forearm,above the hand. The entire assembly is protected by an extremely thick plate. The blade is about four feet long.






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Something like this,but made entirely of metal,without the crank,and without the wheels and such. This takes up the entire right forearm,and fires four foot long bolts with enough force to render armour a moot point. He draws the string by hand. Finally,he keeps two quivers of bolts handy on his left hip: Bodkin point bolts to maximize penetration,and barbed broadheads to maximize trauma. There's a hand on the bottom at the end of the ballista. Accurate to three-quarters of a kilometer with bodkins,half a kilometer with broadheads.


"I'll be clear. This thing is as close to thumb of God as things get in a medieval setting. That bolt is moving at damn near the speed of sound,and what it hits gets killed. If not immediately,then later on from shock,blood loss,and/or infection. It's only saving grace is the obscene reload time: Two shots a minute."






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A leg structure similar to this thing,on a swiveling waist. These legs possess incredible leverage potential,stability,and load capacity,as well as being the perfect recoil brace when firing the ballista. The "toes" are dexterous enough to be used as grippers.


Alchemy: Homunculus.


Mechanical Field: Manufacture and Maintenance.


Background: [PLACEHOLDER]
 
Callixtus Caine, I give you the right of transcendence into the Daestrayan reality! (You're accepted; durr hurr I'ma burr.)
 
(Hope this is ok?)


Name: Dren Zerole


Age: 13


Race: Human Homunculi


Gender: Male


Nationality: Formerly Alcain


Weight: 90 lbs


Height: 4'9"


Appearance:


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Personality: Dren still being a child is still immature and foolish. He tends to over react and throw tantrums, he make be annoying and childish. He gets easily upset and it affects his powers, causing his moods to have negative effects on his fighting style. Due to his past he is untrusting of almost anyone and tends to take time to believe in anyone, he is also always careful and thinks things through on the level of an adult because he knows his situation is dire and he can't afford to mess up. It could mean his death, so he has to grow up and man up!


Biography: From a very early age Dren showed an incredible aptitude for alchemy that earned him the title as a prodigy, his mother a single parent was very proud of him and watched him excel in his teachings. However his amazing skill with alchemy as such a young age earned him the attention of the Fist of the Shadow. They came to his house when he was still 12, just before his birthday and discovered he was a Homonculi, the source of his skills. They knew that his powers were still weak due to his young age and if allowed to develop he could become very powerful. They told his mother he was going to be taken to be trained and used by the Emperor.


His mother neither wishing to lose him or send on him this fate refused, the Fist killed her but her screams alerted Dren who was forced to escape. He managed to evade the Shadow, but now they search for him. He has been hiding for a year, forced to live in anyway he can. He is angry, they killed his mother.... they knew his power while not so powerful yet would grow and he could become powerful, well that is just what he will do and then he will come back!


He is not overly powerful, although he is a Homonculi he is still young and very untrained. So as of now he is at the same level as most older Alchemists who have trained most of their lives. But given many years of time and training and he will grow to become far more powerful.


Alchemy: Homunculi


Alchemical Element: Fire


Alchemical Field: Elemental


Extra Information: Dren is dressed for success, he carries all he needs to his Alchemy. He wears a metallic armor under his clothes transcribed with symbols which not only protect but allow his armor to prevent any damage from fire to his body as it absorbs fire. It can also generate heat to burn any opponent touching the metal. Helping prevent enemies from physically touching him. With enough power it can allow his whole body to burst into flames. The armor consists of an chestplate, gloves with wrist guards, boots with knee guards.


He also has a forehead protector shaped with three prongs at the top, this works like his armor but also is transcribed with special markings that allow it to sense danger to some degree and can allow him to sense an opponents intention. However his skills with type of alchemy are very limited, so while he needs this to help him evade capture it is very unfurnished and thus only works on rare occasions.


His gloves and boots can emit powerful streams of flames or launch fireballs, also to manipulate and absorb flames. He also has a scarf transcribe with markings which he can use as a hood to hide his identity, wrap around his body to cover wounds or it's true function is it stiffens with heat and resembles dragon like wings, by blasting fire from his feet and hands, he can use these wings to guide his jet propulsion for his own form of flight.


He also carries a blade, transcribe with his usual flame alchemy so that it can burst into flame for firey swings or launch fire attacks like his armor. It was made for an adult as he stole it from a soldier who tried to capture him, thus it is much too long for him. He carries it on his back as it is too tall for him to carry by the waist due to his height.


Finally he embedded a small metal plate of his fire alchemy at the top of his mouth so he can breath fire for a surprise attack. When he gets too upset, he loses control of not only his emotions, but also his alchemy and his whole armor bursts into flames making him look like a little dragon made of flames where he tends to attack like a little viscous creature as a young child might.


Constantly working on new tools....
 
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Name: Reggi Malcome


Age: 29


Race: Eranin


Gender: male


Nationality: Xerith


Weight: 96 pounds


Height: 4'11"


Appearance: short brown hair, pale skin, amber eyes (naturally without pupils), brown sleeveless leather jacket, elbow-length leather gloves with small, silver gears on the back of the hands, leather tool belt, slightly baggy brown pants, big leather boots


Personality: A bright, cheery boy with a brilliant mind and charismatic attitude. Always trying to see the better of things, he delights in his creations and welcomes but can be rather shy in a social situation.


Biography: A boy raised by a foster family, his biggest hobby was always tinkering. He would go the whole day tinkering, trying to make artificial friends as he didn't socialize much with the other children. His foster parents worried about this, and still do. However, he has managed to learn a great deal in the field of technology and clockworks at an exceptionally young age. To this day, he continues his tinkering.


Alchemy: Mechanical


Alchemical Field: Technomancy


Extra Information: Most of his clockworks are based off of insectoid creatures due to his fascination in them.
 
Name: Aeris Fallborne


Age: 22


Race: Human


Gender: Female


Nationality: Silaran


Weight: 124 lbs.


Height: 5'4"


Appearance:

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Aeris was born with unnaturally pale skin, hair and eyes, much like an Albino. As she progressed in age strange markings continued to show up on her body, resting on her collarbone, hands, feet, thighs and forehead, they are rumored to be the markings of the Divine, and by others to be tattoos marked by her father to make her seem more special. Her body it's self is small and lithe, with subtle muscularity hiding underneath the fabrics of her dresses.


Personality: Aeris was born privileged, and she represents, no, oozes what one would expect someone of the upper class to behave like. Stubborn, indignant and arrogant, but not selfish or spoiled. She is prone to react to threats, or what she believes to be threats with violence, and behaves as a vicious soldier when in battle. A princess with the heart of a merciless knight.


Biography:


Aeris was born to very loving mother and father, one of the most influential women in Silarus, but only because her father was in fact, one of the head priests of the church of Repentance. From the time she left the womb it was clear that she was not going to be a normal child, fair to the point of being white, with a strange marking on forehead. Her father was overjoyed, sending out claims that she was a gift of the Divine, instantly earning Aeris praises and blessings from an early age, this also stirred hateful rumors and made the her life a lot less luxurious than it seemed at times.


As she grew up, a small slip of a girl her parents sent her to the best schools and she excelled in all of her classes, and though she showed talent in alchemy she flat out refused to study it. Claiming that something spoke to her, and advised against it. The other peculiar thing about the girl was the fact she spent most of her time with the soldiers or the guards, honing in are battle skills. Even more worrying is that she was good, surpassing the skill and strength of many of the guards who sought to tutor her.


Aeris grew into a formidable warrior, making a name for herself, for her strength and most of all her speed, her physical speed, and the speed she slipped from "princess" to "merciless swordhound". Battle tactics were something that came naturally to her, that and she commonly spent her time studying history and politics, finally devising her own strategy to successfully ruling over someone at 15. The plan? Fear, complete control, and manipulation, by two methods, pharmaceutics and verbal persuasion.


After contacting a medical alchemist, something she surely did not wish to do she obtained an inhalant, a painkiller that she could use to keep a specific person in mind under her control. With her discovery her father left her in charge of the man Caine, who despite his ddities she bonded with over the course of 7 years. Viewing him as more of an older brother possibly? An uncle? Not that anyone or even her could tell, it was more of an internal thing.


Now at 22, Aeris makes a living sitting tight and pretty for Father, and while she has the means to be supported for the rest of her life, something eggs her on, the Divine possible? Her own insanity? It is not known.


Extra Information: Does not tolerate heresy and is vicious when dealing with it.


She supplies the hallucinogenic that Callixtus is hooked on and doesn't take kindly to him being insulted or hurt, unless she grows weary of his incessant babble, even then fatal injury must not come to him, or heads will roll.


She will not dress in armor unless it is time to specifically called for, when she does it is the best that she could afford, her fancy robes suffice very well for battle, with slits cut in certain areas of easier movement.


No one knows the origin of her immense strength or speed and there are many rumors., but she is not invulnerable in any way, she'll take a bullet or a slice wound the way any human would, you'll just have to hit her first.


Weapons:


(All provided by Callixtus)


Big Daddy: A shoulder mounted rail gun, that shoots railroad bolts, this is her long range and most powerful weapon, she requires one of Callixtus' many hoses in order for it to work. She is not horrible at firing cannons but her specialty is close ranged combat, so she is not always accurate.


Gauntlet Fists: A pair of gauntlets fixed by Callixtus with gemstones for the knuckles, hurts like a bish when you get smashed in the face with it, her preferred weapon. They are not steam powered but fitted with steam engine technology so that a certain point and time she can launch tiny rivets of metal. Though her water supply is in the gauntlet, therefore limited.


Reverence: A very large and very dangerous compact broadsword, the links extend, clicking out one after the other to create a blade almost the same height as her and the small spikes on the end begin to work as a chainsaw, much like Callixtus' axe. When she's done the metal links become compact again and the weapon can be stored, much like a matryoshka doll. Due to the sword's weight she has to use two hands to wield it and it decreases her speed in half, though it makes her twice as dangerous in close combat situations.

 

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Reggi Malcome, I give you the right of transcendence into the Daestrayan reality.


Aeris Fallborne, I give you the right of transcendence into the Daestrayan reality.


(GM's Note: No more Mechanical Alchemists; we need a bit more diversity, and some female Alchemists/Homunculi would be appreciated as well <3)
 
Name: Narathzul Amateas


Age: 29 going on 30


Race: Human


Gender: Male


Nationality: Alcain


Weight: 140 lbs, 200 in his armor


Height: 5'9


Appearance:

<p><a href="<fileStore.core_Attachment>/monthly_2013_07/garlot_282.png.3f7aefd9b609e08724dd2abe6b5497e1.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="3951" src="<fileStore.core_Attachment>/monthly_2013_07/garlot_282.png.3f7aefd9b609e08724dd2abe6b5497e1.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p> <p><a href="<fileStore.core_Attachment>/monthly_2013_07/Garlot.jpeg.9b043fbe1fec2122e83353d101d05b05.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="3952" src="<fileStore.core_Attachment>/monthly_2013_07/Garlot.jpeg.9b043fbe1fec2122e83353d101d05b05.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>






<p><a href="<fileStore.core_Attachment>/monthly_2013_07/gulcasa_472.png.69f1edc51041b7549077207ab2b73a84.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="3953" src="<fileStore.core_Attachment>/monthly_2013_07/gulcasa_472.png.69f1edc51041b7549077207ab2b73a84.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Personality:


"The fires of the Scarlet Empire drives us forth!"


Those who dared go against him hear of his combat prowess, his crimson armor and his ability to wield the flames of power itself granting him his nickname of The Crimson General. True to Alcainian standards, Narathzul is merciless and brutal in his commandeering and his strategy, giving his enemies no quarter should they even attempt to try and fight a single skirmish against him. He is widely seen as a monster draped in red, soaked in the blood of his enemies to the point even his hair is blood red, a heartless creature who only hears the words of Emperor Tykandus as his law.


The Crimson General, however, is a General not without adoration within the Imperial Army. He loves his countrymen one and all, and their deaths only further fuel his desire to crush those who oppose him in his blazing reign of chaos and destruction. Known to take time to visit the wounded and sick in the barracks. It has been once said that he buried every single and last one of a troop he accidentally led to their deaths due to his folly and then inexperience in the battlefield, all by himself, ordering those who would try to help him to stand down. His revenge for their deaths was almost disproportionate.


He speaks in a very polite manner, but lapses into a delinquent-like speech from his teenager days, to which he will flusteredly try to correct every now and then.


Biography:


An Alcain to the very end and from the very beginning, Narathzul was born with a definite goal in mind, and that was to be part of the military force of the Crimson Empire’s, to wield the flames that burn bright in the heart of Daestrayan. A man who does not fight for his country is a man worth nothing, for is it not the calling of all Alcainians to crush the opposition that blocked their grand progress? Narathzul was not born blessed with the gift of strength, speed, dexterity, nor any combat prowess at all, but the dragons of Alcain be damned if he didn’t learn fast. Possessing sheer determination to completely out-do his peers and therefore the enemy on the field, the previously seen as effeminate and girlish Narathzul became one of the most feared soldiers in the Alcainian army, riding forth with his steed, draped with the flag of the Empire on its flank as he cut down the enemy without mercy- the perfect soldier.


The enemy feared him, but so did his own comrades. His fierce glare and his willingness to kill anyone on sight brought him much negative attention, despite his rather good will and questionably kind heart. He had tried to help with the daily work in the barracks, and assisted in the patrols, but was quite shunned due to the passive aggressive aura he emanated from his fierce eyes. His attempts to reach out to them, however, soon managed to get to them, eventually convincing them that ‘Hey, Narathzul isn’t that much of a bad person.’, and they soon warmed up to him, if only slightly. Their trust in him came later, when a patrol went missing near the borders of Metenos, possibly of a clan that was trying to prove their might. Narathzul set out alone on his steed when he heard of this incident, riding out alone into the plains, lance in hand and ready to trample over those who would hurt the ones he called his comrades, leaving the other soldiers in a daze and still confused as to what to do. He returned the next daybreak, walking, instead of on his horse, with the rest of the soldiers, who were indeed caught in some elaborate design of the Metenos clan. When asked what happened to the enemies, Narathzul only shrugged and led his horse to the stables, while the rescued soldiers weaved different tales about how the soldier swept in with his lance and completely massacred the whole clan, burning the whole place down with his alchemy.


It wasn’t long before he was brought into attention to the Emperor’s notice due to his prowess, skill and loyalty to his people. Given the honour of General, Narathzul was given full control of several troops, most of them the ones he had served his military life with. His influence grew and in time, he became the Crimson General, a title adoringly bestowed to him by his comrades and as the General of Carnage by those who have survived, by pure luck, an encounter with him.


Alchemy: Elemental; Mortal


Alchemical Element: Primary: Fire /// Secondary: Earth


Alchemical Field:


Extra Information: He likes milk. Despises flavoured milk, though.


Weaponry-wise, Narathzul wields a set of red-themed weapons: namely, a lance and a sword, both of which he is quite adept in using.





 

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Name: Farah Velan


Age: 32


Race: Homunculi, Human


Gender: Female


Nationality: Corvosnium, (Previously) Silara


Weight: 87kg


Height: 5'7"

Ingrid_Bergman_Golden_Era_2_by_Hongmin.jpg

Personality: She's kind and gentle, a loving, humble and well mannered woman who loves children. She's a strong willed woman, often described as blockheaded or stubborn. She may be humble but when her friends are on the line she will not back down. She is cultured, intelligent and intuitive, her claim to fame is her ability to adapt under any situation. Helping others is the pleasure of her life, she thinks it is the best way to thank the stranger her helped her parents and saved her life. She can be quite mothering but will back up any friend with the ferocity of a momma bear.


Biography:


She was born in the Holy City of Silara, her parents just lowly servants who tended the halls and prepared the food for those of high and lofty positions. Her birth was unmiraculous, her mother had few complications during the birth itself but she would never bare a child, a stigma that she would hold for the rest of her life.


Her childhood was normal, of little note. Her parents had no idea what she was, so she flew under the zealots' radar but like any Homunculus her powers began to manifest when she turned 17. Several incidents sent the other servants into a cacophony of whispers and her parents were visited by a priest, at the time her powers uncontrollable and erratic so the priest simply thought she was just inexperience and let her be.


One night however her powers set fire to her house, he parents were worried, they heard stories of what the priests did with criminals but what frightened the more were the spreading rumor of their daughter's true nature. They themselves had seen what happened to homunculus who disobeyed the Order. No, her parents would not allow their willful child to be murdered.


So they set off into the wild unknown bound for Corvosinium, they traveled with a wandering tradesman.Bandits, monsters and natural disasters, it seemed as if the Divine One himself wished them to return but Farah's parents would do no such thing, their child was a miracle to them and they would sacrifice themselves to see her live a full and happy life among those who would not shun her or persecute her.


They were beset by wolves, while traversing a forest, all hope was gone and Farah was forced into a tree while her mother and father cowered at its trunk. It seemed they were done for. But a stranger, tall, lean and agile appeared from thin air and chased the wolves off. For a night he housed them in his home before guiding them all to Corvosinium himself.


Consequently she was enrolled into the University of Advancement, her powers saw her graduate with honors, as of yet her life has been uneventful


Alchemy: Elemental


Alchemical Field: Primary: Light Secondary: Water


Extra Information: (Any additional stuff you would like to share.)
 
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Name: Raiza Xerxes








Age: 25








Race: Human (Homunculus)








Gender: Female








Nationality: Corvosinium








Weight: 152 lbs








Height: 5'11"








Appearance:






Warrior_Female1.jpg






Personality: A woman whose life is based on nobility and justice, Raiza has no allegiance to a single nation, but rather, believes that she must use her Alchemy to protect and preserve the world from any who would seek to do it harm. A firm advocate against the war, Raiza will only fight when it is to defend either her life or another's. Many consider Raiza to be a hot-headed woman who lets her emotions rule her actions, but those are only critics who dislike her neutrality...obviously.








Biography:




Corvosinium; the largest city in Daestraya, but also the smallest nation...it is a place where dreams begin and lives end contently. It is a place where people of all kinds live together in peace and prosper, and as such great things have sprung from the highest and lowest places of the fine City of Freedom...and Raiza is no exception.




Born to a small family of cobblers, Raiza grew up in the slums of Corvosinium and had a particularly rough childhood. Work was something she was used to, and her entire family could only live on small scraps bought from the meager work they could complete...but she was happy, despite the difficulties of life. It went smoothly for several years, until one fateful day...when she 'awoke'.








It was the morning of her father's biggest job; crafting the leather-bound shoes of Magistrate Erganta...the City's most influential politician. If the work was exemplary, then they would be able to live as middle-class for several years with ease. However, things did not turn out that way. While working on the soles for the boots, Raiza began to feel a pulsing pain inside her skull that expanded throughout her entire body until she was filled with an unthinkable burning agony. Taking a knife from the kitchen table, she could not control herself as she began to cut into the dirty stone of the floor...and then it happened.








Engraved into the stone was an expert-level Alchemic transmutation circle...one that glowed with a violent red light. All she could do was watch helplessly as her body moved on its own, placing her right hand in the center of the circle. The result was a simple echo...and then an explosion of wind and sound, shattering the walls themselves around her and collapsing the entire building. She survived, due to being in the epicenter of the blast...but her family was not so lucky.








Immediately after the unfortunate event, she was carried off to the University of Advancement as a Homunculi child, and was taught to control her powerful Alchemy. Till she reached adulthood, she trained herself so that she would never make such a mistake again...for the death of her family weighed down on her shoulders every day, driving her forever onward. By the time she was twenty-two, she had mastered self-control and left the University behind.








Even with her powers in check, she still felt as though she had to change something about herself, do something in order to fix what she had done. Without knowing what to do, or where to go, she left Corvosinium to explore the world in order to discover her true calling. For three years, she has wandered the world of Daestraya...trying to find a purpose, and to wipe clean her previous sins. Perhaps...perhaps the use of the Philosopher's Stone will fix things...?








Maybe she will find out soon enough.









Alchemy: Elemental








Alchemical Field: Primary=Air, Secondary=Water.








Extra Notes: Despite the awful legends behind the Philosopher's Stone, Raiza seeks out information regarding the Stone and its formation, desperate on finding a way to 'set the world aright'. It is her belief that only the Stone can fix the dying world, just as much as it can destroy it once again. She thinks that it was not the Stone itself that triggered the destruction of the Elder Daestraya, but the selfish reasons of its users.








Also, Raiza uses a polearm etched with dozens of Alchemical symbols to enhance her Alchemy and her overall speed. She is also capable of transformation Alchemy in the form of storms and floods, making her an extremely capable fighter and Alchemist.








She is also a virgin...when it comes to alcohol. Raiza has never had a single drop before.

 
Narathzul Amataes, tell me your story before I grant you the right of transcendence to Daestraya.


Farah Valen, I will grant you the right of transcendence if you change your chosen Alchemy to something else; for a Homunculus to be good at everything would simply be too strong, and also it contradicts the point of being a Homunculus.
 
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Dren Zerole, I grant you the right of transcendence to the Daestrayan reality!


Narathzul Amataes, I grant you the right of transcendence to the Daestrayan reality!


Farah Velan, I grant you the right of transcendence to the Daestrayan reality!


(The RP Thread will be ready shortly.)
 
Name: Selyf Magali


Age: 64


Race: Eranin


Gender: Female


Nationality: Former Xerithian


Weight: 85 lbs (thin, but not unhealthily so)


Height: 4'6"


Alchemy: Biological


Field: Medical


Appearance:


<p><a href="<fileStore.core_Attachment>/monthly_2013_07/image.jpg.1f5c36b171d266fa048f17bfc8438030.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="4040" src="<fileStore.core_Attachment>/monthly_2013_07/image.jpg.1f5c36b171d266fa048f17bfc8438030.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Selyf has light brown, pupiless eyes.


The inside of each of her forearms is precisely but heavily scarred with five advanced transmutation circles, running from wrist to elbow. The transmutation circles offer Selyf a variety of useful medical Alchemies. The scars can be brushed lightly in ink or dye and pressed upon another's skin, allowing for the quick creation of transmutation circles- a useful technique during surgeries, when a moment's action can mean the difference between life and death.


The inside of Selyf's palms are scarred in the same way. Although these two transmutation circles also represent medical Alchemy, they are also intended for use in close combat, and can affect an opponent's neural pathways by rewiring which neuron responds to which muscle(left hand), and closing an opponent's trachea, making it impossible to breathe (right hand).


Selyf tends to wear thick, homespun tunics made for her by grateful patients. Usually, some elderly kind clients will notice when Selyf's clothing is looking worse for wear, and will gift Selyf a tunic in return for her medical services.


She also wears a pair of deerskin boots which are so filthy that the original colour of the hide is indiscernable.






To say that Selyf is an unconventional representation of the Eranin race would be putting it mildly. Selyf beats to the sound of her own drum, her veneer of eccentricity and confidence masking a woman who is at odds with what she has become. A large part of Selyf has learned to enjoy her self-inflicted banishment, appreciating the company of nature over Xerithian towns and cities. However, a small, nagging part of her is aware that she could have used her talents much more wisely. She is rather nomadic: she travels from town to town with a band of human gypsies, offering medical assistance to the gypsies and anyone else who crosses her path. She relies on occasional visits from strangers for information and elvish wine, which she indulges in more often than she ought.


Selyf retains only a shred of the delicate elegance that most Eranin learn before they begin to walk. The only traits she shares in common with most Eranin is her air of respectfulness towards others (which can occasionally border on quiet condescension), and the softness with which she speaks. Selyf's demure tone often undermines her sense of irony and barbed wit, taking the sting out of jokes that can venture into rudeness. Yet despite her somewhat insolent attitude, Selyf is a generous and well-meaning person, even if she is often as stubborn as a mule.






Selyf's beginnings were nearly as humble as her current situation. She was born to a carpenter and his wife in the town of Calar, which is situated in Xerith's borderlands. The town was no stranger to foreign attacks, for though hidden high in the trees, the town was not impervious to enemies. Selyf saw her child hood best friend killed in from of her eyes when she was only nine, his skull pierced by an enemy arrow.


It was at that moment when Selyf decided that something needed to be done. Young as she was, she persuaded her parents to move to Kortana where it would be safer and she could enrol in Alchemy classes. Young Selyf had little idea of which branch of Alchemy she wanted to pursue, only that it was the only way that she could help defend her homeland until she grew up and became strong enough to be a soldier. In her classes, Selyf showed an affinity towards medical Alchemy, and studied hard at mastering both natural and alchemic ways of healing.


By the time Selyf has turned twenty-three, she had become an educated and refined young Eranian. She had graduated from Kortana's Alchemic Collegiate with a degree in Medical Alchemy, specializing in emergency surgery. During her time at the university, Selyf had made contacts with a few government officials, who had accepted her application to become a military doctor.


During Selyf's military service, where she displayed considerable prowess as a military doctor, she met the man of her dreams, an Elemental Alchemist named Eir. They were married upon their return from service, just after Selyf's twenty-ninth birthday. She had her firstborn son the year after.


It was also had that time when Selyf accepted the responsibilities of Assistant to the Chief Medical Officer of Kortana, a positition which entailed everything from helping to strategize where medical soldiers should be placed around Xerith's perimiter, to the drafting new laws for the standards of medical care to be approved by the monarch.


Then, her life began to crumble slowly around the edges.


Just when Selyf's son had turned four, Eir's health began deteriorating for no apparent reason. Like many soldiers before him, Eir had been injured while trying to fend off enemy attacks, but Selyf had always healed him. This time, he was tired, he could not sleep or eat and he became as thin as a rail. Eir allowed Selyf to perform a surgical inspection of his body, but she found nothing wrong with him. While medicine was able to cure many things, it was still unable to cure most unseeable diseases. All she could do was bravely watch over her dying husband and offer him a comfortable passing.


One night, it was all too much to bear. Selyf was unable to keep her pain at bay no longer and broke. She cried and screamed and raged, hoping that her husband and child would not hear her, but not really caring all the same. The torrential outpour of emotion seemed to go on for hours, until she passed out on the floor and awoke in the morning to find her husband sitting up in bed, perfectly happy and healthy.


The moment had been joyous until they looked around and realized that their son had vanished.


They searched from him for days, but he never returned. Though Eir had returned to health, and tried to be strong for her while they dealt with this mysterious loss of their son, the sad turn of tides had driven a wedge between them. Selyf began to despise her husband, herself, and everyone else, blaming everyone and everything for the loss of her son. She began to retreating from society, and no amount of support from her husband nor her parents seemed to soothe Selyf's anger and sadness. She had stopped working entirely by that time. Finally, when Selyf was thirty-six, Eir could handle Selyf's caustic attitude no longer, and left.


It was the wake-up call Selyf needed to try to put her life back together. Yet, she was too ashamed of what she had become to stay in Kortana, and so she abandoned the life she had built and ruined. Selyf began travelling alone through the woods and swamps of Xerith, offering medical services as she travelled, never turning away the injured, elderly or sick, even if they were unable to pay. She was able to fend for herself by hunting for her meals. Her military training enabled her to defend herself in a threatening situation for long enough to make an escape. The solitude of the woods was a blessing, allowing her time for meditation. After a time, Selyf learned some level of acceptance and serenity.


After a few years of travelling solo, Selyf came upon a group of gypsy merchants who wandered the five nations. She attached herself to them loosely, accepting their protection in return for healing their injured or sick. Although she travelled with them and adopted their distinctive style of hair, an easy way to identify another clan member, she rarely shared their campfire or ventured inside the towns and cities they stopped in, preferring to set up shop in the nearby countryside.





Has a composite recurve bow and bodkin-tipped arrows, which she can use with reasonably good accuracy up to fifty meters. In her survival pack, Selyf carries two cooking knives, a limited array of medical equipment wrapped up in a deer skin, several types of salves, herbs and dyes, a blanket coated in beeswax, a piece of flint, some rope, a paintbrush, a thin reference guide of medical alchemy, and a small cooking pot.


The gypsy clan that Selyf currently runs with is the Alkor clan, which specializes in buying baby crocodiles, wildebeasts and elephants and through the use of Biological-Fauna alchemy, they create Scaled Behemoths, pictured below. The clan also uses Elemental-Water and Biologial-Flora alchemy to keep enough feed and water for the great beasts. The clan has only one or two rather gifted Alchemists- the others know just enough to make the necessary transmutation circles.


The clan has its origins in Metenos, but has long since forsaken any nationality. They are allied to the Drakal clan through intermarriage, however.





<p><a href="<fileStore.core_Attachment>/monthly_2013_08/image.jpg.ce8f86a1294d40fe34910b2b8249c06c.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="4166" src="<fileStore.core_Attachment>/monthly_2013_08/image.jpg.ce8f86a1294d40fe34910b2b8249c06c.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Height- usually grow to about 13 feet.


Speed- At full gallop, can reach speeds of 25 km/hour, or about 13mph (I think)


Instead of skin, I imagine that they are covered in a crocodile's scales.


(May add a few more things to the extras, but it's mostly done.)



 

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The Struggle For Daestraya Has Begun! Arm Yourselves! For The End Draws Nigh!















All characters who have been granted the right of transcendence are allowed to begin posting.


Transcended Souls:


Callixtus Caine (Bard) [Mechanical Alchemist, Human Homunculi]


Dren Zerole (PyroWarriorZ) [Elemental Alchemist, Human Homunculi]


Reggi Malcome (Murfemra) [Mechanical Alchemist, Eranin]


Aeris Fallborne (EliCarter) [Non-Alchemist, Human]


Narathzul Amateas (Ineffectivd) [Elemental/Mortal Alchemist, Human]


Farah Velan (Ninbinz) [Elemental Alchemist, Human Homunculi]


Raiza Xerxes (Don Valence) [Elemental Alchemist, Human Homunculi]


Selyf Magali (Rafi) [biological Alchemist, Eranin]


Dove Graceheart (CharChar45) [biological Alchemist, Human Homunculi]


Paola Bahari (Sire Souriez) [biological Alchemist, Dirvah Homunculi]


Petri Jarkko (Heartsteal22) [Non-Alchemist, Human]


Imra Jarkko (Heartsteal22) [universal Alchemist, Human]


(More to be added as CS's are accepted.)
 
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Name: Dove Graceheart


Age: 28


Race: Human Homunculi


Gender: Female


Nationality: Silarian


Weight: 120 lbs


Height: 5 feet 10 inches


Appearance:


goldfish-queen-anime-chinese-dress-fantasy-girl-goldfish-hair-ornament-i-chen-lin.jpg



Personality: A quite quiet, shy woman who is not seen much outside of her home. When seen, she rarely speaks, but does smile kindly often. And, when she speaks, the words are meaningful and have an odd effect on people. She does not make many friends, considering she does not go out much, but the few she does make she remains fiercely loyal to in her own, different way.


Biography: She was born and raised in Silara by her mother, since her father died only weeks before her birth. Her mother was loving, but very much changed after the death of her husband, and spent most of her days simply sitting in a chair staring out the window as Dove did her best to get along on her own. Because of this, Dove did not get out often and socialize with other children her age, resulting in her quiet nature now.


As she grew older, she became more independent and practically lived on her own, despite her mother being there. It was also then that her abilities came in. Her alchemy was biological, and her biggest fascination came with the medical field. The idea of being able to heal and help anyone in need drew her in, and she was quickly hooked onto the idea. Yet, for some odd reason, she kept it hidden away from the higher powers of Silara.


She never revealed her alchemist abilities to them, practicing in secret and remaining in her home, taking care of herself and her mother. Whenever she left her home, she was careful to avoid using her alchemy, and kept herself segregated from others. How long she can remain hidden this way, however, is the question she does not know the answer to.


Alchemy: Biological


Alchemical Field: Medical


Extra Information: She has multiple objects she uses to help heal. A quilt she made filled with healing equations that she can rest upon someone who is ill to assist in curing their sickness. There is also a braceletshe had that one can wear to heal faster, though it will not completely cure the wound. Her main object, however, is a basic black glove that she carries with her to help fully heal any major wounds. She usually does not use it in public, but will use it if the need arises.


((oh jeesh... this came out a lot better in my head. I apologize for the rather crappy bio.))
 
Selyf Magali, I grant you the right of transcendence to the Daestrayan reality!


Sire, a few things wrong with your character;


1. Your OC's current age, considering her race, would mean that she is rather old, and thus would not look the way you have described her.


2. The Alchemical Cataclysm occurred a very long time ago; no one living remembers the event, and all records regarding the event have disappeared, leaving it only to passed-down stories. Ex. The belief that Divine Alchemy, which created the Philosopher's Stone, was the source of the Cataclysm.


Fix these issues, and I will gladly accept your OC.


Dove Graceheart, I grant you the right of transcendence to the Daestrayan reality!
 
Name: Petri Jarkko "The Dragon"


Age: 42


Race: Human


Gender: Male


Nationality: Metenos


Weight: 187 lbs.


Height: Six feet even

egil__thane_uthred__s_huskarl_by_chriskuhlmann-d4vqw5i.jpg

Personality: Bitter, violent, and gruff put simply. Petri has lived a long time, and seen many battles, the weight of which may or may not have left marks upon his sanity. Life in Metenos is tough, and it often chews men alive, only the granite-skinned survive, and Petri is a shining example of this.





The Hyggal clan has no shortage of capable warriors, and hasn't for quite some time, but there were never many similar to Petri. The name may be familiar to some, especially to a bard, for there are a handful of songs based on the battles of Jarkko the Dragon. In combat, the fiery red hair, and thundering roar strike fear into many men, human or otherwise. Several fools have thought themselves Petri's superior, but never have they proven it, and few have walked away from it. While he may be a great warrior, there is no time that Petri spends off the battlefield, and he often treats most everything as warfare.


Never one for flowery language, Petri isn't exactly a fan of the songs sung of him, and will most definitely tell someone so were it to come up in conversation.


After twenty long years on the field of battle, most would be tired, or more often, dead, but not Petri, the man was born without the good sense to die, at least that's what the songs say. While not particularly keen on discussing his past, there are others that love to divulge the man's struggles over a drink. Apparently the man had been run through at least a dozen times in his life, or so people say. Even with all of his old wounds, and new ones, Petri still fights for his clan alongside all of the fresh-faced boys out there rather than retire to a forge like his peers.


Fifteen years ago now, Petri lost his wife in battle, she had been an alchemist assisting with the rudimentary artillery of their clan, catapults mostly. While this battle seemed no different than any other, another border skirmish with neighbouring clans, the unexpected was bound to happen. While he was on the front lines, apparently there had been a spy among them, the saboteur had disable their siege engines, removing their advantage this day, and ending the lives of their most skilled engineers, including Eija, the mother of Petri's, by now, three year old daughter, and the only human being that he'd never been tempted to drive a sword through. Hours after the lines had clashed, ranks broke for a scant few hours as they attempted to treat their wounded and muster their strength once more. Returning to their own lines, the Hyggal soldiers got a close look at the sabotage which had taken place.


Running to the siege batteries, Petri sought out where Eija should have been, hoping despite all evidence that she had not been slain also, she was smarter than that, but there she was, throat opened up like a filleted fish. While cradling anything wasn't exactly what Petri was known for, he held Eija tenderly in his arms, and wept, wailed like a child in anguish for several minutes, though before the other troops had gathered their breath, he delicately laid Eija down, and promised that he would see the battle won for her. The rest is a blur of gore and pain in Petri's mind, though it was this battle that most bards choose to sing of him, titled, A dragon's fury. It's said that Petri caught a blade in his teeth to slay the man that swung it, but all of this is artistic license, what is known as fact, is that Petri slew many men that day, so many that he had to be pulled from a pool of blood waist deep at the end of it all, as he'd slain everything to come within arm's reach, friend or foe, to the eventual collapse by exhaustion.


Alchemy: None


Extra Information: While Petri holds no position of power, many of those around him trust in his judgement, as it wasn't dumb luck that he's lived to grow as old as he has.


Name: Irma Jarkko


Age: 18


Race: Human


Gender: Female


Nationality: Metenos


Weight: 134


Height: 5'10"


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Personality: Irma has the curiosity and exuberance that only the young can, and in many ways is the polar opposite to her father, much the way that her mother was.





To tell Irma's life story is relatively short, as she hasn't gotten to do much with herself besides work metal and any other menial tasks she proves capable of around the Hyggal camps, though it doesn't seem to keep her from causing trouble most everywhere she goes.


Firstly, one should know that Eija, Irma's mother, is no longer in the picture, as she died quite some time ago. Eija had been quite a talented alchemist, and had been used much the way that homunculi were, more or less as alchemical artillery, though she assisted mundane artillery with her talent. While Petri had been on the field at the time of his wife's death, he refuses to recount the story, something that still bothers Irma to this day.


After what happened to Eija, Petri has become overly protective of Irma, showing that he does indeed feel something, though Irma herself often disagrees. Petri refuses to allow his daughter out of the camp, and is uncomfortable with even allowing her anywhere near a weapon, let alone wielding one.


While she may not mind the tasks that she deals with in her day-to-day, Irma is always looking for her own adventures, often wandering out of the camps when she knows her father is gone, though there is little to see. What she dreams of every day, is to see one of the stone cities that other people, the ones that they constantly found themselves embroiled in border conflicts with.


Alchemy: Universal


Extra Information: While she was born to the roaming tribes of Metenos, Irma longs for nothing more than to see the world and all of the other nations inside it.
 
Last edited by a moderator:
Bard said:
heartsteal22 it's always a good idea to read things before submitting a CS. Don Valence specifically said no more Mechanical alchemists.
Well, hang on a second; let me see the alchemy-types of all the OCs currently accepted before I make a judgement on this.


Okay, we actually have an influx of Elemental Alchemists for the time being, so Mechanical Alchemists are allowed (due, primarily, to the fact that Riddle has yet to complete his OC). We have four Elemental alchemists, and maybe two Mechanical so far,
 
Currently it's mostly all mechanical alchemists and all biological alchemists with some elementalists mixed in. :x
 
My mistake, I didn't think to check page one for these sorts of things.


I can make edits, it wasn't essential to the character in the first place.


The edits have been made.
 
Bard said:
Currently it's mostly all mechanical alchemists and all biological alchemists with some elementalists mixed in. :x
Not true, we have like, 4 Elemental Alchemists xD


Razia Xerxes, Dren Zerole, Narathzul Amateas, and Farah Velan are all Elemental I think. Also, I edited the previous post I made. 
Petri and Irma Jarkko, I grant you both the right of transcendence to the Daestrayan reality!
 

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