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Fantasy Cross Blades: The Divine Conquerors Lore and Rules

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Name: Bella Thorne
Aliases: Vampire Princess
Gender: Female
Species: Vampire
Age: 230 (23)
Appearance: 1582513119661.jpeg
Role: Dark guild GM
Personality: At first she comes off very timid and fragile, but can quickly change on you showing she can be very aggressive and firm if pushed. She doesn’t like fighting and only will do it if her life depends on it. Although deemed unkind from rumors she is actually the nicest Vampire to ever be seen. She doesn’t feed off other human like beings instead she starves herself by going for animals only. Only when she is mad or insane will she ever feast off of other humanly blood. Loves to sing, read, and write poems. Very smart and is actually good with debated. Very good at staying organized.
Motivation: Live a long beautiful life
Alignment: Lawful Evil, Chaotic Evil, Neutral
Weapon: Whip
Abilities:
+Animal Control – Some vampires have exercised the ability to control animals; bats, wolves, rats, etc.
+Fast Regeneration
+Hyper speed
+Hyper senses
+Enhanced Strength
+Vision – Most vampires have night or heat vision but there have been instances of blood flow vision, the ability to see the flow of blood of any living being.
+Mana sense
+Blood Suck
+Shapeshifting – Shapeshifting for a vampire can range from taking on the appearance of other people to changing into a bat. They are able to shape shift into the people they feed on.
Skills:
+World knowledge
+Intellect
+Good fighter
+Strategic
+cooking
+Hunting
+Killing
Equipment: Pocket knives
Other: Tba
——
Name: GolRat
Aliases: Great Thief, Sly, Failure, Liar
Gender: Male
Species: Human ??
Age: ???
Appearance: 1582513216135.jpeg
Role: Thief
Personality: All to be said about GolRat is to hardly ever trust what he says. He will mislead those who allow him to. Only trust one man and thats Gustas for past reasons.
Motivation: Become wealthy
Alignment: Chaotic Neutral
Weapon: Poison dagger
Abilities:
+Steal: Can steal most items from people. Usually cast a bright light that once faded the item he deemed a target would be in his hand. Only works with those weaker then him.
+Silent step
+Mana Hide: Being able to completely hide his mana from other mana sensitives. Only works as long as he doesn’t engage in combat.
+Mana Sense
Skills:
+Navigation
+Stealing
+Assassination
+Hunting
+Lying
Equipment: A lot of hidden daggers and a cut up world map.
Other: n/a
 
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Name: Marika Virgo
Aliases: The Marked One
Gender: Female
Species: Ghoul
Age: 66
Appearance:FIELD OF THORNS - HERESY by Caisne on DeviantArt
Role: The Fearless Seeker
Personality: Eccentric and demanding with a personality set on achieving her goals, Marika is an optimistic and quite intelligent woman who counts herself a member, albeit a more liberal one, of the Order of Inquisitors. Marika has been searching out info on SIN and the Summoned since she was a little girl, her dedication to unraveling his mysteries is resolute and unwavering. She enjoys her detective work and Marika is known throughout the order for being one of the greatest Tomb raiders of her time. Studious and curious to the extreme, Marika is in love with her work and finds all the aspects of the mystery of the summoned fascinating.
  • Loves books, does not read as much as she used to though.
  • Bites her pencils and chews her nails when nervous.
  • Laughs loudly when happy and can even be seen crying when amused.

Motivation: To find all of the summoned and their origin points?
Alignment: Lawful Neutral
Weapon: The Staff of Xi- A powerful magical artifact resplendent with ability and ripe with potential, The Staff of Xi is a magical rod from Valucia’s ancient past, before The Age of Demons. It holds many abilities, a solid amount of which are known only to Marika herself but which are near limitless in scope. Powered simply by magical energy, the Staff of Xi is limited with Marika by the amount of power she has. Its main ability is the simple but effective energy shot, where she can fire off projectiles of magick that cause intense damage to those hit by them. Other than this she can also use mildly powerful telekinesis and an assortment of useful non combat spells.
Abilities:
  • Max Intelligence- Marika is extremely smart, especially in her field, magick archeology. This knowledge has allowed her to learn spells to enhance her own brain power.
  • Thief- Marika is good at getting what she wants, be it legally or otherwise.
  • ADD/ADHD- Marika is full of energy and when she does manage to fully focus she wont stop until she's finished.
Skills:
-Sewing
-Map reading
-Singer
Equipment:
-Carries book of her notes and important facts.
-A stone of teleportation
-Reading glasses
Other:
Bio: Born in Mollug, Marika was the child of a fairly well off merchant who bought and sold magical artifacts. She grew up safe and went to school as a quite gifted student who desired to follow in her parent’s footsteps. During her time in school, while Marika was working with her father, she was introduced to the conceptual idea of SIN the divine being. A hidden god and manipulator of all events, Marika was understandably enthralled and began to dedicate her time to research on the barely known figure. Marika got the chance to follow in her father’s footsteps only later on in her life, as beforehand she was levied into the Mollug science wing. During this time she learned quite a lot, working with her father and the government on hundreds of powerful and unique items. This good time was not to last however as during an experiment with a northern artifact of some sort there was an accident. Marika's father died in the accident and Marika found herself transformed into a Ghoul. Mollug moved her from the science wing and into the Black Academy on account of her abilities, and soon after graduation, Marika was studying artifacts once again. Now an inquisitor, Marika was in a perfect position to continue seeking knowledge on the deity, as she has done so for the High Council since graduation.
Symbol: A triangle with a smaller triangle and a dot inside.
 
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The Giving Tree


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"Come, let us take a stroll through the gardens"
Name: Lady Ichika
Aliases: The Red Lady, Mother of the Fortress
Gender: female
Species: kodama (tree sprite)
Age: 35 (current manifestation) 248 (tree)
Role: The Giving Tree
Personality: Reserved and mature, Lady Ichika gives off an air of elegance complimented by her good looks. Her voice is soothingly calm, like a loving mother, and as head of the medical team at Solomon Fortress, it is not hard to see why recently people call her the 'Mother of the Fortress' (as a play on Silver Jon's fatherly infamy). Indeed, she treats the fortress's inhabitants like lost children, offering them gentle guidance and solace when need be. In truth they fascinate her, and she has grown fond of their culture, especially through the expression of art.
Motivation: Protect the fortress and its people, in honor of a friend.
Alignment: Lawful Neutral
Weapon: Roots
Abilities:
  • Nymph Physiology: while Ichika can manifest herself into the form of a woman, her real body is a tree within the Ruby Garden. Her 'human form' is hollow and formed from magic and altered petals. Should she get 'attacked' her blood will just look like fallen leaves or petals. While she cannot die in this form, her tree is as vulnerable as a natural one. Should it be harmed she will be too, and if it is cut down she will die.
  • Deep Roots: Ichika's roots are old and far-reaching. They twist around the foundations of Solomon fortress, providing additional support and helping to keep the grounds warm by manipulating the hot springs below, and their steady stream of harvested demon blood.
    • Her roots intertwine with the roots of other plants in the fortress and surrounding forests, allowing her to give/take nutrients from them. She can manipulate these plants to do a variety of things, such as constantly bear fruit, or change the composition of the chemicals they produce. This way, medicinal herbs from her garden are potent.
    • Her roots can move out of the ground to attack, if needed, but she hardly ever does this. Mostly, they snake from the ground only when seeking fresh demon corpses. They move beneath areas where there is conflict, soaking up shed blood.
    • Ichika can only manifest herself in the areas where her petals fall and her roots grow. She cannot tread beyond the forests surrounding Solomon fortress.
  • Life Transfer: Ichika can take the life essence of one thing and transfer it into another. This is why she maintains such a grand garden, and situates herself near the graveyard. Living blood or essence is the most powerful, and her roots absorb this first, however she can also break down the bodies of dead creatures, including demons. These dead bodies in turn provide nutrition for the Gardens, providing food, and granting her the power to heal the sick and injured that she tends to.
Bio: What people know about Lady Ichika and what she truly is are two very different things. To the people of Solomon Fortress, save a few trusted allies, she is the mysterious matriarch of a noble house dedicated to healing. This ruse is maintained by aging her manifested form, dying, and then manifesting as another woman who people believe to be the previous Ichika's next of kin. While she does not enjoy deception, she does not wish to inspire fear or worship in the people of Solomon Fortress.

Those who know her origins will understand why she keeps her secrets. Ichika was 'born' when the blood of a demon fell onto a peach sapling. Back then she did not have many thoughts, or desires, but as soon as she tasted the blood she was flooded with all sorts of thoughts and emotions. In the precious warmth she found herself able to think, and as she drank more and more, she felt the flow of power. Then it was gone. It was sad, for a time, until she tasted more of the sanguine sweetness, different this time. It belong to a human, and many more would follow. She grew and became aware of herself in time, and managed to sense when other living creatures were near.

Seeking more blood, she managed to use some of the blood mana to manifest a humanoid form that could lure men towards her tree. At least that was the plan, but when she heard the sound of a strange instrument she couldn't help but become curious. What was suppose to be prey became a friend, and through him she learned about human culture, the demons, and of Solomon Fortress. The sapling looked forward to his visits, and in time agreed to be replanted within the Fortress's small garden. Here was where she grew to adore human art and culture, and in the simple duty of a healer. When the human died, she continued his legacy by vowing to protect the fortress. Through careful pruning, she expanded the gardens, hot springs, and healing facilities, and made them into the crimson sanctuary it is today.

Skills: healing, singing, playing multiple instruments (especially the shamisen), botanical art, tea making
Equipment: n/a
Other: her peach cookies are a legend. She makes them to celebrate auspicious dates and victories.
Symbol: Peaches and red flowers


The Ruby Garden Ruby Garden.png Named after the plentiful red maples and ever-blooming lotus flowers that grow here, the Ruby Garden is an oasis of life and warmth in an otherwise desolate land. Hot-springs feed into its koi-filled ponds, warming the earth enough for plants to grow, and providing relaxation and tranquility for those who visit the bathhouse. The water is fragrant and said to have healing properties.

The gardens belong to Lady Ichika, head of the medical facility nestled on the outskirts of the sprawling garden. The healers are trained in the usage of herbal medicines, all of which are grown in the fertile gardens. Thanks to Lady Ichika's power these herbal medicines are unusually potent, and the gardens are ever prosperous. Caretakers of the garden harvest the trees, which bear fruit year-round, and grow vegetables to help feed the fortress's inhabitants. The largest and oldest tree in the garden is a peach tree. Its bark and leaves are pale, and its blood-red flowers are always in bloom, falling gently upon the snow.
 
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Name: Hina Kobayashi
Aliases: Lady Ichika's Assistant
Gender: Female
Species: Human
Age: 23

Appearance: Hina is a rather simple looking young woman with thick black hair kept up in bushels.

Role: Caretaker of the Ruby Garden, Lady Ichika's personal assistant.

Personality: Hina is timid, polite to a fault, and easily flustered. She is dutiful, yet is known to daydream, which only leads to a string of apologies and even more embarrassment. Her heart is more gold than steel and she is easily scared and gets queazy at the sight of serious wounds (she has only fainted once, however!). As Lady Ichika likes to point out, she often looks more in pain than her patients when she attends to them. Despite her delicate stomach and lack of confidence in her ability, Hina has a natural talent for medicine, which is why she was chosen to be the Lady's personal assistant... among other things.

Motivation: serve the Ruby Garden and all allies of Solomon Fortress
Alignment: Neutral Good

Weapon: Has a small hand sickle, though it is used for harvesting plants...

Abilities:
  • Ward against decay: By using a bit of mana, Hina can prevent a perishable from expiring. This is used most often to store fruit and vegetables harvested from the Ruby Garden, and help to keep the troops fed either in the field or at home. It works on food, but also on potions, remedies, and pretty much anything that rots, ferments, or festers. The amount of mana used corresponds with the amount of time the perishable is protected. So long as the mana is restored, something can be technically preserved forever.
  • Purify food and drink: Hina can remove diseases and poisons from edibles. It cannot undo the damage done by rot, but removes the harmful effects of it.
Bio: Hina has spent her whole life at Solomon fortress. Her family have been caretakers and healers of the Ruby Garden for generations, and while Hina enjoys taking care of the garden she is not so thrilled about the healer part. She tends to the gardens, feeding the koi fish and pruning the various fruit trees found within. However, recently she has been appointed as the personal attendant of the Lady Ichika, something nobody (including herself) saw coming. Now she not only manages the garden, but she helps the Lady with her business.

Skills: gardening, medicine, first-aid, making tea
Equipment: she always carries a small (koi shaped) bag filled with herbal remedies, medicine, and bandages.
Other: really, REALLY loves koi fish :> she is also a great dancer, though is too embarrassed to perform for anyone other than the trees and fish...
Symbol: A koi fish
 
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Name: Cardoza Ademar
Aliases: The Silver Tyrant
Gender: Male
Species: Human
Age: 53
Status: Alive
Role: Mollug's Grand General

Personality: In his 20s, a hopeful, optimistic man. In his 40s, following the death of his wife, a cold, stone-hearted general. Cardoza is strict on rules and ready to bend out punishments no matter who it is. He is not corrupt by any means, following through with what is best for Mollug. However, behind this coldness is a layer of warmth to those close to him, being family and close allies. When faced with failure, he searches for the exact cause of downfall, then looking into how he can counter it and take advantage of the failure.

Motivation: To end the war and live out the rest of his days with his family, hoping for grandkids.

Alignment: Lawful Neutral

Weapon: Custom rapier, infused with magic resistance to block spells

Abilities:
Expose Weakness -
Influences his target with slower movement, and an increased amount of damage taken from Cardoza and his allies.
Blink - If under a tense situation, he can cast a minor spell that will teleport him a short distance away (five feet max), going through walls and people.

Bio: Cardoza was born to a renowned Mollug aristocrat. He grew up pampered and rich, but a fateful, incognito trip to the areas around Verruk revealed the ugly truth to him. Wanting to fight for a better lifestyle in Mollug for all, he joined the army around the age of 20. His wife, whom he married at the age of 14 through arrangement through the noble families, soon became pregnant, giving birth while Cardoza was training. Cardoza rose through the ranks quickly, thanks to his family's backing. Because of his high status, he was allowed to return and spend time with his family. However, when Wyman was 15, her mother fell ill, dying weeks later in spite of Cardoza's best efforts.

He grew bitter after her passing, degrading into a stone-cold man. His daughter was less than thrilled, though, and with a new courage applied for the military to fight alongside his father. Part of her reason was so he wouldn't be alone during work. Obviously, he was against it at the time, but she applied in secret either way. Eventually, he grew used to seeing his daughter in the battlefield, promoting her to general. When she returned with a dragon of her own, pride had overtaken him. After his wife's passing, the last ray of hope he had left was in his daughter, the only person he found himself smiling for.

Without her, he would truly have lived up to his alias of "The Silver Tyrant."

Skills:
Duelist -
Cardoza's fighting style is known for its agility and precision. He's taken on a whole squad of swordsmen and won singlehandedly.

Other: Cardoza lives in his family mansion, formerly with his wife and daughter. A painting of the Ademar family hangs proudly in the grand foyer.
 
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(MINUS THE EARS)

Name:
Vera Heilen
Aliases: Leaf
Gender: Female
Species: Human
Age: 19
Status: Alive, but saddened
Role: Mollug Knight

Personality:
Vera is a joyful, optimistic woman who is passionate about her home kingdom, but realizes the corruption that takes place inside. She wishes to help those in need, and thought joining the war would quench her need. However, that proved to be the incorrect answer.

Motivation:
Fight alongside her heroes (the Ademar family), get better at magic, bring peace

Alignment:
Lawful Good

Weapon:
Sword... that's all

Abilities: (Vera is an amatuer mage and needs to chant prayers when activating spells)
Heal -
A weak heal that can remove one large gash at a time.
Purify - Just as weak as the heal. Can remove poison and turn wine into water. Corruption is unaffected.

Bio:
Born in an aristocratic family, Vera was once a pompered and spoiled girl. During an eventful trip outside her mansion, the reality of the situation in Mollug was exposed to her. She saw how the poor suffered at the hands of the rich, and the hate spread everywhere. She wanted to right the wrongs of Mollug without destroying it, and believed that joining the army was the solution, having never learned the grimy details of doing so. Her parents didn't want her there, so she ran away and went under a new identity to avoid suspicion, and joined as a seeming commoner at an early age.

Vera was greatly inspired by the greatness of the Ademar family and their ideals. Though training was challenging, she powered through with the belief of wanting to fix everything Mollug has done. However, warfare was vastly different than she imagined. First off, they were fighting against the wrong things, being Nortestra. Still clinging onto hope, she traveled with her squad to her very first war: the siege of Castellan.

It was there she witnessed the massive causalities, the brutality of the knights and warmongers. Her squad was wiped out at the cathedral, and Brother Beast ran away, leaving her to flee by herself from the black-eyed child that did vile things to her peers. As death approached her, Vera uttered a prayer... and it was heard.

Skills:
Nimble -
Vera can scale tall buildings and the like with ease, and excels at evading attacks.
Strong-willed - Once she sets her mind on something, it's near impossible to stop her.
 
Name: Karen
Aliases: Queen Shark, Ocean Dweller
Gender: Female
Species: Human
Age: 20
Appearance:
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Fused Appearance:
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Role: Synthia Inquisitor
Personality: Karen listens to anything Synthia or any Molluh higher up tells her to do. She is also rather arrogant. In battle, Karen is unsatisfied with fighting opponents that pose no challenges to her, going so far as to invite multiple opponents to attack her simultaneously. also likes toying with her opponents in battle, especially if she doesn't consider them a threat. She is easily irritated, however, rising to the simplest of taunts
Motivation: Serve Mollug with honor
Alignment: Lawful evil
Weapon:1584322529497.jpeg 1584322574872.jpegSamehada- Though usually wrapped in bandages, Samehada's construction is atypical in that its actual blade is comprised from a series of downward-facing scales running along the entirety of its length until its hilt, at the base of which is a small skull. Samehada grows larger in proportion to the amount of mana it absorbs, causing its scales to become so long that they ultimately resemble shark fins and its mouth, located at the tip of the blade, to become even more pronounced with visible teeth. Keeping Samehada wrapped in bandages apparently helps to inhibit this growth to a certain extent.
Abilities: Her normal abilities will be black while her shark enhanced versions will be blue. Samehada’s abilities will be red.
Samehada abilities:
  • Natural: As the blade is made up of scales, it inflicts injuries through shredding or shaving what it comes into contact with, rather than just cutting the object in question. This flaying effect is similar to a shark's skin, hence the sword's name. While it ordinarily remains rigid, Samehada's hilt is able to stretch and bend to great extent, allowing the weapon to be used like a flail. To supplement the blade's offensive capabilities, it is able to extend its scales to spikes, and protrude spikes from its handle. Samehada can also be used in conjunction with Water Magic, leading to the sword glowing with mana.
  • Natural 2: Samehada shares a symbiotic relationship with its wielder. Although it continually consumes the mana of its owner, its largest meals come from fights, where it absorbs the mana of the opponent by slicing through it. (It doesn’t eat it all. Only tiny bits of it. Similar to tiny bits of mana it eats from her. It won’t affect the target unless they’re already super weak. Then rip..).
  • Weapon Fusion: While the ability to absorb mana is useful in defeating opponents, it is also beneficial to the user as well. Samehada has the ability to transfer the mana it has absorbed to the wielder by partially fusing with them, so it can be used to either revitalise the wielder's mana and stamina. A wielder such as Karen can take this fusion one step further by completely merging with Samehada. Doing so causes her to become much more shark-like in appearance, growing fins and webbed hands that allow him to move through water with considerable ease. It will fuse with a weakened or inexperienced wielder on its own accord, taking them over and causing them to go on a rampage until they are separated.
Water Manipulation: She can control water by fusing her mana with it. She can control and use attacks that don't use mana such as a slice of water from manipulating water. The more water the bigger the slash.
Water magic: Water Magic is a form of Magic revolving around the use of water, which is placed under the user's command for them to employ for various purposes. Depending on its use, the physical properties of water can be manipulated to the user's advantage; large masses of such liquid are shown to possess remarkable force, being usable to inflict blunt damage upon targets by sweeping them away with water. Users can also use water as means to enhance the power of whatever weapons they may be using in battle. She can manipulate water as well, creating sharp wave attacks or even using them to trap poison inside of. With the water she creates using high amounts of mana she can use her attack spells at a lesser cost. Due to her using mana created water to create her other attcks.
  • Rain: Casting a spell that leaves her open she summons a giant cloud created from her mana which lets a heavy rain rush down. Usually creating big puddles around the area for her to use.
  • Water dragon: The user manipulates water into the shape of a dragon, which they then direct at a target. The water crashes upon the target, dealing significant physical damage. Ideally, users will use pre-existing bodies of water for this technique, but sufficiently skilled users can instead create the water themselves. The more talented the user, the greater the amount of water that the dragon can be made from.
  • Water clone: Using water from the surroundings, the user creates one or more copies of themselves. These water clones are physically real, allowing them to interact with others and even perform the same spells as the user, but are extremely weaker. Water clones only have about a tenth of their user's strength. When a water clone is sufficiently damaged, it will revert back into water.
  • Water prison: This technique traps a target in a sphere of water; the water can either be drawn from the surroundings or expelled from the user's mouth. The water that the sphere is made from is noticeably heavy, which restricts the target's movements and can make breathing difficult. As such, those trapped within the water prison cannot ordinarily escape on their own. (Though one can break out if they used an incredible amount of power). The best way to free someone out of the prison is by attacking the caster. In order to maintain the prison, users must stay in contact with the sphere, typically by keeping an arm submerged within it. For this reason, a water clone is best comboed with this spell, letting the clones attack any other target while the main holds the prison. Sound can also increase the volume in the water which will make it burst thus breaking the prison.
  • Water shark bullet: The user manipulates volume of water with their hand; by thrusting their hand in a direction, the manipulated water is sent in that direction. As it moves, the body of water takes the shape of a shark, with additional water following in its wake for as long as the user keeps their hand thrust out. Because of how quickly the shark moves and because of how much water there is, it does extensive damage when it impacts something. Users can also ride within the water shark as it moves, allowing them to travel faster than they're able to swim. The shark can be avoided or hit with a powerful attack that makes it explode uselessly.
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  • Five Feeding Sharks: The user puts their hand on the surface of a body of water and from the tips of five fingers, mana is released into the water, changing it into the form of five ferocious water sharks. The sharks circle the target with high speed, creating a raging stream that takes away their prey's freedom of movement and their sharp teeth tear into the enemy with each consecutive attacks. One weak swing or spell can easily destroy these sharks. They turn into water puddles for her to use later.
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  • Great Water Shark Bullet: The user creates a gigantic shark out of water and, by thrusting both hands forward, sends it to attack the opponent. This technique differs from the original, since this is able to absorb fire magic to grow in size. Cost more mana then the original, takes 1 minute to cast. The user must clap their hands together and focus the mana together.
  • Exploding wave: The user spits out a great volume of water from their mouth, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet. The amount of water created is proportional to the amount of mana used. Afterwards, the excess water can be used for additional Water Magic techniques. (Usually used to surround an area with water for her to use). (It takes her about 2 minutes for her to cast this spell.)
  • Great Exploding Wave: This technique is a larger version of the Exploding wave used in her shark form. With it, the user spews out a massive amount of water, covering an entire area with crushing waves. The produced ocean of water can be used for further techniques. This move will take high amounts of mana. (It takes 3 minutes for her to cast this spell.
Mana sense
Mana gather: By focusing on charging up her mana faster she can gather around natural mana to assist her in returning lost mana.
Skills:
+fighting
+assassination
Equipment: A giant jar that she carries on her back that is used for storing water.
Other: She has a pet cat at home.
Symbol: a blue wave on her chest.

Name: June
Aliases: Beast Tamer, Wild’s friend, Animal talker
Gender: Female
Species: Dark elf
Age: 22
Appearance:
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Role: Synthia Inquisitor
Personality: June is calm, taciturn, level-headed, and analytical, preferring to not engage in combat: she is content with silently observing both parties until the fighting reaches its conclusion. She has shown moments of being easily angered into wanting to kill someone. She cares deeply about Karen and especially Synthia. She will throw her life on the line for Synthia.
Motivation: Serve Synthia
Alignment: Lawful Evil
Weapon: Normal sword
Abilities:
Sealing magic - this magic is not perfected one bit and she usually compliments it with a small jar and a seal. By touching a target a seal mark will cast on the part she touched. She’ll have a 2 minute span to cast the seal, while casting she’s completely open.

Mana sense

Summoning magic: By making contracts with certain species she’s able to summon them to her aid and fight. These creatures can vary in size. The bigger the more mana they use. She can summon two big summons at once. Though they take a while apart to cast both. Her mana pool is the highest out of Synthia’s troops, which is why she’s an inquisitor. All of her summons are linked to her. She can see through their eyes at will. All big summons are 13-15 ft tall, have purple glowing eyes, and don't have the metal barbs in them.

Most of her summonings can be taken out by one clean hit except for the dog, ox, rhino, and golem. The dog you have to find its weakness point. (Its stomach). Off defeat they will disappear with giant clouds replacing them. They are sent back to their homes to rest. None of them are nearly op, but they are tough cookies.

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  • Her usual summons: Rhino, Ox, Bird, Chameleon, Crustacean, and Dog. These summons are her main fighting creatures.
    • Golem - Similar to Synthia she can summon Golems, Though they vary in size. The biggest one she uses is the same size as the other big summons and isn’t affected by the one hit ko. It is defeated like other golems which is an orb located somewhere in its body.
      • Elder Golem: the biggest golem she has.
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    • Rhino - Because of its sheer size and nature, it had great brute force, able to destroy an entire buildings and barriers after charging into it. Takes two hits to defeat. It usually attacks by charging up a dash.
    • Ox - by its sheer size, possessed a great deal of brute strength. Takes two hits to defeat. Ox uses its horns to fight its opponents and stomping capabilities. Its stomp can create a giant crater.
    • Bird - This summon can move at an incredibly fast speed, and can use that velocity combined with its beak to form powerful dive attacks slamming its beak into its opponent. The bird has additional abilities where it could lay a large quantity of eggs that subsequently explode like bombs. This summon she usually uses to get out of situations or to help the ox or rhino in battle.
    • Chameleon - Much like a real-life chameleon, this creature can also blend with its surroundings for camouflage, so perfectly that it renders itself completely invisible to other viewers around. Those who have mastered mana sense will be able to find this slick beast. As perfect as it may be, however, this camouflage can be detected by barrier-related techniques. Another reptilian trait that the chameleon shows is the ability to crawl on vertical and inclined surfaces, such as walls. The snake-tail can be used as a prehensile limb, to be able to grab and capture intended targets. It can use its tail to grab targets too. June usually hides in its mouth to recharge her mana in long course battles.
    • Crustacean - Wild bubble wave, The user spits out a large volume of foam-like bubbles which covers the ground and reduces its friction, considerably limiting the opponents' movements. The bubbles are spit out with violent force that is capable of washing away most attacks, such as oil and fire. This technique can also be used as an effective smokescreen. The crustacean also has a sticky bubble attack if successfully hits the target it can stick them to any surface, the glue effect can be cut or burned off with no problem. Crustacean can also give a bubble effect to its rider allowing them to breath longer underwater.
    • Dog - It can split apart, when struck, into individual dogs that can then merge back together. It gains additional heads every time it splits in this way, and each duplicated dog looks similar to the original. Only way to defeat this dog is by either finding its heart and stabbing it. Or by defeating the summoner. The dog can only split up 3 times making it 6 dogs. This limit is so it doesn’t drain too much mana from june. Each time it splits the copies from the original are weaker and shorter. Each split costs more mana. She only uses this summon to overwhelm a big target. Usually summoning the dog by itself except in duo with another beast.
  • She can summon smaller creatures that she can use to scout areas for her, or small troops of skeletons. Smaller golems as well.
Healing magic: Her healing magic is not top healing, but she can heal small wounds.
High mana pool: due to her being an elf she has natural gift in high mana.
Skills:
+Guiding
+Listening
+Contracts
+Animals
+Cooking
+Spear fighting
Equipment: poison dagger
Other: Bonds with her summons on her own time.
Symbol: All of her big summons heads on her back.
 

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The Shady Squad
Name: Aldreg
Aliases: Doctor, Mad Scientist, “All knowing”
Gender: Male
Species: Human
Age: 32
Appearance:
image0.jpg

After Invasion and fused with the Item:
76af1e5769ccfde6ee9511f7926de371.jpg

Outfit (After invasion):
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Role: Commander of Research and Development

Personality: Aldreg is a polite, soft-spoken intellectual, often addressing his subordinates by their given names. He rarely shows any sign of alarm or distress, and often has entire situations planned out well in advance. Whenever confronted, Aldreg is casual and uncaring, attempting to draw out a conversation and make small talk, which often infuriates those he is talking to. Aldreg appears to be a very kind, well-respected commander and was looked up to by many, especially his right hand Ara. She worked under him to build up a reputation before being picked to be one of three knights to protect sulric. However, this was just a mask to disguise his manipulative, and very dangerous, nature.

(During & After the next invasion)

In truth, he cares very little for his underlings, and is willing to use almost everyone around him as pawns to achieve his goals. He is willing to stop at nothing to further his ambitions, including manipulating or killing anyone if he deems it to be necessary. He frequently toys with his underlings for amusement.

As the commander of his new army, Aldreg controls his minions through acquired respect or fear. Gen has some sense of Aldreg’s emotions and feelings. According to Kinji, Aldreg mastering a powerful magical item had made him become less cautious in battle. Aldreg admits his new powers allow him to let his guard down. Due to this newfound power, Aldreg has developed an arrogant and overconfident attitude, often not even thinking of his attacks or defense through any longer like he used to, or even bothering to find out the effects of his opponents' and his own attacks. In his newest form, he has developed a severe superiority complex, believing he is now above all. Because of his superior attitude and high intelligence, Aldreg is easily enraged when facing something or someone which he does not understand.

Motivation: (TBA)
Alignment: Good???? Evil???
Weapon: Kakyō (Flower Mirror)
Abilities: (His abilities already been discussed)
Shin no sakkaku (True Illusion): It controls the five senses to the point where it can make the target misinterpret another person's form, shape, mass, feel, and smell to be an enemy's. The initiation condition for the hypnosis is for the enemy to see Shin no sakkaku at the exact moment it is released. After seeing it just once, this person will completely succumb to the hypnosis every time it is released, regardless of how long ago they saw it. When Aldreg turns off the hypnosis by force of will, the image shown melts away or shatters.Shin no sakkaku is absolutely flawless; even if the target is aware of being under the hypnosis, they cannot resist its influence. The hypnotic abilities make it a highly useful tool in combat, for Aldreg can create simple or complex illusions to deceive his opponents. For example, by creating a decoy of himself, or other illusions to distract his opponents, Aldreg can hide his own movements and attack with impunity. His opponent will remain focused on the illusion until it is too late to react.
Weaknesses:
Sight requirement:
The Shin no sakkaku release must be seen for victims to succumb to the hypnosis, its ability does not work on the blind or those who have not seen its release. The release is when the sword’s blade is visible enough to reflect light, meaning he can barely pull it out of sheathe and trap you if you look at the strange light for 3 seconds.
Near Flawless Illusion: While the illusions Shin no sakkaku creates are quite powerful, those with considerable power and skill themselves may be able to note slight differences in the illusions compared to the real thing, even if they are not able to determine what exactly is different.
Mana Presence: The Mana of Shin no sakkaku gives it away to those who are unaffected by the hypnosis or those who are keen enough to sense its actual presence while under the hypnosis.
Touch Negation: By grabbing the sword before the complete hypnosis will stop the spell from being casted. Or defeating the illusion in combat will knock you out of the trance.
Strong Minds: The sole counter is Those with a strong mind can easily cancel the spell from affecting them.
Outside help: If helps by shaking and calling out to the person that they are in a illusion, it can help trigger the person trapped to realize the illusion is fake and thus break the trap.

Evolution: Once his body is fused with the item, he will undergo transformations if circumstances are met, he will slowly become an "perfect" being by the end of his evolution. The circumstances, 1st stage: take immense physical damage, 2nd stage: conquer his conscious, 3rd and final stage is overcoming his mental boundaries. With all of these if met he will slowly begin transforming over the course of battle. The transformations (evolutions) are permanent meaning once he goes down this dark path there's no going back. By fusing human and demon powers together he believes he can become the perfect being though theirs a price for power.
Stage 1: From the immense physical damage he will covered in a white mask like armor covering his entire body, in this form he loses sanity and becomes more demon like. This form allows him to be more perceptive, physically stronger/faster.
Stage 2: Once over conquering stage 1 he will be in a semi complete state, allowing his head to be free of the shell yet with longer hair his eyes are black with white pupils.
Stage 3: Once he realizes his mental is blocking the final transformation he will be sealed within a cocoon, which will then crack releasing tons of blood. Emerging from the cocoon he will have four sets of wings with eyeless heads attached to the tips of them, a tail, a black face mask, sharper teeth, black claws on his feet and hands. In this state all of his traits are enhanced, yet he loses the ability to use his Shin no sakkaku.

Flash Step (Advanced): Supurinto (Sprint),
is a faster flash step yet reduced range the user can go. The Supurinto has also a different sound then the normal flash step; rather then the swishing or sometimes silent flash step, Supurinto makes a booming or static noise.
Mana Sense: Like other characters he can sense the location, life force, and even power scaling of the individual. Due to him being blind he can as well see the silhouette of the person he's sensing. The stronger and closer the enemy, the more powerful the sensation. Also, if a mana is very powerful, it can be sensed from afar by people who are trained to sense mana. As well able to sense whether the life force is good or evil.
Common Magic he knows: Sealing Magic, Beam Magic, Summoning magic, Healing magic, Barrier magic, Element Magic (fire, water, wind, etc), Enhance magic, Clone Magic.
Bio: TBA
Skills: Genius Intellect, Master manipulator, leadership, Master strategist/tactician, master magic user, master swordsman, high magical power, high mana pool, rider, world knowledge, etc.
Equipment: Keeps mana and health potions tucked in his shirt.
Shinka ōbu: Small Purplish-White orb composed of a rare substance, believed to have the capabilities of dissolving the boundaries between humans and demons, allowing one race to attain the powers of the other. However it's true power dwells within the ability to sense the heart of those around it and materialize their deepest desire.

Ian's was colored blueish-white while Aldreg's was redish-white.

Only two exist which will soon be fused together to make one. The original created by Ian Hime, and the second being Aldreg following up on Ian's research.

Once Aldreg gets ahold of the original, the seal that was placed on it breakes, but the orb still needs time to awaken from its dormancy. However Aldreg will discover that he can temporarily bypass the awakening period by fusing it with him, by doing so drastically cuts his lifespan.

Bio:
During the time Ian started to conceive the concept of the orb, Aldreg had already came to the same conclusion having created his own separate from Ian's. Realizing the artifact was incomplete Aldreg presented it the souls hundreds of Nortestra's citizens and even knights. Though realizing Ian's was also incomplete Aldreg had in mind to steal Ian's and present it to his own to fuse the two together.

Other then Aldreg, Ian's project was more public. The commanders and king are the only ones who know about the original, though the king told Ian to discard of it due to it being so powerful it was alienated from mana. Unable to destroy it Ian seals it away deep under a chamber inside of the kings castle.

Some years before the Out-Casters was form Aldreg conducted his first experiment. The help of his subordinates he successfully turned Kinji and the rest of the out casters forcefully into demonification. Although it was successful in stabilizing the souls it failed in undoing their demonification. Kinji was framed for the project as a possible way of seeking power to rebel the king. The group was then exiled from Castellan, all of Nortestra, and as well getting a execution order placed on them if they are spotted. Due to this Kinji and his crew to left Castellan and hide within a forest a few miles off. Soon after leaving Castellan the Out-Casters came in contact with Ian before he sealed his artifact away and so he undid their demonification allowing the demon to reside within their bodies and coincide souls. Thanks to Ian the group learned to control their powers and was labeled in Nortestra as Demon Knights, rumored to have gained demon powers through illegal means.

Abilities: (These factors will play across the course of the rp as the arc I prepared progresses.)
Overbearing Power:
Desire Materialization: Has the ability to be a guiding force to manifest the desires of those with the strength to carry them out. The artifact has strangely possesses a will of its own.

  • Demonification/Humanification: Not a true ability of the Shinka ōbu the orb takes on this property because it is what Ian had desired when he invented the artifact. With this in act it allows the bypass of the barrier which separated humans and demons. Such allowing a human to undergo a demon transformation and a demon to undergo a human transformation.
Fusion: Soon to be demonstrated by Aldreg, the Shinka ōbu can be embedded into one's body, fusing with it completely, in this state the artifact protects its master by healing it's master's injuries (not as fast as sulric). While fused together the Shinka ōbu will understand its master's heart, allowing the fusion process to begin, reconstructing their soul triggering transformations, "Evolutions". The first fusion is obviously the person embedding the artifact within their chest. By doing so drastically cuts the person's life span. If the artifact is removed forcefully could cause the person to either instantly die or trigger another evolution.
  • Stage 1: Aldreg's first transformation is a rather phantom-like figure. His face will be covered with a white canvas, and outfit will now be a white cloak that is split into four sections near the waist. A cross resides in the middle of the cloak showing where the Shinka ōbu is embedded within him.
    • Enhanced Endurance, Enhanced Strength, Enhanced Speed, Slight self healing, Enhanced Mana (Enhanced mana meaning he will be able to be felt by those who don't attain the mana sensing ability. The vibe his mana will give off is a cold yet powerful.
  • Stage 2: After finishing his chrysalis stage, Aldreg will shed through the sleek phantom like form to reveal his original one, the addition is longer hair and gray eyes with purple sclera.
  • Stage 3: Once in this form he will have completely break the boundaries of human and demon allowing the form to be his "perfection". On the center of his forehead he gains a third eye, and the skin on his face will split open down the middle and pull back around the sides of his head to reveal a blackened, demon like skull, He develops a hole in the center of his chest where the Shinka ōbu is standing in the middle. Aldreg's feet become single claws, and his hands become blackened. He gains a set of six sheet-like wings, eyes set upon the center, adorned with demon like skulls, and trailing into tendrils. Aldreg no longer retains his clothes yet his musculature becomes more defined.
    • In this final form he loses the speed factor yet gets a small de-materializing ability. Its the forms own "flash step". Also is given the ability to regenerate.
--
Symbol: Flower tilt over with one pedal on the back of his right hand
GenName: Gen
Aliases: Snake
Gender: Male
Species: Human
Age: 22
Appearance:
Ichimaru.Gin.full.2350724.png

Role: ???
Role: Frontline Commander
Weapon: Wakizashi, light blue hilt, two slim swirls of metal looping around the blade to make an open oval, that resembles a "S"
Personality: Gen is a very mysterious man, since his almost constant smile, combined with his heavy use of sarcasm and mocking politeness, make it very difficult to discern his thoughts. Many find his demeanor and appearance rather unsettling and there are very few who are willing to trust him. Gen is fully aware of the effect he has on others and more than once has toyed with people's emotional states for his own amusement. Both Yuri and Ara are shown to be frightened from him; Ara noted to herself that she felt like she was being strangled by snakes whenever he spoke, even if he was not speaking to her directly. Gen speaks politely, but indirect. During his free time, Gen would often go out for walks around Castellan. Despite his hobby supposedly being people-watching, it would seem as though he also enjoyed hunting around and searching for an opportunity to create mischief with some poor victim. Although becoming a commander within Castellan Gen still only loyal towards Aldreg.

After the Demon experiment “x1-10”, Gen becomes more quiet and calm, still carrying his Commander duties in silence of having new found powers.
Motivation: ???
Alignment: ???
Abilities:
Body Modification: Due to making a pact with his demon snake (Black Snake), Gen's body over the course of time slowly going through modifications. With these modifications he can heal and regenerate from varying lengths of damage in fairly short periods of time. For a lot more grievous injuries, like bisection he can simply reconnect himself using snakes or simply shed his skin to regurgitate himself a new body, free from most damage.
Nobasu 伸ばす (Extend) : Thanks to his body modifcations it allows Gen to stretch his neck or arms.​
Kakuchō ken (Extended Sword) : To activate this sword ability Gen has to say the phrase "Shoot to kill". The blade glows white and extends at high speeds to impale his opponents from a distance. When its extending the blade carries tremendous force.​
Shin no kakuchō (True Extension) : In order to cast this amplified version of Kakuchō ken, The user must chant out "Shoot to Kill and kill all who stands in God's spear, I present you God's-Death Spear!" With that the blade gains an amplified version of Kakuchō ken being able to extend longer with greater force and at a faster rate. In order to cast it multiple times after the original cast, the user must use more mana then intended.​
Shed: This technique is used after sustaining massive injuries or as a means to elude a seemingly inescapable attack. It allows the user to materialize a whole new body, by regurgitating it from their mouth's similar to that of a snake shedding its skin. Although being blessed with a new body the person has to regain their mana back, similar to how the summoners got nerfed after being revived Gen has to start from the beginning being his power cut by half.
Poison Magic: Either released in a gas similar to synthia or by him biting the target, Gen's poison effect works best if the user he places it on continues to over use their mana which exhilarates the spread. The venom's can be cured by a gatcha plant, their red daisy looking flowers.
Summoning Magic: Gen usually can summon smaller snakes for various purposes depending if attacking or spying. The more combat orientated snakes are summoned through his snake symbol that's wrapped around his right arm. His largest and strongest being Minda.
  • Minda:Minda was the largest snake in the world, being out-sized by the newly appearance Sand Wyrms. His mouth alone can open wide enough to swallow a Sand Worm whole. His color is purple, with black rings running down intervals on his body. His massive fangs resemble that of a constrictor snake yet still carries venom in them. His eyes are green, and he has four horn-like protrusions on his head.​
    • He only has one ability with many physical traits. His main ability is the venom that passes through his fangs, enough to take down a giant beast within a matter of 3+ days depending the size of it. Minda is well feared by the giants that are summoned by other summoners as the "strongest colossal serpent". He his able to shed his skin similar to Gen, and is very quick for being a colossal snake. His skin is very durable as well and his mouth could be used as shelter.​
Demonification: Gen's speed, regeneration, and strength are all boosted within this state, although he can only hold it for 4 minutes at a time. If he goes over the limit his demon takes control turning him into a giant black snake.
Mana Sense: Like other characters he can sense the location, life force, and even power scaling of the individual. Due to him being blind he can as well see the silhouette of the person he's sensing. The stronger and closer the enemy, the more powerful the sensation. Also, if a mana is very powerful, it can be sensed from afar by people who are trained to sense mana. As well able to sense whether the life force is good or evil.
Flash Step (Advanced): Supurinto (Sprint), is a faster flash step yet reduced range the user can go. The Supurinto has also a different sound then the normal flash step; rather then the swishing or sometimes silent flash step, Supurinto makes a booming or static noise.
Common Magic he knows: Sealing Magic, Healing magic,
Skills: Supurinto expert, Mana sense master, Master Swordsman, immense magic power, sneak attacks, suppressing his mana low to not be sensed, Genius Intellect, Psychological Warfare
Symbol: Snake wrapping around his arm
TeranName: Toren
Aliases: Bat
Gender: Male
Species: Human
Age: 28
Appearance:
tousenkaname.png

Role: Commander of Communications
Personality: Teran creed in life is to "take the path with the least bloodshed"; it was for this reason that he felt it necessary to follow Aldreg. Despite this, he knows of Aldreg's plan which will require the deaths of thousands of innocent people. Teran is also one to be noted "Scarred of death". Despite stating many times how much his friend loved the world, he himself never said so, and in fact hated the world that took away his friend and let her killer go free. He hardly speaks to anyone other then Aldreg, Gen, and princess Athena. When he does talk to someone out of that circle it's something important, or just a response.
Motivation: Follow Aldreg's plan without question.
Alignment: Neutral (Leaning more to the evil side)
Weapon: Anrui 暗涙 (Silent Tears) (The sword is in his image), to release his sword in it's true form he must call out, "Cry". If he does not say this calling his sword will stay in its sealed state which is a normal katana with an orange hilt.
Abilities:
Naku kane 泣く鐘 (Crying Bell): Projects a high-pitched tone over a wide area, overloading the hearing of anyone in range and knocking them unconscious or temporarily making their senses disorientated. Best used against weak opponents, though could work on strong opponents as well if they are close to Teran. The rage is only 15-20 meters radius. The further the person is out the radius the ability is less effective.
Blade Rain: Anrui vibrates momentarily and, after Teran moves the blade around him in a semi-circle, a trail appears, following the sword's path. The trail turns into hundreds of blades, which rain down on his opponents
Mana Sense: Like other characters he can sense the location, life force, and even power scaling of the individual. Due to him being blind he can as well see the silhouette of the person he's sensing. The stronger and closer the enemy, the more powerful the sensation. Also, if a mana is very powerful, it can be sensed from afar by people who are trained to sense mana. As well able to sense whether the life force is good or evil. With the sense he is also able to tell if it's male or female.
Echolocation: A physiological process for locating distant or invisible objects (such as prey) by means of sound waves reflected back to the emitter (such as a bat) by the objects. How he casts this spell, he must be at a similar state to meditation to focus on all the objects around him.
Keen sense: Due to Teran being blind he is very keen on six out of the seven body senses. Smell, Taste, Hearing, Touch, Vestibular, Proprioception.
Demonification: With this Teran gets enhanced speed, strength, and endurance, although he can only keep the form up for every 5 minutes. If he goes over the limit similar to other demon holders, the demon within him will take over his body and do a complete demon transformation.
Flash Step (Advanced): Supurinto (Sprint), is a faster flash step yet reduced range the user can go. The Supurinto has also a different sound then the normal flash step; rather then the swishing or sometimes silent flash step, Supurinto makes a booming or static noise.
Common Magic he knows: Sealing Magic, Beam Magic, Summoning magic, Healing magic, Barrier magic, Element Magic (fire, water, wind, etc).
Skills: Writing, Reading, Mapping, Swordsmanship, Hand to hand combatant, understanding, debater, silent, expert cook, world knowledge, smart, rider, leadership, etc.
Equipment N/a
Symbol: A fly on his back
IanName: Ian Hime
Aliases: Hermit
Gender: Male
Species: Human
Age: 45
Appearance:
a60b2483d02e5e8124bc2dc286952fc4.jpg

Role: Former Commander of Research and Development
Personality: Usually laid-back, optimistic, jovial, humble and eccentric. Ian can show a deceptively cunning and serious side when the situation warrants it. He commonly uses idle conversation and outward concern to distract his opponents. Despite the care free attitude he always speaks politely, but with some sarcasm. Princess Athena noted that Ian tends to go over the top with whatever he finds and becomes passionate about.

He's usually found near the scene of an important event, but rarely intervenes in situations, preferring to stay on the sidelines. Ian also often knows more information than he lets on, and on top despite being a major player in the situation, he'll act only as a catalyst. He rather have others do the work for him. Ian can often be manipulative, tricking people into doing things that he wants them to.

Ian is a very pragmatic combatant, believing using any means necessary in a life and death battle is very essential in victory and survival.
Motivation: To continue protecting Castellan
Alignment: Lawful Good
Weapon: Normal Katana
Abilities:
Mana Sense
Flash Step
Healing Magic
Sealing Magic (Mastered)
Element Magic
Summoning magic
Beam Magic (Either through his blade or fingers)

Skills: Genius Intellact, Expert Tactician/Strategist, Good Company, Good teaching, Word knowledge, etc
Equipment: Small booklet he keeps within his clothes, spells are written within the booklet that he reads to remember the casting.
Symbol: White flower
ArenName: Aren
Aliases: King of Nortestra’s knight, Ara’s boyfriend
Gender: Male
Species (Before the invasion): Human
Age: 26
Personality: A very kind knight who listens to any order a higher up gives him. Usually spends most of his free time with Ara. He gets along well with anyone he comes in contact with. Although going through a rough past he still smiles forward and serves his kingdom with pride.
Role: King’s knight
Appearance:
QTZmEoo5WtLR9VKBC3H2K_RvsO454SfmBK-JYbdUQpUv4jJrSl6bdqtImKorMOLeCM9sKWEKpcX57cHHuGDRxBLyA53ZOQWLQw8sTEZLrQzMp3s-8JE5nmyoGnLkJ1KeXtGJ8g3v

Motivation: Aren believes in living at peace so he strives to become strong enough to protect Nortestra from danger
Alignment: Lawful Good
Weapon:
a4uqV5IVVJAEdQBxTxwVl7zgSsK2ki2GCbde0EXNQkP7jTTC6d8gf-EBqON8rNJMmYcd_83tCY6FjkyXI9IdXXUJA3dNsRw-Ycw6jHkr5ZDa1VAwCs_XpYlXsZjvgB6brK86bzfM

Abilities:
Flash Step
Mana Sense
Fire magic
Heal magic (weak)
Shadow magic

Skills: Good cook, skilled swordsman, skilled magic user, very resourceful
Symbol: Horn on his right palm
 
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1587751458055.png

Name: Desh Daalwijk
Aliases: Rama
Gender: Male
Species: Human
Age: 49
Status: Alive
Role: Fallen Revolutionary

Personality: Desh holds a prejudiced view against all Mollugs, though he tries his best to hide it. Despite his resentment towards Mollug, he's not as aggressive as to attack the moment he sees one; he prefers working in long plots to ensure his goal. He's constantly bitter, tending to look down on most others with a sense of superiority. An overall jerk, but not as much to those he considers a friend valuable ally.

Motivation: Bring ruin to Mollug and prevent the menace of the summoned.

Alignment: Lawful Evil

Weapon: A bow and arrow, constructed out of the most efficient hunting materials that extend range and durability of the weapon. A fully charged arrow from him can create boulder-sized craters in the ground. Also a short sword for close-range combat.

Abilities:
Ergokinetic Cloning -
He can create clones of himself by using mana. Desh's clones spawn with a bow and arrow at the ready, as precise as he is. The only difference is that they're extremely fragile. He can have 12 out at once and can run out of mana if his attackers are persistent.

Bio: A former aristocrat, exceedingly skilled in Desh carved his name in Verruk's history as the leader of one of the closest revolts that ever came to succeeding. Alongside his wife, they recognized the strife that the lower citizens suffered and used it rally them into a powerful force that nearly rivaled the inquisitors. His wife's connections supplied them with the same, powerful weapons as the Mollug army, and they sprung an attack that lasted months on end. However, the Mollugs pulled through, smashing the rebellion and infiltrating Desh's hideout. His wife and many other key members of the rebellion were slaughtered, and Desh was presumed dead.

In reality, he managed to escape the bloodbath, fleeing from Verruk on the verge of death. Collapsing in a desolate forest, a young woman appeared before him. She recognized him as the failed revolutionary, and offered a deal. At first, Desh didn't trust her cheery demeanor and happy-go-lucky aura, but she led him into something far greater than his revolution. Providence. Years after his failed revolution, Rama has made himself known as Providence's top enforcer. Armed with shiny, magic-enhanced armor and inhuman accuracy, his plan to eradicate Mollug and aid Nortestra and Providence has been put into play, accepted by Terrin himself.

Skills:
Expert Bowman -
Desh is able to hit moving targets from miles away. However, he's still human and will miss occasionally.

Equipment:
Magic Armor -
Gives Desh resistance to magic and physical attacks, meaning he won't die instantly, even when against summoned. It also buffs his speed to move and attack faster than a regular human.

Other:
-With the mask on and his voice changed, the current Mollugs wouldn't recognize him as the failed revolutionary.
-He is the creator of the plan to eradicate Mollug.
-Desh has an explosive chip embedded in his head in case he is captured and/or defects. A sign of loyalty to Providence.

----

1587751469588.png

Name: Meira Aarle
Gender: Female
Species: Beastperson
Age: 23
Status: Alive
Role: The Runner

Personality: Meira will always try to keep a smile on her face, no matter the circumstance. She does her best not to upset anyone, though her confident behavior can peeve a few people. She gives off a happy-go-lucky aura, making some not take her too seriously. Despite whatever impression she may give, Meira will always see her job through to the end as long as it progresses her towards her goal. For a Providence runner, she isn't particularly discrete about the secret organization that runs the world, leading to her peers having to constantly shush her around people. Not that it changes much.

Motivation: (Secret)

Alignment: Lawful Neutral

Weapon: Two melee daggers and throwing knives.

Bio: (secret for now, definitely not lazy)

Skills:
Enhanced Physique -
As with all beastpersons, they have a greater stamina and physique than normal humans. Her speed allows her to run on walls for a while and to dodge many attacks. Her buffed strength lets her carry most people like Desh.

Equipment: Smoke bombs, flash grenades, health and mana potions.

Other: Meira secretly removed her embedded explosive chip.
 
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Alice's Gift Vault
tumblr_n739zmwXTF1qc29lyo1_640.jpg


Gift Type List:
Ability type gifts bestow powers on the users. So long as the ability is bestowed on a person and not given through an item, they are ability type. They include, but are limited to mutations, supernatural abilities and physical enhancements.

Item gifts are simple. They are items that are items that have their own ability. These items can do many things. Some are a one-time-use, others can be used over and over again and others are in continuous use.

Summon gifts are gifts that allow you to summon creatures, familiars and other things. While people can summon items, these are strictly living things or something that resembles life.

Creation type gifts are gifts of building or making things with abilities. This creation type can create creatures, familiars, technology and magic items. These gifts grant the creation knowledge.

All gifts can be stored in cards called 'Gift Cards' to be traded, earned in a game or bet or held until use.

Items in Vault
Underlined equals Locked:​
Ability Gifts-
Star Eater: This ability gives the user the power to devour and acclimate to massive quantities of energy with no ill effect.

Rabbit: Gives the user superhuman abilities in the form of jumping, speed and reaction time. Much like a super powered rabbit.

Several Beastman Types that turn the user into that specific werebeast. These include werewolf, puma, jaguar, bear, otter, shark, cheetah, hawk, eagle, moose, eel, snake and lizard.

True Vision: Allows the user to gather visual, auditory, physical, psychological and emotional information at a rapid rate. If used properly the user can get all info from a battle that others could not get.

Impact Recoil: This ability allows the user to recoil any impact that comes at them. There is a threshold where there will be a portion of damage that will go through.


Flow Acceleration: This ability enhances reflexes, the flow of movement and agility. The movement is often so smooth that some think this ability has an extra skill of seeing into the future a few seconds.

Iron Fortress: Ability that turns the user's body into a walking fortress. Skin and bones like steel as well as an unmatched level of dexterity.

Anchor Howl: This ability is magical in nature. It is a howling ability that forces an opponent to attack only the user of the ability while it is active. If an opponent attacks anyone other than the user of this ability. It will temporarily give the user extreme magically boosted abilities in order to deal extremely severe amounts of damage to them.

Boost: Temporarily boosts all physical abilities, mainly strength and power.

Accelerate: Ability that increases speed to the level of supersonic.

Vampiric: The mutation of becoming a vampire.

Elemental Abilities: The abilities that allow the user to control the specific element in question. The elements in the vault are earth, wind, fire, water, light, electricity, lava, metal and plasma. She has 17 earth, 15 wind,15 fire, 22 water, 5 light, 8 electricity, 2 lava, 5 metal and 1 plasma.

Word of the Superior: This ability is the power of superiority. As long as the user of this ability believes they are superior to the person they use it on, they can force the other to do whatever they want. They can make them tell the truth, lie, force them to bow or physically obey anything they say.

Black Snow: This ability takes the form of slowly falling black snowflakes. It is easy to dodge, but if a snowflake touches you it will kill a small portion of the part that it touches. You will know it's dead because the portion that's dead will turn solid black.


Item Gifts-
Spring Sapling: This item is a small sapling tree in a burlap sack. This is an eternal use item. Once it is activated it will continue to pour water from the sack. The water from this item is pure and without any pollution. With the right set up, you can give water to an entire city with one sapling.

Monolith Cracker: Taking the form of twin gauntlets with small pile driving spikes on the side. With these the strength and devastating power of the user is enhanced to the highest level. A single punch can shatter or completely destroy stone depending on the circumstances.

Spring Willow: An evolved version of Spring Sapling. This version takes the form of a willow tree that can be summoned in any location. This item looks like a weeping willow with a spiral trunk and willow leaves that look like water. When this item is summoned it will immediately start to rapidly fill the area with a flood of water. The user can control these flowing waters at will, but are still subject to drowning in them.

Summers Sakura: Another tree, this one resembling a cherry blossom tree made of fire. This tree's petals will scatter to the area around it and scorch everyone around, excluding the user. The user can move these petals as they see fit.

Fujimoto: Giant crimson samurai armor that stands at 18 feet tall. This armor is red in color with golden dragon designs throughout. It bolsters 3 katanas, stored shoulder cannons, a parasail shield, a neginata and a studded kanabō (samurai war club studded with metal balls).

Crimson Disaster: A giant straight edge, rocket propelled axe. This axe is basically just something really devastatingly powerful. One swing can crush a well built wall.

Scarlet Rain: A gigantic artillery platform with a large array of weapons and high defenses. It can fire off an entire fortress battalion of missiles all over the field with enough firepower to wipe out an army on the ground or any fliers in the air. Two long-range dual cannons that fire a powerful laser beam at the target. The power of this laser is capable of traveling very far across a long distance & leaving a sizable hole through any building in its path. Finally, it can fire off a spinning barrage of homing missiles.

Beast Pendant: This is a very special magic pendant that allows the user to use the abilities of any animal, mythical or normal, that the user has a friendship with. They can only use one set of abilities at a time.

Scales of Oroborus: These are a set of golden, ornamental scales on a staff. It gives the user the ability to equal out an opponent's strength to the strength of a partner. This is not only physical, but they can even out any skill or ability so long as the partner you are using has a similar skill or ability. The user can only adjust one ability or skill at a time.

Rings of the Knowledge Seeker: This item takes the form of two full finger, clawed rings. One for each hand. The left ring, when the hand is opened, will absorb a magical attack into a summoned book. That book will then allow the person to store that book in the rings infinite library. They can then use that spell or any other in the library, but only once for each time it is written in any book.

Spine of Thassa: This takes form as a sparkling white bone-colored nodachi with blades that looks almost like a saw. It looks a lot like a spine that is still held together by muscle and tendon. It can reach out and be swung around like a snake.

Demon Dweller Sword: A medium length, rusty, black double edged sword with a completely empty center, leaving nothing but an edge to the sword. This sword can absorb magic that it cuts through. It will be stored as a glowing light in the blade and can then be used for an attack from the sword.

Accursed Lantern: This gothic decorative black iron lantern is lit with a green and yellow flame. The user can send out these mythical flames as a fire attack, but also they are cursed flames. The longer the fire is in contact with you, the more fatigued you will be. Fight the user of this item long enough and anyone will fall asleep eventually.

Sunbeam Lantern: It allows the user to absorb chi energy from other individuals around the user and give it to him. In case of normal humans' chi, the user would become physically stronger. If the person the chi is taken from is super powered, the effects are just that much greater.

Boots of Hermian: Boots that look to be made in a scaled metal style. Fashioned much like cowboy boots, these boots allow you to run faster than a bullet and run on air and water like it was solid ground.

Helm of Starga: This simple golden cast helm is smooth and covers the users face. When you wear this helmet you gain true invisibility. This means no one can see, smell, sense or hear you for up to 5 minutes at a time with a 1 minute rest between.

Living Sword Bowta: In sword form, it is a large and intimidating western-style curved sword, held in one hand. There are two tusks on the hilt, which are shaped like circles side-by-side, with the main blade set between them and a short tail on the pommel. In elephant form, it is a gentle, friendly-looking elephant, a little taller than an average elephant. He wears an attire similar to those worn by Indian elephants for ceremonial purposes. The design of the headgear of this attire resembles war armor. When in its hybrid form, it extends from the hilt in a serpent-like manner with usually a significant difference in size between his two sword and elephant parts. In this form, it's lower half remains a hilt while its trunk remains as the blade. This allows the sword to barrel through like an elephant for powerful attacks while still being wielded.

Hydra Armor Set: A set of black light armor, heavy great shield and small sword that is more like a straight, single edge dagger. This set completely maximizes defenses and gives complete immunity to poison. The shield has an ability called 'Devour' that allows an instant kill by absorbing an enemy then using that enemies energy to restore their own. This ability can only be used 5 times a day. This armor also allows the user to summon three heads of a spirit hydra that do impact and heavy poison damage.

Bow of Saturn: A silver bow made from complex metal work that creates powerful energy arrows so strong, they could wipe out the entire small city.

Jupiter System: This is a massive flying warship that connects to the user via cables. The user has access to all its parts (robotic arms, primary guns, etc.). The Jupiter System can either fight or be used as a means of transport. During a battle it was used in, Jupiter transported 5,000 people across a continent. It appears that the user is connected to loops that connect to a network. Out of nowhere , the ship finally appears behind the user. The system has two primary vessels that connect to each shoulder blades of the user like wings in the lower part of the ship. 5 side mounted railguns and countless missiles to boot. Between the two guns on the wing's is two robotic arms, which have a broader scope and longer reach for physical attacks.

Pain Packer: Pain Packer is activated by the user's rage. They can conjure a suit of leather armor packed with cloth that protects them from the effects of the ensuing technique. Their aura output also receives a boost. The user transmutes their aura into scorching heat, its power depending on the pain and injuries inflicted to them in battle. The ability is manifested by emitting a ball of aura into the air, which then transforms into a miniature sun that burns the victim to death. The more damage the user has suffered, the hotter the fire, and the longer it will burn. Pain Packer has a huge attack radius that can scorch a very wide range. While the user wears this armor, they are not harmed by the heat and they are supplied a source of oxygen through the suit.

Pluto Impacted Knuckles: A pair of brass knuckles. These knuckles temporarily change the gravity of any person who is hit with them. This makes it very hard for an opponent to get their bearings and make a fight easier.

Instant Fortress: This is a one use item. If you use this item you may draw the blueprint of what you want built on the ground. The more detailed the blueprint, the more sturdy the build. This item is magic sensitive. The amount of magic one controls will impact the size of the build. If you have more magic than what you need for the blueprint, the item will add whatever it decides. The vault contains 5 of these items.

Summon Gifts-
Horn of the Goblin General: Just a simple ram horn that summons an army of highly trained goblins. Once they are summoned they are there permanently in service of their General (the person who summoned them). Below is the full army.
  • 1 goblin tactician
  • 3,000 goblin heavy infantry
  • 200 goblin longbowman
  • 6 goblin paladins
  • 10 goblin beast riders
  • 20 goblin magic support
  • 4 goblin magic artillery
  • 50 goblin bard support
  • 15 goblin assassin's
  • 5 goblin redcap general personal guards

Jack Lantern: Taking the form of a floating specter with a jack-o-lantern head lit with black flames. This creature is a master of assassination, poison, hexes and curses

Gorgana: Takes the form of a small girl with soft snake like features. Her hair is made of snakes that do not use poison, but rather use unstoppable speed, ferocity, numbers and efficiency to secure kills as they also have an almost unlimited reach with growing and stretching.

Tech Stag: A 10 foot tall robotic deer. This deer is mainly a mount, but is fast and has electrical based abilities.

Minor Spirits: Small spirits. Number of the groups may vary from summon to summon, but are regenerative over a few minutes. Mostly used as sacrifice fodder for extra magic for spells.

Major Spirits: Same as Minor Spirits, but with a much longer regeneration time and a much higher sacrificial energy output.

World Spine Wurm: An unparalleled engine of destruction. A massive wurm looking segmented with teeth on the front of each segment. At over 300 feet long and a girth that allows it to swallow skyscrapers with ease. No other abilities, this creature is simple pure brutish force.

Undine: A female humanoid looking figure made entirely of pure water. This creature can manipulate, create and power up water. Her body is also moldable into any shape that is required.

Salamander: A small arm mounted dragon that can set an entire forest on fire in a matter of minutes.

Golem: Simple rock monsters varying in height from 8 to 20 feet. Alice has 22.

Roc: A giant bird that takes its powers from fire, water, ice, light, lightning or sand. Alice has one of each.

Force Hydra: A species of Dragon; a monster with four heads. It is gargantuan at 30 feet. Its four necks are covered in scales with spots of blue, red, and green on them respectively. They were covered in a kind of viscous mucus, and sparkled brightly. Has two abilities. Regeneration, followed by four breath attacks of different element types.

Creation Gifts-
Clockwork Tech: Allows the user to create clockwork creations.

Cyber Tech: Allows more high-tech creations.

Fantasy Weapon: Allows the user to create weapons with magical attributes.

Blacksmith: Grants the ability to make high grade weapons.

Spellcrafter: Can create spells.

Ruinsmith: Can make magic ruins

Scribe: Can create contracts, books and scrolls that have magic based on what they write on them.

Life Maker: Can create creatures that are magical or normal. These can be familiars, mounts, pets or work animals.
 
Rules of the Gift Games
The Gift Games are simple at first, but are very powerful. In these games a specific challenge is set and the playing sides compete until a winner is decided. That being said, there are rules to these battles that all must follow.

Rule 1: All games and their rules will be determined by the challenged party.

Rule 2: All rules set must be followed or the offending party will be disqualified and punished.

Rule 3: Outside interference is strictly forbidden unless specifically allowed.

Rule 4: All games must be presided over by a third party judge with no stakes in the match.

Rule 5: All parties must abide by the rewarding processed outlined by the challenging party.

Rule 6: All parties must offer some reward and loss for each game.

Rule 7: The 3rd party judge may pause the game and gather parties for a meeting in order to discuss complaints, rule changes and other things. All of which can be decided at their discretion.

Punishments are always in play for each game. The offending party will be randomly assigned a punishment upon offence.

Punishment 1: Game will end with no loss or gain for either side.

Punishment 2: Offending side automatically loses and a gift is taken then given to the other party.

Punishment 3: All gifts will be locked for the remainder of the game.

Punishment 4: All gifts of the offending party will be offered to the other party. They may take two.

Punishment 5: A portion of territory owned by the offending party will be given to the other party. If no territory is owned, a gift will be given instead.

Games can be anything that you can think of. From a simple card game to a death match. The challenged patry must create a document that outlines the specific game, the games win conditions, rules for the game and the prize to be offered upon possible loss. The challenger party must sign the document for the game to start, but must also write down a reward of close value upon possible loss. This constitutes a cosmic contracts that all beings must abide by.
 
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Name: Hanna Lifa
Aliases:
Gender: Female
Species: Human
Age: 19
Role: Cult Leader of Valkyries Kriegsgesänge

Personality: Hanna Lifa always showed promise. She was bright and cheerful. Always the one to brighten up her fellow villagers' day. She was also a curious girl. Studying and practicing in many things. Especially, things like magic and alchemy. While she didn't have the skills nor the power to conjure her own magic she longed for the day where she could at least make a small difference in her own way. But then what she calls, "the calamity" happened and changed her outlook on life and the world she lived in. Her happy and optimistic outlook on life turned to a grim reality. But there was a small spark still within her. A spark kept alive by the goddess that saved her. Even in the dull eyes that had their brightness dimmed by tragedy there was a faint sign of hope.

Motivation: The worship and praise of the goddess, Vivica

Alignment: Chaotic Good

Weapon: Hanna believes words are the best weapons

Abilities: N/A

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Bio: Hanna felt like she was chosen. When the Calamity happened Hanna thought her life had come towards its end. Her village refused in the worshiping of the abomination named SIN. The consequence of such actions meant death for her people. A powerful creature named Hunde appeared and without warning wreaked havoc on the village but a champion came forth as out of nowhere to challenge the beast. She crippled the beast and left. The people of the village rejoiced. They were saved! But one of the brave village militiamen took it upon himself to fell the beast. In doing so he, himself, became possessed by it's spirit and transformed into that which he had thought he slain. The creature then continued it's rampage, leaving no one alive. Hanna had managed to hide under the dozens of dead bodies that lay in the center of the village and by some miracle the creature passed over her. Hanna dare not move and laid among her slain friends and relatives for what seemed like hours.

The might village warriors, several dozen strong, were all slain in an instant. They were the first to go. Even with all of their practice and experience they didn't stand a chance against Hunde. When Hanna was sure it was safe to escape she slowly and quietly made her way towards help.

During Hanna's travel all she could think about was the one that brought the creature to its knees so easily. That kind of power to fell a demon of such power had to have been a goddess! Hanna was sure of it. She would do what she could to worship a being worthy of praise. Not the disgusting devil named SIN that sought for entertainment through people's turmoil. But a defender of those people. Hanna felt this what it must have felt like to come to a grand revelation. Nothing else was important. This savior was, now, the only topic that occupied Hanna's mind. To her there was one being that could slay the Demon, SIN, and grant true peace to this world and put an end to his sick game.

Skills: Leadership, motivational speaking

Equipment: A sword forged in the likeness of Vivica's blade but scaled down to a size that Hanna could comfortably carry with her. In the hilt lay a jewel of Hanna's blood as an offering to her savior.
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Other:


 
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Valkyries Kriegsgesänge
(Vaklyrie's War Chants)​
  • Ceremonies
    • Hanna has made up a type of initiation for her cult that involves getting a blade similar to the one she witnessed Vivica having being made. The blacksmith themselves are a saint that blesses each weapon made with “Vivica’s Will.” The sword itself is of course much smaller than the one it’s inspired by. It’s more of the length of a dagger. After the ceremonial weapon is made blood is drawn to line the inside of the cutting edge as well as fill an orb that sits in the base of the blade. This blood orb is a portion of the individual's soul that is now one with the sword. The dagger is a symbol of their loyalty not only to Valkyries Kriegsgesänge but also the goddess herself.
  • Beliefs
    • Vivica being a strong female warrior was a large part in the inspiration of the name of the cult. To them she represents not only the strength of women but the strength in battle as well. The stories told about her strength only solidifies their beliefs and fuels them to become as strong as her both in body and soul. The ultimate belief of Valkyries Kriegsgesänge is healing. They want a peaceful society but are driven to war because the enemy only speaks the language of the sword. Hanna is about healing the world of man from the scars of war, lest they be overtaken by the grave.
  • Traditions
    • The people of Valkyries Kriegsgesänge practice in various forms of word, mentality, and physical.
      • The form of Word comes in the form of chants and songs that Hanna made herself. The cult’s name is translated to Valkyrie’s war chants. The songs and chants are recounts of Vivica’s battle against Hunde as well as the oncoming battle against SIN himself and how she is the one to free the world from it’s own hell of repetitive war. Their message is also about preparing for war around the world in order to bring about peace.
      • The mental comes with the ritual of believing that they are meant to be the ones to start a break in the repetitive cycle SIN had started. To follow in the powerful footsteps of the Valkyrian goddess. Forging their own path without falter, no matter who or what opposes them.
      • Physical comes in the form of training. Hanna wants everyone to be able to carry their own weight. And part of the mental must come from the physical. In order to forge their own path to reach the plateau their goddess stands on they must have the strength to cut through opposition; whatever form it takes. Vivica greatly represents strength and it only seems logical to want to excel in that area.
  • Location
    • Valkyries Kriegsgesänge is found in the very village Hanna’s people were slaughtered and where Vivica subdued the beast, Hunde. As the number of people grow, in the cult, then over time the village will be rebuilt with its focus on the person of worship. Their influence will be felt more away from the walled and protected cities. Where people don’t have money and fortunate birthright to protect themselves with.
 
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Nathaniel Klaus
Blessed Envoy of SIN's WillAge: 28
Gender: Male
Role: The Mad Cultist
Personality: A man plagued by the most negative things in his life, Nathan Klaus is a follower of SIN and it shows. Nervous and plagued by thoughts not his own, Nathan has not adjusted to SIN's near-constant presence very well. He sorta hates himself and his decisions to be entirely honest.
Well mannered yet also a bit coarse, Nathan aims for his goal and will deal with each obstacle in its order efficiently and methodically until it's done. His efficiency comes from his paranoia, his anxiety making it so he never leaves a loose end, believing if he does, it will come back to haunt him. Despite his mistrust and paranoia, Nathan finds human interaction easy and almost pleasant as any normal person is a far cry from the warped minions of the warped god he serves. He's experienced so much that would break a lesser man that he now considers his own imagination the source of his greatest fears.
- What could be has more influence over Nathaniel than what actually is.
Despite all his many issues and detractors, Nathan has a good sense of humor, a pleasant face and a sharp intellect which only makes his numerous flaws even more pronounced. He tests his friends and allies, despises his enemies and is near apathetic about bystanders, Nathan would be barely worth getting to know if his ability wasn't so useful. He knows this and hates it.
Self-improvement is something he strives for yet finds increasingly difficult. Perhaps finding new companions will help him with this issue. Or perhaps they will push him further into the depths of his fear.
Appearance: Inktober: Kei by chernotrav on DeviantArt
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6'2
210 lbs

History: Born to poor parents in a poor city, Nathan has struggled for most of his life. His parents died early on in his life and left Nathan with but one gift; The gift of comedy. His parents were the sort that always looked ahead with a smile on their face and a quip on their tongue. Didn't help a whole lot when they were torched by a dragon demanding tribute of the settlement.
Barely surviving the encounter, Nathan was taken in by a schooling house in the countryside at the ripe age of 10 years old. The boy was then slowly and ineffectually indoctrinated into a hidden cult working from within the academy for the desires of SIN. The cult wasn't very good at its cultish endeavors however and ended up simply traumatizing Nathan. Well, traumatizing him and awakening a connection with an ancient powerful Cult weapon known as The Burning axe of Cee Fore; An exploding two-handed throwing axe that always reappears upon the wielder's person. 10 years later and Nathan was a full-blown cultist without a cult, as the lessons they'd taught about not trusting anyone had stuck quite well with the lad; He'd turned them over to the local authorities the moment he saw a good chance to do so. Even if the cult had taken him in, they'd still brainwashed and tortured the poor boy and he did NOT forget that as he grew older.
Once the cult was effectively dismantled, the cultist began to wander the lands dismantling institutions he'd consider as "bad" in his own judgment. He didn't know if it'd been the voice in the back of his head or his own twisted desire pushing him to these actions but he did know that he had to keep moving, forward and onward, with the same attitude as his parents, albeit a little more paranoid and violent. Finding the military community was probably one of the most important moments in the wanderer's life as he found a community and source of voices whose opinions and desires differed from the dark voice growling from the recesses of his brain. He likes it to be honest.
Quotes:
"Oh GOd the NighTMaReeeeeeeeessssss"
"This cult is severely lacking in creepy looking old dudes inspector, and I don't like it."
"Give em the ole one, two, three, four, five, etc. etc. etc."
"Oh great, another dance number..."
Equipment: A powerful two-handed ax, a shortsword, a whetstone, several scrolls of unknown purpose, heavy armor of unknown origin
Skills
-The bearer of his Will
Nathan is an unknowing instrument of SIN and often receives aid from the eldritch being when he passively obeys it's voice. This blessing will cause things to turn in Nathan's favor. Most of the time (95%) this aid, however, is just assisting in minor things such as obtaining food Nathan likes or winning a coin toss or avoiding some sort of fine. The penalty of this ability is horrifying nightmares and shapes on the edges of his vision when he becomes drowsy which is most of the time due to the nightmares.
-Axe-wielding
Nathan would be considered a master of the war ax if anybody thought saying Axmaster was as cool as Swordmaster.
-Infiltration
Nathan is weirdly good at getting jobs with potential victims of the guild and has made an excellent inside man for the group.

Strengths:
Durability- Nathan is durable, very much so, like freakishly so, like creepily so. Like he's the type to get stabbed 15 times in the chest and throat and walk away chuckling. Well, that's an exaggeration, It would hurt like a bitch and Nathan would most certainly cry and go into the fetal position for a bit. But eventually, he'd be able to get up and stumble off in search of a healer. As he has done so on multiple occasions. Nathan knows when its time to give in and he definitely knows when its time to play dead.
Intelligence: Nathan is actually quite smart, his paranoia and unreasonableness often obscure that fact however. His intelligence is actually one of his best traits, he just doesn't realize this.
Determination: Nathan has a will of utmost iron.
Weaknesses:
Schizophrenia: "Is it really schizophrenia if some of the stuff I sees actually exist? Do they actually exist? What were we talking about again? Oh god no please not him I don't wanna talk about or to him or anything please just don't don't mention him please stop where the hell did HE go this isn't fun no way its not this is not fun this was never fun I can't see i cant see holy shit I can't breathe I can't see oh my god help m"
Paranoia: Nathan has serious trust issues which he hides due to his trust issues.
Hope: Nathan is obsessed with it and is constantly looking for some new source of it for himself.
 
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The Vortishian Nomadic Tribes
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"The world is chaos. In order to live in it, you must adopt a way of life that rewards you for thriving in the chaos of an ever changing reality." -Founding Divine General, Genevieve Uutang
Vortishian, derrived from the old word Vortish meaning 'Blessed Warrior'. The Vortishian people are a nomadic people. They are a people of a monk lifestyle, but these are very different monks. They have a very strict belief system that relies on the chaos spread by SIN. They have a 'Might makes right' mentality. Only the strong are right and they are constricted by no nation or kingdom. It is very important to them to follow the rules set by their founder.

Back when SIN first started his games, a woman named Genevieve Uutang was a young heiress to a family famous for exorcism. As a Priestess, it was often said that her powers of divinity, exorcism and cleansing were unmatched. When the game started oh, her family and many others like them were tasked with dealing with the unwelcome visitors along with all the things they brought with them and the demons that already plagued the world. Every Monk and Priestess around were being worked to death. However, many people began to notice that the more chaotic the world seemed to get, the stronger Genevieve became. No one understood it, but Genevieve had learned the very principle that would become the founding knowledge of the Vortishian Tribes she would found. Might makes right. Thrive in the chaos.

It was not long before she found others. Others like her with an affinity for exorcism and such that also thrive on the chaos. Including her, there were seven. These were the founding 7 Divine Generals. They established the Vortishian way of life and all its customs, rules and practices.

The tradition of living for the fight as a nomadic people is actually more open than most might think. This is because outside of the ceremonies and random crossings on journeys, they really don't make much contact with each other. Also, aside from living the way they do and the ceremonies they are required to be a part of, the tribes people don't exactly care how you survive. Some live is hunters or traveling merchants. Some are bounty hunters or continue to take jobs as Exorcists. So long as all rules are followed, the people don't care how you live.


Rules and Guidelines
This way of life is sacred to its followers. All rules are set in stone and violation of any of them can result in either banishment or even death.

- Only the strongest may be a Divine General. If you challenge a Divine General for their position, they must answer the challenge. If defeated, that General will release their title over to the challenger.

- There must always be 7 Generals. If one dies, the other monks or priestesses in the area must fight for the title until a new general is named.

- You must not have any ties to any Kingdom or country. As a nomadic people, you must not be tied down to any place or person.

- A traveler may join a member on their travels, but they will not be recognized as a member of the people until one of the Divine Generals marks that person. Upon marking them, they automatically fall under that Generals tribe.

- If a fellow member of the tribe is possessed, corrupted or broken mentally, it is the job of the other tribe members to contain that said member until their divine general appears to dispatch of them.

- Any damage caused by a Festival of Cleansing will be cleaned and repaired by all monks or priestesses involved in the festival.

Ceremonies
The Vortishian People only have two ceremonies. They are simple people and live secluded lives, so they prefer to keep ceremony simple.

Right of Initiation: This is the ceremony of acceptance as one of the people. The members of these nomadic tribes will allow others to accompany them, but entry into the tribes is not easily attained. They must meet three requirements in order to be considered for membership.

- Must use powers and abilities that allow for exorcism, cleansing, blessings or anything of that nature.​
- Must actively participate in any fight, cleansing or exorcism that they find themselves in with the tribe member they travel with.​
- An act of true belief of the founding thoughts must be witnessed by a Divine General.​
If all requirements are met, the person in question may be brought into the tribe by the Divine General who witnessed the act of true belief. The ceremony is relatively simple. The inductee will sit in a circle drawn by the Divine General. At the four cardinal directions, one of the four elements will be placed. North is fire, pure in its destructive capability. East is Earth, confident in its solidarity. South is for air, free flowing and without restraint. West is for water, reckless in its movements and a key factor for life. The inductee will resite the prayer given by the General ten times. At that point, the Divine General will then magically draw their symbol on the nape of the neck. Then that inductee is officially a Vortishian Tribesman.

The mark on the neck is magical and comes with an extra gift. It magically connects every person who bears that same mark. Each of the seven Generals has their own mark, so they are only connected to the others under that general.

Festival of Cleansing: in this line of work, it is not uncommon for a member to become possessed, corrupted or otherwise manipulated to use their powers for Destruction. The magical marks on the back of their fellow tribemen's neck will automatically alert every one of the tribesmen and the Divine General that they fall under. Tradition states that each member of the tribe must come to contain their fallen comrade. Once contained they are to hold their until their Divine General comes. It is up to the Divine General to kill the afflicted member of their tribe. This is not a bad thing. Since they live for combat, this is considered the best way to die. As such a traditional warriors dance is performed by the Divine General. This marks the start of the festival. The barriors are let down and the fight ensues. This fighting will always attrack other things, so the other members fight whatever comes. They drink and make merry. Sometimes fighting for days at a time with no care of what they destroy. The festival does not end until the Divine General declares it over. Then they fix what they destroyed and once again move on their way.

The Vortishian people are an enigmatic and misunderstood culture. Most think of them as simply recluses with abilities. However, many kingdoms, nobleman and kings will go out of their way to find one of them. Simply because only a fool would not recognize this culture for what it truly is. The absolute best of the best when it comes to dealing with demons, exorcism or cleansings. They are Infamous for their abilities with the divine and they command respect. Only a fool would not give it to them.
 
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Name: Ela Oricaryn
Aliases: Crescentia
Gender: Female
Species: Elf
Age: 2,734
Status: Alive

Personality: Ela is the type who cares more about results than the process. She prefers to stay cooped up in one place like a hermit where she can fully focus on her work. She views herself as superior in intellect compared to the other races and elves. Ela doesn't find words to be degenerating of others and is confused when other people are hurt by what she says. Ela sees her Providence allies as mere acquaintances, and is willing to lend a hand in return for a favor.

Motivation: Pave way for magic to become far more destructive and effective; ascend into "The Great Beyond."

Alignment: Chaotic Neutral

Weapon: Magic, magic circles, and scrolls

Abilities:
Mana Manipulation -
She is able to convert surrounding mana into projectiles, producing attacks similar to fireballs or raising walls of mana to block people or boost their spells if shot through it.
Shadow Magic - Ela is in control of shadow creatures that can reach out and grab at people, holding them in place or trying to drag them beneath.
Ecomancy - As an elf, Ela exceeds in nature magic, controlling plants and nature to her advantage.
Magic Circle Creation - By drawing runes into the ground, she can ready magic circles as traps or defenses.

Bio: After exceeding in magic and literary classes and years of endorsement, Ela came to view herself as intellectually and mystically superior. She shunned herself from other people and abandoned her village, wishing to concentrate on set goals by herself. Ela believed that there existed a "Great Beyond" where people such as herself belonged after their passing. She learned of many great wizards and mages whose lives ended early, and came to the conclusion that they met their untimely demise to ascend. She found a tower in the snowy lands of Czar; it was built by a sorcerer some 200 years back, and had a whole library of powerful spells and incantations within. She took up residence as its only inhabitant. Ela would spend decades inside, memorizing the library of ancient magics and scrolls that it offered.

Eventually, a portal opened withing the tower, and Terrin, the new chairman of Providence, entered with a host of guards and agents. She immediately attacked, but was quickly struck down and incapacitated. Once she was strapped against the wall for the safety of the visitors, they introduced themselves. Terrin's father, the Chairman, had the tower built, and Terrin was only checking its status. He heard out her goals, and made a deal. She would manage the tower and supply Providence with her inventions of spells, and be ensured that she'd enter the Great Beyond, earning Providence resources and materials for her work.

Equipment:
-Scrolls that instantly cast abilities

Other:
-Ela is a Providence operative who works alone in her tower. She provides
-Ela has fought alongside and was once friends with Delilah
 
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Name: Hendrik Ollo
Aliases: The High Councilor
Gender: Male
Species: Djinn
Age: 255 on his own, when in bond with the Tome, 3,805
Appearance:
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Heartseeker by VictorBang on DeviantArt: The High Councilor
Personality: A man of conviction and power, Hendrik believes in the mantra “The strong take all” without a shadow of a doubt. He used the mantra and its power to get to where he is now and that is evidence enough to him of its strength. A survival of the fittest sort, Hendrik has taken the teachings of The Jaded Tome to heart. He is a vicious and merciless man, taken entirely by the Jaded Tome’s teachings and power, he believes it to be a god of sorts in fact. A being of utmost willpower and conviction, The High Councilor made good on all his promises to bring Mollug to a state of fearful power. The nation of Mollug is feared most say, due to The Jaded Tome. Those who know better however, those with knowledge of legends of Valucia, know that Hendrik is the true power; Some worry that it may not have been the Tome that did the corrupting of the figure.
Motivation: To conquer all the lands and destroy Nortestra
Alignment: Lawful Evil
Weapon:
The Jaded Tome: An immensely powerful magic tome with the magical skills implanted within of thousands of mages. It has control over all the elements and an incredible mastery over enhancement magic. The Tome itself is sentient making it a foe in and of itself. Hendrik Ollo however is a force to be reckoned with himself as he had to duel The Jaded Tome in order to achieve mastery over the powerful book. His magic skills were initially over darkness and necromancy, however with the addition of the book to his repertoire, Hendrik is now considered a master of nearly all magics. Considering Hendrik was a master of only two magics beforehand, it is considered a testament to his strength that he managed to tame the Tome.
Abilities:
Hendrik Ollo’s Djinn form: Hendrik Ollo’s natural form as a djinn provides him with immense durability and strength. It also allows manipulation over his body to an extent utterly unnatural, forming a weapon oftentimes known as the Spiral of Ollo, a drill type weapon that can pierce most materials
Skills:
A mean chef
A leader of men to the core
Wise beyond his years
Equipment:
Other:
Bio: Born in Mollug in the last days of Nortestra’s rule, Hendrik Ollo saw the cruelty of Nortestra’s reign firsthand as the child of working class mages. His parents were teachers and mages in the self defense force of the capital. They often came home complaining of the terrible treatment and abuse brought upon them by their Nortestran masters, and this rubbed off on Hendrik very much. He was raised in the same way as his parents, eventually losing them in a riot spurred on by the Nortestran military’s draining of Mollug’s resources. Nortestra used Mollug as a shield nation in its wars with Xact and the nation suffered much due to this. This spurred on his hatred of the surrounding nations. Eventually using his parent’s connections and friends earned through his mastery of darkness magic, Hendrik formed the Black Academy, bringing in mages to at first learn necromancy. The academy eventually found the Jaded Tome in a hidden catacomb beneath the capital of Verruk, leading to Hendrik’s bond with the book. This bond brought him quite far in the world, some say to the place he is at now.
Symbol: a red tome
 
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The Hyenas
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A loosely organized group of raiders, marauders, bandits, ravagers led by Junko Tanukana. These hedonistic scavengers take everything they can steal and destroy everything else to deprive everyone else of any type of resources. A group that’s been growing more and more dangerous as their numbers expand and their actions get more and more rash. Their primary reason for threat is their seemingly disregard for any lives. Even their own. They play around and torture people while causing as much destruction as possible. No one really knows what their end goal is nor the reasoning for their path of havoc. Even in logs Junko has put out, she just says it’s to sow a little panic and chaos into the lives of people that think they are safe from it. It is why normally only cities and large towns are her targets. Junko rarely, if ever, hits villages. It is not known if the reason is either because she has sympathy for them or if they have nothing to take.

Junko is seemingly the only one to have abilities out of the group as well, although there haven’t been many accounts of her using them. Her high tech weaponry is normally enough to suffice in her operations.

Her actions often targeting high value people and structures have even garnered attention from regular people seeing her as some type of figure to look up to. But this doesn’t mean the Hyena’s discriminate. There have been many instances of civilians being at the end of their chaos as well.

The Hyenas don’t have much money or high end sources to outfit them. Most of their money is either made through jobs Junko receives from higher ups that don’t want to get their hands dirty. The rest of the money and equipment are often what they’ve managed to steal or take.
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The Hyenas' Second in command is Trent. He's the one that suggested the idea and helped form the Hyenas. He agreed to letting Junko leading the group due to her power obviously outclassing him but also because she was a natural at it. He's glad to follow Junko to the ends of the planet. Trent is also as intimidating as the gang leader due to his sadistic nature but he is much less prone to outburst like Junko is. He also has more of a calm demeanor and is level headed. He'll talk to a victim as if he were their therapist while doing in depth torture methods. It's his calm presence that make him intimidating because it's almost impossible to tell what he's thinking. His people follow him with the same type of loyalty that he follows Junko with. He was there since the start and he gets things done.​
 
Name: Alexander Vetrova

Aliases: Noble Leader, Foolish King, Trash, Good father, Yellow Flash

Gender: Male

Species: Human

Age: 44

Appearance:
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Role: King of Nortestra

Personality: Alexander growing up was was more perceptive and collected. He was a shrewd person, not one to do something without a reason. He was well aware of the terror his reputation inspired in rival Nations and would take advantage of it at times, but even then he always remained respectful to opponents even to this day. Alexander is also one to not hold grudges.

Now that he's older and went through a lot during his life Alexander is more depressed and rather ignore his emotions, with constant drinking which worries his daughter and personal knight Aren. Although keeping his head high Alexander has been seen a lot more like an asshole these past years.

Motivation: "Continue to rule until the end of time. Seek out immortality. Oh yeah also winning the war against Mollug I guess."

Alignment: Lawful Neutral

Weapon: Flying Thunder God Kunai: Custom made Kunai's and signature tools for Alexander Vetrova, who uses them in conjunction with his Flying Thunder God Magic Technique. They differ from standard Kunai in that they have three blades instead of one and the handle (is thicker than normal) serves as the "marker" for Alexander's teleportation ability. Alexander mentions that these blades are a bit heavier than a normal kunai. For now he has only one Kunai that he can actively teleport to and it's in a safe place within the Castle.

latest

Abilities:

Mana sensing is the ability to sense the location, life force, and power level of anyone; the stronger and closer the enemy, the more powerful the sensation. Also, if a Mana is very powerful, it can be sensed from afar by people who are trained to sense mana; like Hitori sensing Synthia's mana all the way from the first wall of Castellan. Once a fighter masters the skill, they can use it even when their other five senses are incapacitated.

Healing Magic involves the user using their Magic Power to heal, replenish, or revitalize. The healing can range from small to large wounds, increased stamina to lessen fatigue for the ability to move about, and/or the removal of various maladies of the targeted

Summoning Magic: Able to summon giant toads to his bidding, each toad is different, one can come with a sword while the other can have a poisonous gas it releases from its mouth. Each summon he has, he has a special bond with.

This magic allows the caster the ability to seal objects, magic, summons, and people. These spells can involve creating enchantments and formulae which can have several effects such as stealing the target's magical energy, sealing them in a pocket dimension, locking them in a item (jar), or locking their magic for a period of time.


Lightning Magic is a branch of Elemental Magic that utilizes electricity, more specifically, lightning, as a form of offense and defense. Mages who possess the ability to utilize such Magic are able to generate these elements from their bodies, and manipulate them, even shaping their attacks as they wish. Users of Lightning Magic are also capable of utilizing lightning from a distance, such as from the ground near them, or down from the sky. Lightning attacks work by electrocuting the opponents to various degrees, and there are spells that are said to be capable of completely paralyzing enemies, due to the extremely high voltage of the electricity employed in their use. Because of the high amounts of light produced with its use, Lightning Magic can also be utilized to blind opponents, albeit for a short amount of time.

Similar to other types of Elemental Magic, Lightning Magic can allow the user to transform their body into the element they control: by transforming into a lightning bolt, the user is able to avoid physical attacks, and have the added advantage of traveling around at very high speeds and damaging everyone or everything they come in contact with, much like real lightning.

Blue is the final colour of his lightning. This colour is rarely seen within lightning practitioners, however, when seen, the ability is exactly the same as his yellow lightning. However, when achieved through a different method, it's hidden powers are awoken. This lightning has the unusual ability to not cause damage, but rather cause large paralysis with a single strike. This is due to the unique composition of this lightning which channels throughout the entire body of the opponent, causing this effect.

Bio:
Born and raised in Nortestra Alexander grew up like any other royal rich kid. That same scenario is what made him the person he is, which is very selfish and less caring to the low income civilians usually looking at them as peasants. His father died when Alexander turned 20 which he was then appointed to be King, from there everything ran smoother as his brains and power alone helped shape and win multiple battles for Nortestra, specifically Castellan. Alexander made many connects during his trips around the other countries making him well connected, even soon finding his lover.

After some time of dating the two eventually got married and Serena taken Alexander's last name. Around some time his lover Serena Vetrova was pregnant with Alexander's first and only child which was a girl. Athena Vetrova. Taken with pride Athena was heavily spoiled by the two. Although as many happy stories, there's always a downside. During this war with Mollug, Alexander's wife fell ill and left Valucia too soon from Alexander and Athena.

Time continue to go on an the King appointed many commanders to specific roles to help maintain his country and it's militia. One of his most favorite commanders was always Ian, due to his kind, funny, and smart nature. Ian usually played with the little Athena and was the reason she got out of the castle a lot. Alexander was hurt, but understood when Ian stepped down from his position, he was placed in the hot seat especially after creating such a dangerous device. To agreement the orb was sealed deep under the castle and only commanders and the King knows. Of course Athena also knows, for her safety.

Alexander was also hurt to know one of his commander's betrayed him seeking powers that exceeded the human's possibility without means of heretic actions. Kinji was another one of Alexander's prized commanders along with Sulric and Ian. No matter Alexander had to go with placing an execution order on him and his group of "demonfied".
Skills:
Intelligant, Battle strategist, Well Connected, Leadership, Drinker
Equipment:
Map, Water Jug, Seal papers, Small jug (use to seal someone in it, usually used along with a seal paper, and multiple of his special kunai
Other:
N/a
Symbol: Blue Lightning Bolt on his right hand
 
Name: Raqira adr Jaqir
Aliases: The Purple Lion of Bur Azghara
Gender: Female
Species: Half Elf
Age: 24
Status: Alive
Appearance:
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Raqira in casual garb
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(Credit to Gambargin, the giant chad)
Raqira in battle garb
She's 5'7
Role: Heir to Bur Azghara
Personality: Raqira is strong-hearted and renowned for her tactical savvy. She is said to be as radiant as the sun in her charisma and strength of will, but gentle enough to avoid burning those around her. She wields the support of the military through her ability to lead on and off the field, and is renowned for her cunning and mercy, equal in measure. She desires expansion, war against the other city-states to affirm that not only is Azghara the mightiest, but also the most merciful, steadying the constant war between the city-states, and uniting all of Basin against foreign aggression. She believes the other Basinites are too short-sighted.
Motivation: To lead Bur Azghara to greatness by reforming the old Empire, conquering Basin, and proving the strength of Bur Azghara. Summoned or not, her people will be safe.
Alignment: Lawful Neutral
Weapon: A recurve bow and barbed arrows, alongside a scimitar and shield
Abilities: None
Bio: The second child of the Qanaya, Jaqir. Raqira is the heir who has the support of the military, and led them to victory against the notorious Adalharan bandit group that had terrorized the region. From an early age, she learned the ways of military tactics, and how to lead. She didn't get along with her siblings, viewing Majaal as a decadent idiot with no patience or will for real ruling, and Qupaal as a nothing short of a cultist. She claims to have been her father's favored heir, and is more than willing to cooperate with outsiders, including the Summoned, to ensure her goals are met.

She was born beneath the radiance of the sun, to the Qanaya and his wife, Karaja. Early in life, she was brave, and found herself the natural leader among her childhood friends. She took an early fascination with the martial ways, much to the dismay of her parents. Female warriors were not unheard of in Bur Azghara, but the two ruling parents wanted a daughter more fit to lead from atop a throne, than from atop a warhorse. So, she snuck out. Disguised as a young man, she trained among the city guard, and bonded with her fellow soldiers. Her excursions would grow longer and longer as she matured, going out on patrol, hunting bandits, going out into the countryside on the back of her horse, Zephyr. However, despite her bravery, she was a poor liar. Most of the soldiers she hung out with knew her identity, but had a growing respect for Raqira, so they simply pretended not to know.

Upon her twentieth birthday, her parents attempted to marry her off, to the heir of Sahara to assure an alliance between Bur Azghara and the most powerful city in Basin. Yet, Raqira had no interest in the man, who she viewed as a cowardly snob, ready to order men to die for him while he sat in luxury, thousands of miles away. The insult delivered directly to the man's face soured relations with Sahara, and so Raqira was banished from the city by her parents. She joined the army full time, and for the next four years, made herself quite known and respected. She formed the Sari Musarbiqs, the Swift Riders, a group of cavalry meant for hitting the enemy decisively, and utterly shattering them. Lances, bows, curved sowrds and shields, her warriors became quickly renowned, and Raqira fought at their center. Four years after her exile, Raqira returned to Bur Azghara at the head of the army, demanding reform to benefit the soldiers. She advocated for the warriors of Bur Azghara, that they were not paid enough, that they were underfed, neglected as the the Qanaya pursued peace far over the means of war, to the point of neglecting those who protected it. The love the soldiers held for her was well earned, as she led those beside her through thick and thin, and living among her soldiers were she one of them, and not the Qanaya's daughter. She was after all, just another person, in her own words. Were she to be Qanaya, she'd best know her own people, best bleed alongside them. If she didn't, she had no right ordering them around.

This controversial rhetoric earned her the ire of her parents, by no doubt. Despite her claims, her father always preferred Majaal over her to become Qanaya after him. Yet, the Purple Lion holds the support of the army, and the people of Bur Azghara. If she does not sit upon the throne, perhaps, it'd be best for the people, if she were to take it instead.
Skills: A skilled tactician and swordswoman. She is good with a bow, and acapable rider.
Equipment: Her armor, and steed
Theme:
 
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Jason Tepes

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Aliases: The King of Blood, Cordial Monster, The Original, Night General

Gender: Male

Species: Primordial Vampire

Age: Unknown, but the earliest recorded evidence of his existence dates back over 50 billion years ago. Looks about late 20's

Role: Xact General and Vampire Enforcer

Despite his immense age, he doesn't exactly have the same bored attitude that most Immortals have. He has come to the conclusion that it honestly wouldn't matter. There is all sorts of things that can happen over time. He understands that history inevitably repeats itself, but it's the little changes and unexpected twists that don't seem to have too much effect on outcomes that are truly entertaining. Believing that living his life in a constant state of boredom would be a waste.

He is also very particular about his blood. It has often been said that he is a gourmet, which he completely agrees with. He likes a healthy blood, no illnesses or anything else. He also prefers the proper aged blood. It is little more than a preference of food.

Due to certain events in his life, he has a particular soft spot for the sky. On the worst of days and on the best of days, he will spend time looking up into the sky. At that moment in time he will refuse to be bothered. There is something about the sky that draws him. It's almost as if he longs for the sky or at least longs to go there.

When it comes to his personality it is much like a rich man. Always doing exactly what he wants to do and nothing else. However, when it comes to giving orders in order to achieve his goals, he is ruthless and understands that people need to be lead in the proper direction. He doesn't abuse his power at all. He make sure that, in his own eccentric way, everything gets done exactly the way it needs to be done. Tactically he is one of, if not the most, unconventional person. He will do the most random thing that would seem to be completely unnecessary, only to have everything wrap up exactly the way it needed to and everyone be happy. Some say he can see the future, he knows it's just that he has lived long enough to learn how people work. He knows how to read character and intentions. It makes his goals that much easier to reach.

Motivation: To provide vampires with a place they can live without discrimination

Alignment: Chaotic Good

Weapons: Magic, his skill and twin rapier needle blades

Abilities:
Blood Dictate-
Blood of any kind is his to control. A liquid weapon that he can manipulate as he chooses. That being said, you cannot manipulate the blood inside of a living being. Blood is a sacred thing, so letting it out of the body is defiling that and this allows him to take control over your sacred blood.

Shapeshifting-
While it is an ability he has, he can only really turn himself into a swarm of bats. Flashy way to travel or avoid a strinke, but not much use outside of that.

Necromany Superbia-
Summoning the dead is little more than a child's challenge to him. Raising the dead, be it animal, humanoid or horror is a simple thing. He can control as many as he summons, but the undead are not the most reliable soldiers to have. He cannot control undead he did not summon. They fall under different jurisdiction.

Our Ancestral Law-
As the first vampire in all of existence, all other vampires simply have an instinct about him. They simply know that his word is law and he is to be respected. It is possible for a vampire to defy him, but doing so will be quite uncomfortable as they are defying the most basic instinct in their bodies and minds.

Summon Household-
This ability allows him to summom a multitude of familiars. These familiars are not strong, but sheer fast numbers are effective. The familiars he has are Any kind of bat, rats and specifically vampire wolves. All of these creatures are summoned from his shadows.

Undead Regeneration-
Using a very specific energy stored in his body, he is able to regenerate most damage. Regrow limbs, come back together when cut in half and even regrow a head. He can do this as long as the specific energy is there. Once gone, it needs to be replaced in order for the regeneration to happen.

Memories of Blood-
Blood is life. As such, consuming it allows him to bad up his life count, using the souls and memory of those he drinks from as a shield. He allows them to die in his place. That being said, these lives are very easily used. Every zombie or zombie horror he summons is a soul or souls he has used up. His regeneration uses up a soul or souls depending on how much damage he has taken. So, he has to be careful of how he uses these souls and be mindful of how many he has. One slip up could cost his life.

Kin Creation-
As the original vampire, it stands to reason he would be able to create more. Creating vampires is easy. They are substantially weaker than himself, but are still created.

Not even Jason himself knows how old he really is. The first memory he has is nothing that actually gives any sort of clue as to exactly how old he is. His very first memory was in a world where there was little around compared to current day. He does know that local villages noticed a small pond. A pond that had not been there the previous day. On top of that, it was not filled with water. Instead it was filled with an inky black icker. Much like oil, but thicker. Every spec of life within a half mile of this small pond was dead and withering. They saw what they assumed was dead leave floating in a pond. They were shocked when it started to crawl out. This inky liquid soaked being was Jason Tepes, the first vampire in all existence. The way he moved was like all of his bones broke every time his body moved. His blank eyes rose up and his carnage began.

Since the day he rose from the black pond that spawned him, he had done nothing but release carnage. He didn't understand how his own complex thoughts worked. However, he knew exactly what his cravings were. He could see the veins inside the human neck. He could see the blood running through it and it was all he wanted. His hunger drove him. It was all he ever really wanted, but after a few thousand years, hunting became boring it was something he had done for the first few thousand years he could remember, so there was nothing really entertaining about it. Instead, he decided to try figuring out the complex thoughts in his head.

For the next few thousand years he discovered himself. He dressed himself and found an old man. This old man was a keeper of scrolls and tomes. The old man took pity on what seemed to be an illiterate peasant. he taught Jason how to read and write. He even taught the vampire basic science and even a little magic. The old man was a bit shocked at how naturally gifted he was at blood magic. Blood magic was the type of magic that was even more rare. Being able to use magic is not exactly uncommon, but specific parts of magic are very difficult and the few that can use that style of magic have a natural inclination towards that style of magic. Blood magic was one of those types of magic. In the time that they were keeping records, there have only been about 20 people capable of using it. None of them could use it to the degree that he saw Jason could.

After about 10 years of learning about magic, alchemy, science and all sorts of other things including things about himself, he knew it was time to leave. The old man was sick and dying. He was the first human that Jason did not feel the need to kill. He had no intention of drinking the old man's blood. However, he did feel the need to give the old man something for his help these past 10 years. So while the old man was sleeping, close to his death bed, he snuck into the mans room. Looking down at the man he remembered all that man taught him. Magic, the art of alchemy and what it ment to be a sentient being with complex thought. This old man, without knowing anything about him, he gave him so much with no expectation of repayment. Teaching him just for the sake of teaching someone who was genuinely interested in learning. This old man taught him how to live in a new way. So, he would leave this old man who taught him everything the only gift he could give. Leaning down he aproached the mans neck. Opening his mouth he sunk his fangs into his neck for only a moment, feeling his life fade before he released his bite. He looked down at his now dead friend. The only friend he had in these few thousand years he had been alive. He turned to leave, but stopped. Turning his head around he watched as the old man rose up and fangs grew. The second of his kind in existence.

Over the next few hundred years both he and the old man attempted to discover the secrets behind what they were. They discovered many things. They discovered that most new made vampires had a very adverse reaction to the Sun. They also discovered that the need for blood varied from Vampire to vampire. This is because blood is life. Your blood is stained with your emotions. Emotions, experiences and current life situations all flavor blood differently. Every vampire has their preference of what they like to drink. Also, they discovered that Jason's powers were not passed down. Some had a few of his abilities were passed down in a much weaker form, but a lot of them were completely unique to him. They also discovered that his will was very hard to deny. They created many more vampires. Each of the vampires describe trying to deny his orders as having a blade cut you with every move. The more they learned the more their species expanded. Eventually they claimed the enire southern edge of the continent.

As their species grew, so too did his status. It came to the point where he needed a name. Going all this time without a name was ifficult to say the least. So, they all agreed and the old man named him Jason Tepes, a name that would spread fear though the world.

Time passed and the kingdom of vampires was large and feared. Creatures with unnatural speed and strength with a taste for blood. This time in history was called 'Era of Bloody Nights'. A time when vampires where in control. Jason was the highest power in the land and his people flourished. However, as time went on Jason discovered that he had been wrong about the flow of time. Yes, history repeated itself. Humans fought and civilizations burned to the ground. But he found entertainment in the small ways that it changed. Sometimes a womans looks caused a city to burn and other times it was simple mistreatment of peasants by the rulers. It was fun to watch, so Jason would pass the time watching wars and finding it funny, knowing that after he would have pleanty of souls and blood for himself. It was also entertaining to know what small, insignificant thing led to the bloodshed.

One particular night he was watching a war. It was between some invading force and another city he had honestly forgotten the name of. They were in the middle of an epic clash in the middle of a field. Jason was set up with a chair and a glass of blood on a cliffside not too far off. The finest blood he could get his hands on. A smile on his face as he watched them slaughter each other over something as minimal as crops. It was entertaining to say the least. What this battle had that the others didn't was a woman. A very particular woman that would come to change his life forever.

As he sat watched this epic battle, sipping his blood from his glass, a woman walked up behind him. He didn't bother to look at or even worry about her. What could she do to him? She asked him about how sad this war was and he smirked as the cries of the dying echoed around "There is nothing sad about it young girl. Humans are...uniquely foolish animals in the way they think they are different from animals. All the while ignoring the fact that they are worse than the animals they claim to be greater than."

The woman said something then. Something that truly shook him to his core. As he sat there, confident in his logic she said "Isn't it amusing how you find yourself in the same position as humans?" It hurt to hear. At first he denied it, but as he watched the battle he realized that she was right. Vampires and himself included had found themselves in the exact same situation humans were in. The only difference was the time span. When humans only took a few hundred years, vampires took a few thousand. With one conversation, this girl had unravelled everything he had ever thought about his people.

Since that day, he had comepletely rewaorked the vampires method of living. They went from the scourge of the night to a productive aristocracy. rather than just being aristocrats in their own community, many vampires became aristocrats and other communities as well, to help prevent the repetition of history. Another thing that changed was Jason was spending increasingly large amounts of time with the girl who completely changed his thinking. They would spend days walking through the gardens and talking. They would dance beneath the moonlight and just be together. She would tell him stories of magic and worlds away from SIN's games. He would regale her with history he had seen. Details she had never heard. They couldn't see it, but others watching could see. With his every word her world lit up and with her Jason seemed so much more happy. Any fool could see that they were hopelessly in love. Anyone, but themselves.

It was another day in the great vampire kingdom. Jason was up and preparing for another day with the girl, but knew it would have to wait. The vampire capital was very full as the aristocrats who left and their subordinates were back to give Jason their report on how they were keeping peace. After that though, he planned on another fantastic day with her.

Once the sun had set and he knew his people were safe, he made his way through his castle. He had many things in his mind. The state of the human communities, the plan going forward and even possible solutions to the current food shortage.

As he made it to the door, his entire world shattered. Opening the front doors he saw down the long road was a pile of his dead kin. All his children murdered in a bloody heap. Standing atop that pile was a woman in pure white clothing, one sword in each hand and a pair of beautiful wings. She had a mask on, but Jason could see her. He knew her. Every inch of this angel who killed his kin, his children, was the woman he had unknowingly fallen in love with. His heart shattered. His emotions boiled up as she looked back at him from far down the road with blood on her swords from his family. From the children he made.

As his anger rose, the blood from his people swirled up. It rushed to him and encircled him. The massive amounts of blood slowly forming a crimson storm around him. The skies darkening and the torrent of blood and anger whirlpooling around him. She did not stay to accept his anger. She flew away faster than he could catch.

This fueled his rage. She had the courage to slaughter his kin, but couldn't stand to face him. It was the greatest insult to him. With a guttural yell of pure rage and sorrow, the blood storm around him dispersed in a violent and catastrophic manner. The only thing left standing except his castle. It rained blood in that area for three days as he looked at the sky where she had vanished. His only love who took his kin's life. The woman who made him and destroyed him.

Since then he has focused on rebuilding. He built his kin numbers again and put himself in a position of power in the kingdom of Xact. He as a general is the only reason vampires and humans live so peacefully in Xact. In this new position he was better equipped for the goal he set. Still, he lives for the day to see the woman he fell for again. He doesn't know if he would kill her or not, but he knows that he wants an explanation for her slaughtering his people.

Skills:
-Highly trained in blood magic
-Top tier alchemist, specifically the crafting of philosopher stones
-Battle tactics and strategy expert
-Rapier combat expert

Equipment:
He has his own personal armory, stash of gold and castle just outside the Capital of Xact, Holdfast.
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Symbol:
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Theme Song:
 
The Nation of Giants
Xert'via

A Tribal Monarchy society comprised of mostly giants. Elves, dwarves and other such races are rare.

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A proud and noble land, Xert'via boasts some of the most divine scenery in all of Valucia. The sprawling plant life is supported by massive ancient giant ruins. With an abundace of wildlife and natual resources, Xer'via is considered a naturalist and survivalist dream world. Massive mountains, sprawling forests and gorgeous grassland terrain cover the area. Serene beaches cover the coasts and the most complex river system on Valucia. Life in Xert'via runs around the river systems. Fish and other wildlife that use the river are the main food sources. The giant tribes are scattered and have low birthrates. The population is large, but not too much that it hurts the environment. There are a total of 1,004,87 giants scattered around the land.
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The Giants of Xert'via

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The giants are the predominant race in the nation. They make up 95% of the populace and are well known for their metal work and strength. They are truly famous for their savage, almost brutal way of fighting. Despite this they are a very peaceful society with little to know civil disagreements. As a race, they are very connected to the earth and as such they are gifted with exemplary works with earth and drudic magic. Other magics are available to them, but they prefer earth and drudic.

The giants have a belief of strength and glory. Earning your tattoos through work, battle or charity is very important to him. They believe that a life free of selfish actions is the only way to live. Giants who exemplify courage, selflessness, bravery or strength beyond the ordinary are gifted with the "Archaic Right" tattoos. These tattoos are considered to be the mark of a great giant.

The average height of a giant is anywhere from 15 - 20 feet tall for males and 12 - 18 feet for females. The average weight is anywhere from 600 - 1,000 pounds. The average lifespan of a giant is up to 300 years old.

There are several sub species of giants. Giants do not have one set look and can varry dramatically. Some appearing monstrous and others beautiful beyond measure.


The Towti giants are the most primitive of all the giant species. They are brutal and praise strength over all other traits. They are the most vicious and brutal of the giants and follow most strictly to the warriors code. They claim the grasslands to the south as their territoy.
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The most solitary of the giant subspecies, these giants are very proud of their icy blue skin and ice like appearance. These giants are are particular to the courage that is needed and they live their life looking for thei moment to prove their courage.
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The Brunish giants are the strongest of the giant subspecies. These giants are the most honorable and batlle crazed of the giants. They spend their time preparing for a fight and doing mock battles. These giants claim the eastern coast of the kingdom.
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Gurrkan giants are the metal workers of the giant species. They are renound for creating massive mines and quarries along with working with metal bare handed. They believe working hard and providing is the most honorable way to live day to day. They call the strip mines and quarries of the western edge of the kingdom their home.
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The Fortuga are the most advanced to the giant subspecies. They created the tribal monarchy in the kingdom. They are responsible for the creation of metal and leather armor, the combined giant army and the fishing tactics employed by the other giant tribes. These tribes are concentrated in the lake lands and small forested areas in the center of the kingdom.
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Government of Xert'via
The government of the people is a Tribal Monarchy. This implies that there is a monarchy, but each tribe hholds their own monarch. The leader is called Patriarch/Matriarch depending on the gender of the leader. Leaders are not chosen by bloodline, but rather they are chosen based on skill and leading ability. A bloodline heir is considered taboo unless the child has been proven the best choice to lead. Above all the other leaders of the tribes, there is the Grand Matriarch/Patriarch. This is the undisputed king or queen of the entire nation. The tribe leader holds power only in their tribes territory. The Grand leaders word is law in all territories despite the opinion of the tribe leaders. However, the opinion of the grand leader is never disputed. The leader is chosen since they are considered to be above all others, they renounce any alliance with all tribes to maintain a purely objective point of view.

All decisions regarding the entire nation of Xert'via are made in a voting system. All tribe leaders will give their opinion to the grand leader. The grand leader holds the final decision.
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Gra'dul War Spire

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As the single most beautiful construct made by the giant people, the war spire Gra'dul is the home of the grand leader. Located on top of a mountain, in the center of a lake, in the middle of the kingdom. It is the most protected place in all of Xert'via. Also, called the "Ruby Palace" its red color is from Giants Quartz Iron. One of the rarest and most precious metals on Valucia.
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Name: Jaimy Trynd

Aliases: Jai

Gender: Male

Species: Human

Age: 34

Appearance:
Height: 6’11
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Role: The Mercenary

Personality: Jaimy tries to act as cold, intimidating, and careless about others, while in reality he seems to have inherited some of his innocence and good heart from his father, although he’s annoyed he hasn’t gotten the height from both his parents which bothers him a lot. He constantly worries about the safety of his friends, family, and subordinates but never expresses it as it could show his vulnerable side and make him less “cool”. He tries to

Motivation: Work as a mercenary, and maybe have some fun while at it.

Alignment: True Neutral (although has bias towards his family or friends close to his family)

Weapon:

  • Ier: A large spear specifically made for him and a gift from both his parents. The spear is incredibly long and is able to withstand the amount of mana he gives it. The spear has also become magical by default after receiving so much mana from Jaimy for so long that it has seemingly connected and the spear will return to Jaimy whenever it leaves his hands or he throws it.

Abilities:

  • Gluttony’s Mana: After every kill, Jaimy absorbs his opponents mana which increases his own permanently, allowing his use of magic and mana all the more powerful. Basically his maximum amount of mana increases.
  • Sightless vision: Jaimy was born with no eyes and has decided to have his eyelids shut. Because of this he had to develop a new way of “seeing”. All his senses have increased to such an extent that he can create an image inside his head. He also combines it with his masterful use of mana detection to create an even brighter picture, even achieving to just sense life forms. As his mana increases so does the precision and distance of his usage of mana to detect lifeforms.
  • Raw magic: Because of Gluttony’s mana, he is unable to use any sort of elements or most other power as a matter of fact, instead he is only limited to enhancing his own body and spear with his own mana. The only ranged option he has is to either throw his spear or enhance himself to the point the force of his blows reach an opponent from a distance. Ironically however he is only able to use one type of magic aside from purely raw magic which is counterspell in order to have an easier time against ranged magic casters.

Bio: Jaimy is the son of Sulric and Olivia Trynd. He was born with no eyes and later on in life decided to get those sewed shut. In his early years he showed the prowess of a prodigy even when lacking any eyesight. Jaimy soon gained the interest of some of the soldiers and higher ups in Nortestra to become a soldier for them, but after an agreement between Olivia and Sulric, Jaimy was instead to remain home at the moment and decide for himself. After a few years Kaimy decided to head off on his own and become a mercenary while still visiting his parents every few years to check up on them. He currently works as a freelance mercenary but occasionally works with other large mercenary companies and has made some friends along the way.

Skills:

  • Prodigal fighter
  • Prodigal spearmanship and swordsmanship
  • Creative
  • Almost no blindspots
  • Creative combatant

Other: He is really proud of his beard (even if he can’t see it and just receives compliments for it) and usually avoids and blocks any strikes directed at his face. One can tell he’ll become serious in a fight when he doesn’t care about the safety of his beard.

Theme:
 
Name:
Kara'dre Uuthal

Aliases:
Grand Matriarch, Queen of Xert'via, Ascended Druid, Voice of the Earth, An Incarnation of the Radius

Gender:
Female

Species:
Brunish Giant

Age:
132

Appearance:
She is a 20 foot tall giant that looks like both a goddess and a beast, being often compared to the goddess in the Genesis of Xert'via lore. She has a white body, red eyes, a feminine face, and several red orbs on her head, which extend above and behind her body to waist length, forming six long, sword-like appendages with a red orb at the bulge on each of them. Also wearing a lavish, hakama-like piece of clothing from the waist down. The hakama is crimson with black lines at its lower part, dark with red lines at its middle and upper parts, with a golden decoration at its very top.
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Role:
Queen of Xert'via
Grand Matriarch of Xert'via

Personality:
As a general rule of thumb, Kara'dre maintains a modicum of decorum and graceful properness that is becoming of a warrior queen. She holds her pride as such in the highest regard. In her eyes there is nothing greater than showing herself as a strong leader. Her pride is first and foremost in her life. As a giant, she feels it is her duty to put forth a strong front to show the power and nobility of her people.

Even being a giant, the worlds view on females being weaker has haunted her. The fact that just due to her gender she was looked at as something to protect. That was why she decided to make sure no one could look down on her. She would stand at the peak of excellence and power to show the world that females are not to be underestimated.

As a warrior she feels that the ability to fight should be the thing you are most proud of. It is her belief that one should show pride in what they do. If you have pride in what you do, you will refuse to accept anything less than absolute perfection. Pride is the route to excellence. The ones who fail following pride are the ones too weak to overcome pride and just let it take over your life.

Weakness is her most hated quality. Displaying weakness is unforgivable, especially for a woman. Weakness is just a crutch that will lead to your demise. She does not care what you prefer to do or what you choose to pursue. So long as you chase it with conviction and pride. If you lack the resolve to fight for your dream and pride, she will show you what the path of resolve can do for you.

Motivation:
To protect the people of Xert'via

Alignment:
Neutral Good

Weapons:
She has two arms, wielding a crimson sword in her right hand, and a spear with a red head, golden adornments and black handle in her left.
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Abilities:
Connection to Earth-
This is an ability that connects her to the earth at a much higher degree than others. Using percentages, the average druid has a connection rate of 65%. With this ability gives her a connection rate of 90%. This means all earth or plant based abilities are amplified to match her connection rate.

Bonds of Stone-
This is an ability that allows her to move stone and earth at her own will. Basically a telepathic ability to move rock at will. She cannot change its shape or physical state. She cannot turn a boulder into sand or vise versa. Since her weapons are made of steel, she can also call them back to her hand at will.

High Order Druid-
Being a druid in of itself is not unique. However, her ability to spereate, understand and manipulate the energies of nature is second to none. She is able to define the energies of nature to the most miniscule degree. Very highly trained druids would only be able to identify a fraction of the energy she can. This makes her druidic powers considerably more potent and powerful.

Nature Energy Manifestation-
Since she can seperate and define the natural energies of the world, she can also gather them into the orbs that adorns her head. Once the energy is filled she can unleash them in energy beams. She can do this is several beams that move like snakes or one powerful beam from her forehead that attack straight on to where her eyes are focused. This is a very high leveled druidic ability.
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True Fighters Vision-
This is an odd ability. It is an ability that gives her vision only in a fight. This specific vision shows a name or alias for her and the opponent. If the name is not told to her or she does not know the name it will appear as three question marks. Not only that, but is shows an Aura Bar or Bars that will allow her to guess an approximation of when an opponents, allies or herself will reach their aura limit. She herself has 10 aura bars, where the average is 6. This is not an exact science, but it allows her to better moderate her abilities as needed in response to opponents and allies aura levels. Since this is an ability that happens in her own vision, opponents nor allies can see the aura bars. Only her.
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Holy White Oak-
Another high level druid ability, this spell allows her to summon one of the two Great Trees of Life. This specific tree will, upon summoning, cascade her or the affected companion in light. Then a single drop of dew from the tree will fall onto the head of the chosen target. This will in turn heal the target. Healing amount is based on all factors, such as location, extent of injuries and type of damage.
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Holy Black Cedar-
This is another summon of one of the two Great Trees of Life. This one is a very specific offensive tactic. The branches of the tree are summoned and used as a wide spread, wall of spears like attack. This can be used for creating space or defending, but is most effective when used as an attack. Unlink with the Holy White Oak, the barren branches of the Holy Black Cedar remain after summoning.

Fortitude of the Giants-
This is the race skill of giants. All giants have it with a rare exception in certain cases. This skill allows her to increase her standing power. This makes her very hard to bring down. It basically allows her to keep up and fighting longer.
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Divine Atmosphere Shield-
A high level druid ability that is manipulation of air. She can solidify air around her to form a magic barrier to protect herself. That being said, she can only deploy it in one direction at a time. That and it can be broken with a rapid succession of attacks or one powerful attack.

Bio:
At her birth, Kara'dre was the pride of the Brunish Giants. She was born a beauty beyond what the Brunish fighters had ever seen. Her parents doted on her and gave her all she wanted. Her pure white skin was a sign of purity and grace. As such, through her young years she was treated as a fragile thing. At first this was not a big deal to her. She was not opposed to being treated like that. She got all the treats she wanted and was happy.

Around her 25th year she was tired of it. Being treated like a porcelain doll was not fun. She could not do anything. She didn't get to help with fishing or training to fight. So, she asked her mother and father to teach her something new. Her parents, not being the type to stop someone from finding their path, decided they would let her find her way. The next day her mother taught her about fishing. She was taught how to rig up a boat, how to set up the holding nets and even how to use the spears. She went on a few fishing trips, but quickly decided against it.

A week after her fishing career ended, her father showed her the warriors way. He first showed her the giant martial art of Su'takuren. She watched as the warriors developed their skills wielding two bladed weapons. Swords, knives, spears and any other bladed weapon they felt like pairing up. On the second day she watched the warriors spar. She witnessed the intensity of battle and the pure pride that they had in their skills. The third day was special. It was the day that she got to see the magic users. The sight of spells moving earth facinated her. However, one magic caught her eyes. Her eyes fell onto the druids. Their connection to the earth, the flowers that bloomed and the great healing capabilities. It was that night. To the dismay of her mother and the joy of her father, she announced that she would train as a warrior.

For years she trained. Picking up the martial art so late made it hard for her in the beginning. As she tried hard and failed, she heard the comments saying such a fragile woman should give up. This only fuelled her rage and determination. She trained until her hands callused and bleed. She would spend nights practicing behind her house, cutting with her sword and stabbing with her spear. Improvement was clearly made. She was never the best, but she earned the others respect by becoming proficient in the art of bladed combat.

After that she was sought out by the druids and magic users. The magic casters always watch. Those who have an affinity for certain magics exhibit signs. According to them, Kara'dre showed them all.

Unlike her weapons training, magic training was easy. She had a clear and undeniable affinity for magic. Specifically druidic magic. Her absolute master of the craft was baffling to the clans magic users. They would give her a new spell and she would master it in a few days. On top of that, her personal training led her to the ability to define nature energies, something not even her teachers could do. She was a prodigy and there was nothing more they could teach her.

In her 90th year, her skills had made their way to the ear of the Grand Patriarch, an old giant who had reigned for hundreds of years. He was searching for an heir and thought her skills made her worthy. He summoned her to the War Spire, ready to meet her and make his final decision on her.

The Grand Patriarch sent his Oliphant guides to retrieve her. She was excited to see new areas outside Brunish territory. That being said, she maintained a composed elegance. This was her way. She had to put her best foot forward. She wanted nothing more than to show that her resolve achieved results.

It took a full day to get there, but soon she could see the crimson point of Gra'dul crest the blue sky. The War Spire was the most developed place in Xert'via. Aside from this place, Xert'via was a mostly primitive society. Advanced metal work and army forces, but lived closer to nature.

Once inside the manicured and modern estate of the War Spire she was escorted inside the Ruby Palace. Once inside shesaw the tower was fully hollow. The inside walls were covered in arches that spiraled with the outside. At the very back was the current Grand Patriarch. He asked to see her skills, so she spent the next 30 mins fighting multiple opponents. For the most part it was an even fight. It became clear that in a one on one fight, no giant was her equal, but as a group they managed an almost fair match up.

After all was said and done the Grand Patriarch said "You seem a bit harsh for a leader. Why not soften up?"

Kara'dre turned to the man and spoke "Forgive my bluntness Grand Patriarch, but what would that do." She pointed to the giants she had just fought with her crimson blade "If I was nicer, do you think they would understand that in a fight the mistakes they made would cost their lives? In my opinion Patriarch, being too nice is a weakness. However, niceness has its place and time."

After that her life changed. She was given the title of Grand Matriarch and renounced her bonds to any tribe. Under her leadership, Xert'via has entered another long age of peace. She has thwarted 12 invasion attempts and created bonds with many other nations that allow for trade alliances in war. Some have called her one of, if not the greatest druid of Valucia. Others call her the strongest Matriarch Xert'via has ever seen. One thing all can agree on is that she is a powerful and strong woman. She has earned and deserves respect.

Skills:
- Mastery of all basic and most high level druidic skills.
- Mastery of Su'takuren, the giants martial art of wielding two bladed weapons.
- Skilled natural medicine maker.
- Skilled leader.
- Expert in close to midrange combat.

Equipment:
Has unrestricted access to every bit of Xert'via money, trade, supplies, equipment and resources.

Other:
The pure potency of her skill and power as a druid has a profound effect on the immediate area around her. Specifically upon summoning the White Holy Oak. When she uses her drudic abilities, there is a clear ripple in the reality emanating from her. A clear sign of her raw druidic powers. This is seen in two ways. The first is that it is seen as a sign of her power. It can also be seen as a clear sign of her using an ability and can be easily used against her in a fight.

Oliphants are a massive land based mammal. The resembles an elephant with four tusks. This animal is the chosen beast of burden for giants. Compared to the 20 foot tall giants, they are the size normal elephants are to humans.

Those are humans in the picture
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Symbol:
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Theme Song:

 
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Name: King Isvar Rodelav
Aliases: Old Whiteaxe, The Cripple of Stedmjarssen
Gender: Male
Species: Human
Age: 54
Status: Alive
Appearance:
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He's 5'8
Role: King of Stedmjarssen
Personality: Isvar is a calculating man. He climbed to power on the backs of others, and over the corpses of those he killed to get there. Stedmjarssen, the traditional capitol of Vodisvaard, the home of Kings, became his through treachery and deceit. Yet, with armed force and coin, no one could stand against the dishonor of Isvar's reign. He is cruel and cunning, with little care for the common man, honor, or much else, though he maneuvers himself well politically enough to maintain power. He cares for his family ultimately, and his actions are for them, though he's a poor father to his two kids.
Motivation: To ensure his own power.
Alignment: Lawful Evil
Weapon: None.
Abilities: None
Bio: Isvar was born to an insignificant noble family in Addarholm, where the Rodelav family name carried little weight. He was the only child of two bickering parents, and whats worse, Isvar was born a cripple, without much use of his legs. Yet, even in a society that values strength as much as the Vodisvaardans, Isvar was not without hope. He had a natural way with words, and a cunning mind. With these two tools, we was able to carve for himself a life from the ungiving stone of the land. Deals and promises were weapons greater than any sword or axe, and Isvar proved it. Once, a younger Isvar felt remorse for his actions, but deemed them necessary for his own survival, in a society that would have left him to die otherwise.

Yet, as he grew older,such morals dissappeared. Powerstill was needed to keep him afloat, but Isvar pursued yet more of it. From Jarl of Addarholm, to Vasjarl of Jolderiky,Isvar rose higher and higher. Eventually, he even arranged for the muder of Brenglaf, the old King of Stedmjarssen, and through the same cunning as ever, secured the votes needed to take his throne as the King of Vodisvaard.

He married a woman from a major family to secure an alliance, Katterana Vedelsvadi, but the marriage was loveless. It produced two kids, before Katterana caught ill in one bad flu season, and died. Left with his two children, Isvar justifies his actions, his power, his tyranny, for their sake. His darling little Olo and Tasvara, his son and daughter. Olo is twenty, and Tasvara sixteen, and without Katterana's hand to help him, Isvar used the coin in his possession to hire others to raise his children, for he had no idea how. Suffice to say, they're both a mess. Olo is a prideful young princeling, who treats the commoners like dogs, and gallavants around terrorizing them with his noble friends. Tasvara on the other hand, is a shutin who fears the outside, and speaks to only a handful of other people a year, deep in her prayers.

With a son that's exactly the sort of evil, vindictive noble coward the Vodisvaardans despise, and a daughter that's nothing short of delusionally religious, neither will secure many votes in the election after his death. They lack charisma, deception, and power. He must go further, blackmail more, oppress more, to ensure they prosper after his demise. Otherwise, this country will tear them to shreds, as it would have to him.
Equipment: None.
Theme:
 
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