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Fantasy Pantheon: Time's End CS

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Braddington

Based... based on what?
Appearance

Name:
Age:
Parent God:
Rival God: A rival God who wants to see you fall, either through a personal vendetta against yourself or a parent.

God Strengths: Your strength of character and personal skillset. Quick-thinking? Level-headed? Diplomatic? Skilled in a fight?


Weaknesses: Maluses to your character. Inability to counter magic? Physically weak? Grounded?


Godhood: Supernatural boons, powers fantastical and physical inherited from a parent. Can you fly? Super strength? Control over ice?


Weapons:

Armour:

Misc:



History:
 
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Name: Hjalmar Thorson,
Age: 112
Parent God: Thor; Norse God of Thunder, Protection, Strength and Fertility

Rival God: Loki, Magni and Modi,

God Strengths:
Hjalmar is the visage of the perfect Viking, strong, brave, ferocious and passionate. His skill-at-arms is unmatched in Midgard, and the populace celebrate him as their champion. The son of Thor relishes the attention for the boons it offers, but let there be no mistake he would die for his people without question. With sword-and-axe Hjalmar has uprooted all evil from Scadinavia in his endless pursuit of peace, each challenge greater than the last. Through pure unbridled willpower and determination, Hjalmar became a shield personified, hefted in defence of Midgard's denizens. Despite his ferocity, Hjalmar is wiser than most would assume, having intricate knowledge of runic inscriptions and a great fascination for the dwarves.


Weaknesses:
Hjalmar can neither fly nor jump inhuman distances, instead relying on climbing and raw strength to attain height. Despite his physical prowess, Hjalmar's equipment specializes in his offensive capabilities, with reliance on durability to shrug off and ignore pain. Though his resistance to physical threats is immense, the assault of magic can bring him low - fast, as he has neither the means nor the stats to escape many spells, and lacks any resistance to witchcraft. There's no challenge too tall that the Earthsplitter can't carve to death, Hjalmar will charge headfirst into danger and die before he retreats or flees. His tenacity for long-term planning doesn't exist. But most loathsome of all, he does not play well with others; headstrong and brash, he'll clash with Greeks of similar conviction.


Godhood:
Despite his namesake, Hjalmar's greatest strength is his physical frame, intense speed and Jotun-like strength, his hands can bend the strongest steel with little effort and even the sharpest sword can break against his thick-skin. Though his durability is mighty, much of it comes from his runic waistguard, and injuries sustained do not heal or mend unless given natural time or outside healing. This is a dangerous combination, as like many vikings Hjalmar has mastered the ability to enter a berserker rage, increasing his strength tenfold as he unleashes in a tirade of furious attacks, with devastating speed and precision, but zero concern for self-preservation. Though it's somewhat ironic, Hjalmar has no innate control over the skies. If circumstance wills it, he can utilize an ongoing storm with the Mark of Thor, but it is no power of his own.


Weapons:
Boneslicer: Shown in the appearance, this axe was plundered from a deep chasm buried within Scandinavia's heart. As the Gods focused their attention on the Nine Realms, Hjalmar took it upon himself to safeguard the people of Midgard against all threats; fantastical and physical. This manifested in the awakening of the dead through the tampering of a local volva, whereby Hjalmar was required to journey deep within the earth to the tomb of an ancient awakened King, the death of the King caused the dead to rest once more. This axe was his trophy. Bearing ancient inscriptions of power, the axe never appears to dull or break, and once thrown may return at will, it has a special resistance to frost, able to hold a small amount of magical property to be unleashed anew. Especially effective against the undead.

The Midgard Fang: A simple, crude looking thing. The blade is dull and worn, with little aesthetic outside old nostalgic value. But legend has it, this blade's handle is no normal wood, but is in fact forged from the World Tree - Yggdrasil - itself. No evidence points this to be true, but Hjalmar's naivety carries this bauble everywhere.

Armour:
Serpentine Guard: A simple waistguard and belt fashioned from the hide of a mighty serpent at sea, responsible for the harrying of various norse traders. Until Hjalmar buried his axe into its brain. The hide is thick and comfortable to the touch, but the true value of the hide is the fact it's a material compatible with runic inscriptions. The waistguard holds the boon of his uncle, Baldur, offering greater durability as long as it is worn.

Perun's Harness: A simple harness fashioned by Hjalmar's mother, Perun, it offers no intrinsic power or special boon, except for it's sentimentality and fond memories of home. Perun fashioned the harness for him on his 18th nameday, after all what need does a demigod have for the armour made by mortal hands?

Thor's Mark: A simple bracelet engraved with the mark of Thor, a gift provided by the people of Midgard after the Pantheon War. The forging of such an artefact took all the wealth they had, yet they provided happily. The bracelet grants Hjalmar greater strength, with limited capacity for lightning manipulation.

Misc:
Hjalmar carries a broken spear and shield, a memoir from a lifetime ago, a reminder of his failure.

History:
Born to the famous shield Perun, Hjalmar's birth was extraordinary and special. After all, what need had the God of Thunder for discretion? The maiden, wooed by a seemingly normal man's strength, and the handsome glint in his eyes, would be shocked to discover the true nature of her partner. At first, the signs were clear and mighty, a difficult and painful birth that lasted 2 weeks and 2 days, each passing hour a storm brewing fiercer and wilder, until the lightning storms swept over the region in a destructive cascade, decimating the entire western forest without a speck of damage to the village. Thor himself had little care or concern for the event. It would be a miracle if the God of Thunder remembered the shield-maiden, let alone acknowledged a bastard.


Hjalmar's early life was largely ordinary, small signs at first, little snippets pointing to his true nature. How at 10 years of age his body was toned and muscled, by 14 he was stronger than the Vikings fiercest raiders, and by his 16th Birthday his speed had become inhuman. Hjalmar was a good villager, and a good man, he loved his life and village, and treated the other boys as his friends and allies, he engaged in regular play, holding back his Godly gifts for fair showings, he trained with the warriors and his mother, and took part in hunts and the occasional skirmish with a rival clan. Yet the true light of his life was his younger sister, Astrid. No matter how old Hjalmar was, she was his best friend and closest companion. They hunted, trained, laughed and wooed together, he always admired his mother's sense of justice and fairness. Despite his heritage, Astrid was never seen as less in her mother's eyes, and it soon became clear that her talent for battle outshined Hjalmar's greatly. Whilst he was adept at smashing things with strength, by 14 Astrid could out-duel any raider through use of spear and shield.


Life went on, Hjalamr flourished as the protector of his village, side-by-side with Astrid they smashed any threat that arose. Then, when the Pantheon War begun, all Hel broke loose. Thor's hammer soared across the sky as the sky blackened and crumbled, earthquakes shattered the planet, shaking Midgard to its core, the sons of Odin rallied at Svipjod, every clan, warrior, raider, hermit and outcast banded together in one great army, at Odin's command. Leading the vanguard was the God Tyr, the kindest and most noble of the Norse pantheon, with a dedication to the people of Midgard. The war raged furiously as the army crashed down upon Rome, carving a vicious path through the Legions. At the Walls of the Great City, an immense siege took place, spearheaded by Tyr and Thor, the two Gods raged furiously against Mercury, Janos and Bellona. Tyr's sword cast great beams of piercing light against the Roman' Goddess, whilst Thor tangled with the Messenger and Transporter, the sky split open, storms buried the city in lightning and the walls crumbled to the God of Thunder's offence, the Viking army, imbued by the power of Tyr, carved the Romans apart, Nike's power waning as thousands of Romans died each passing moment.


The climax arrived when Tyr impaled the Goddess with a legendary strike, and the two Gods soon overwhelmed the resistance from Mercury and Janus. Thor, fearsome and cruel, sought to eviscerate the entire city, only Tyr's stalwart opposition spared the surviving Romans. With the death of Jupiter elsewhere, the Romans were finished. The army, combined with the Greeks, maintained a defensive line at the mountain range of Anatolia, skirmishing occasionally with the opposition Persian and Egyptian Pantheons, though the war raged on in the South between the Gods, Greeks and Egyptians, the armies of Midgard's part in the war was - for the most part - complete, now limited to small clashes and the rare battle with a Persian army. Throughout it all, Hjalmar and Astrid had been a duo of death, slaying man and monster with reckless abandon.


The war is over in time, and in that silence and desolation, the great army returned to their home, to far, and drink, and rejoice, and mourn, for the cataclysm they'd partook. On the road home, a rival war party came across Hjalmar and his group. An alliance between Gods meant nothing for the mortal realms, what did they care for the people who bled to fight their battles for them? Tensions were high, spirits were broken, and minds were corrupted by the horror of war. Tense words led to brandished weapons, and the vikings - these known as Huscarls, led by a Jarl - had demanded all items of value from the norsemen. Hjalmar refused, and battle broke out. The mortal men were fierce and powerful, overpowering the village raiders with elite strategy and skill, Hjalmar had underestimated the enemy and watched as his friends and allies fell in rapid succession. Like a rabid lion, he thrust and kicked, but he was not strong enough, the Huscarls boxed him into a circle, and he could only watch as a spear pierced his sisters leg, try as he might the huscarl shields were as insurmountable as mountains.

The next time he dared glance, her body collapsed to the floor. Something awakened in his spirit, and with a bellowing roar he was drowned in red. The impenetrable wall of shields crumbled like paper, one kick splintered a shield into a million pieces, and the next strike shattered a man's collarbone. An unrelenting fury of violence and death, and yet he couldn't save her. A dying promise and bloodied heirloom was all that remained. He returned home to discover his mother had passed defending the shores from a celtic raid, Hjalmar was numb and in-grief. He buried Astrid in their family garden, where the villagers had buried Perun. The village was a shadowed reminder of the past, alien faces of the long-dead. Hjalmar set off as a wanderer, seeking danger and death in glorious battle so that he might be reunited with his loved ones.

Only, he didn't die. The months turned to years, and the pain of loss passed with time, Valhalla was replaced by his role as Midgard's hero, the people worshiped and loved him, he was given gifts, gratitude and idolism, but most dear to his heart, he saved lives, he was strong enough now. He would never be too weak again.
 
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[div class=openbutton]Blair
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basics
Name: Blair Belladonna
Godly Parent: Hecate
Age: 35 Years Old
Gender: Male
Sexuality: Homoromatic Homosexual
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appearance
Height: 175cm
Weight: 75kg
Hair Colour: Black
Eye Colour: Black/ Lilac when magic is in use
Complexion: Dark
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godly powers & armour/weapons
Mystiokinesis: Currently, Blair can use magic to manipulate energy as well as the weather

Necromancy: Blair can communicate with the dead as well as summon forth skeletons that can carry out his every will.

Armour:
Robe of the Enchanter - A robe made for him by his mother than enhances his speed and strength.

Weapons:
Poison Flower- A spear that causes whoever it cuts to get poisoned. The effects of the poison are dry mouth, enlarged pupils, blurred vision, hallucinations and if enough poison gets into the victim's bloodstream it can cause them to fall into a coma. The spear also isn't effective against Blair due to an enchantment Hecate placed on it.

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abilities
Acrobatics:
Spearmanship: [/div]

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weaknesses
Current
Durability: Blair while incredibly fast as well strong, doesn't have a high tolerance from pain and can be taken out rather easily if direcly hit.

Grounded:

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personality
- Independent
- Cautious
- Loyal
- Kind
- Empathatic
- Untrusting
- Just
- Sarcastic
-Spiteful
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bio
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extra

Theme:
Faceclaim: Reece King[/div]

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code by Ri.a
 
annalise-basso_sc_768x1024.pngName: Salutem


Age:23 (a day away from 24)


Parent God: Asclepius


Rival God: Zeus (Killed Asclepius when he kept bringing back the dead [i.e. Hippolytas] and taking money for it, later revived him on strict conditions)

God Strengths: Salutem’s personality allows for clear focus, perfect for the kind of person who is dedicated to remembering herbs, medicinal names and formulas for developing said medicine. Channeling focus to different senses has allowed her a photographic memory via touch, smell, taste or sound. Her personality, which is always hungry for a good book mind you, pushed her to study the impressions left by a pen after writing on paper. Practice with tracing over the impressions with her fingers allows her to read even non-braille books. Almost always, Salutem is known for treating wounds, poisons, venom and the like as long as she has a good description of the symptoms.


Weaknesses: Salutem, while internally strong willed and willing to fight with deadly sarcasm/wit, isn't exactly the strongest physically. A particularly strong individual can over power her in a physical brawl. And while she is able to function just fine without sight by channeling focus into the other senses she has, Salutem is still blind as a bat without echolocation. Visible problems can't be detected by her and anyone could sneak up on her if she isn't paying attention. This often leads many to doubt her as reliable help in making medicine, though she has been able to prove those many wrong. She is very much against the idea of violence or killing, choosing to preserve life and peace in response to her medicinal talents.


Godhood: From birth, she has retained a internal sense/knowledge of herbs And elements that can be used for medicinal properties and potions. There isn't a healing plant or slime she wouldn't recognize and not a health formula she wouldn't understand thanks to the helpful genes of her father. And while she doesn't have knowledge of cures to every sickness, poison or venom out there, she will at least do all that she can to help.


Weapons: Small, hidden dagger she bought for bringing medical help to more crime ridden cities (never been used on anyone, and s just for scaring off potential danger)

Armour: A circular shield was given to a younger Salutem by an old warrior who's grandchild she saved from a contagious disease. It's not anything indestructible, but she carries it around as a second means of self defense.



Misc: Wears a small head piece made of aloe vera leaves pieced together by her father, which were blessed by him to flush out any and all sicknesses from the body and heal even the gravest of wounds. However, the leaves are rare in this sense and there hasn't yet been a reason to use any of them, and she intends to keep it that way. There are currently eight aloe vera leaves as part of the headpiece.


She carries a very loyal, 3 foot long violet Aesculapian snake around her wrist named Thyme. It can and will bite anything it doesn't like, despite having no venom and being much smaller than who it wishes to bite.



History: Asclepius is a modest god nowadays, but his upbringing was one of a young man who made a few foolish mistakes. Decades of time long ago, Asclepius became the reluctant father of a tiny infant who's human mother he knew from far too long ago. She was sent to him because of her mother's city being no place for a growing child such as her, and because Asclepius would be alive long enough to watch the demigodess grow up in place that were safe for her. The healing god was slow to accept her, ashamed that a blind infant was his own flesh and blood...but he eventually took her in.


This unnamed girl grew over the years, with a despondent father that was always away performing healing miracles and vanquishing diseases. The confused child would visit an old centaur when her father could not bother himself with the responsibility of watching her, an old man named Chiron. Looking past the lack of use in her eyes, he taught her to use her focus to ‘see’ through her other four senses and when she had trained enough, to put her skills to use making medicine for the sick. Despite learning these skills her father doubted her ability to help him in his celestial work, believing a blind girl could never be of any use.


Some time in her older years, a feverish rash plague struck at an isolated village on the side of a mountain. Asclepius tried everything in his power to reverse the dangerous symptoms and cleanse the bodies, but found nothing in return for his hard work. Angry and distraught, he moved away to think over a solution and discovered his daughter far up the mountain, sitting right in the source of the dangerous plague. But she was not harmed, even as she openly licked at the contagious plants, bringing them to be mashed in a mixing bowl and then closing her eyes. Asclepius would watch, awestruck, as the young girl walked in a beeline path towards the very source of a cure for the plague, hidden deep beneath the soil.


The discovery and the subsequent salvation of the village changed his uncertain heart. The celestial would hesitantly begin to teach his daughter things he learned, how to use the demigodess power within alongside her own senses and the results began to show up at a faster pace. The proud father watched a young version of himself grow and develop with time, and knew what influential daughter he was bringing up, blind or not.


Salutem.
 
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NAME: Garthom Idunnson
AGE: 34
PARENT GOD: Son of Idunn - Norse Goddess of Youth, Health and Immortality

Rival God: -I don't know, really... He has had a hard time forgiving his uncle Loki for what he did to his mother... even if that very deed led to his birth. If he could, he would spare her the trauma and give up him having been born. She has told him this is a silly thought that young men in their prime should not be having.
God Strengths: -Garthom is a very calm, gentle and attentive person. He loves caring for things and people and is one of the few of his people who don't relish in war. His devotion to his people, however, drives him to war and conflict - where he would sacrifice his own well-being for another in a heartbeat. His attention makes him deeply empathetic and contemplative, offering him great insights into the minds of those around him, seeing the things they wish to hide and those things they are most proud of. He is a master herbalist, gardener, healer and brewer. His food and drink have been praised and celebrated in the halls of the gods, and his craft has been known to heal both the body and the spirit. His creativity and his skill have often gained him the favour of the more violent of the Norse Pantheon, who entertain his gentle ideas because of the great good he does in helping his mother sustain the Immortality of the Nordic Pantheon.
Weaknesses: -His desire to explore art and history and music and nature have left him avoidant of conflict. He will avoid harming others, even in the middle of combat - serving rather as a shield for those who would. His empathy with others undermines his will to remain loyal to Odin, and his willingness to take from those who need, and claim spoils of war. If forced to kill, or be party to a conflict he will most likely isolate himself to the side and avoid others as he tries to justify stealing that most precious of things from another - their life. Their agency. Their hopes and dream. The love they had for those close to them. The love of those who loved them.
Godhood: -His gift of a long and fruitful life will have plants, fruits, herbs and any manner of spontaneous life flourish under his hands. He is innately full of life, his skin always warm to the touch, sharing warms and comfort upon making contact with another. Upon touching others he can share that vitality. The old who live close to him slowly stop ageing and then become younger even... given time. Those who eat the fruit he makes are satiated and often cured of diseases and ailments. Those who drink his Mead know the warmth of kindness, care and the joy of creation and community within their hearts. He is not much stronger than a normal man, but any damage to him heals at a superhuman rate. Cuts and bruises clear within minutes. He also does not tire very easily, able to go on for days. By pouring his vitality into another he loses this for a while, often requiring him to sleep and rest for a few hours.
Weapons: -He has no weapons. He has a small knife he uses to cut plants and fruit.
Armour: -Odin himself has gifted him with a small stone, hung around his neck with leather thread, the elder having engraved a rune of protection and wisdom into it. Not only does it draw the attention of violent souls towards him, away from those he sees as allies. The runes also give him further protection, weapons which have no magical properties struggle to pierce his skin, and even if they do - the damage is minute. This was a gift for offering Odin and his host Mead made with honey and the Golden Apples of Immortality.
Misc: -He often wears flowers in his hair and beard... they have no innate magical properties, but since they are in contact with him so long they start glowing faintly, often continuing to bloom and remain beautiful far beyond normal. Animals fed these flowers tend to like him more, and many herbivores have started living close to his hut to eat the flowers that grow there year round. This also means that bees tend to follow him around as well.
History: WIP -Idunn, having fled her traumatic experiences with the shapeshifting Giant Thiazi, returned to her husband Bragi - and Garthom's adoptive father - carrying the young infant in her arms. The wise and kind man took them both in and welcomed Garthom into his house. His youth was spent with his loving mother and father, helping her tend to the Golden Apples of Immortality, while also talking with Bragi about music, art, and poetry - something he has come to love even as a boy. Having spent so much time caring for fragile and delicate things, he rarely saw conflict and never developed the ruthlessness of his peers. His cousins rarely cared for his quiet and attentive nature, which he could understand. He knew the stories of their people. The legends. The great feats of power and courage. He knew he was not those things. And he would never be. But, he could become something else.
He started brewing and talking - sharing stories and holding feasts. In his small piece of forest, along the side of a great mountain - he held evenings where tales of old were shared over mead that warmed hearts. His new father reciting poetry. His mother smiling among her friends. This was his role. A quiet protector of history. A keeper of stories. Many mortals would be invited. Great heroes and noble souls. He came to care for them just as much as he cared for the gods. They had lives. They had spirit. All life was precious. All life had meaning. All life needed to be shared. And protected.
When Odin commanded him prepare for war, Garthom was apprehensive. But he knew the stories. He knew the great wisdom of the Allfather. He knew how he got it. He knew the task set out for Odin. The great and terrible burdens that came with his throne. He realised the stories he loved so much... they were of the people. These people he cared for, and fed and drank with and kept alive. And they needed to survive for these stories to live. He began his training, never truly skilled in it. But he could take a punch like no one could. And cuts made with mortal blades mattered little to him. He could protect them. He could save those he cared about. He would save them.
 
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Name: Kaon

Age: 77

Parent God: Erebus, God of Darkness and Shadows

Rival God: Hemera and Aether, Goddess of Day and God of Light respectively

God Strengths: Kaon is, to describe her simply, insane. She believes that she exists for the sole purpose of causing suffering and despair in others, and she relishes in dishing just that out. This makes her quite a formidable opponent in combat, especially thanks to her blatant disregard for death. She constantly craves more power and takes great pleasure in demonstrating her already substantial strength; there are no lengths she won’t go to to crush her enemies and torture them for her own sadistic pleasure. She excels at manipulation, torture, and is also skilled in stealth. However, her insanity also makes her a vocal realist, which allows her to observe dire situations and easily deduce the most realistic way to win or survive. Kaon also harbours a preference for flair and dramatic entrances, and she's completely fine with satisfying her preference by acting as a distraction for the team if need be. Easily, Kaon’s best strength is the indomitable will that stems from her insanity and drive for power. When she sets and focuses on a goal, she is inexorable in her pursuit for it.

Weaknesses: Kaon’s insanity makes her an extremely arrogant and selfish individual. She has an absolute faith in her powers and strength and considers almost everyone as being underneath her, leading her to underestimate her opponents incredibly easily. She is sadistic and immoral, qualities that make her incredibly hard to get along with. This in turn makes her the weakest link of the team. She has no care for others, a complete disregard for her team, and is so self-absorbed that she is completely unreliable in functioning as a consistent part of the team. She is also incredibly reckless and ambitious with no care for social grace, qualities that just serve to further drive a wedge between her and any normal person.

Godhood: Kaon’s power derives from her Shadow. When she is not using her power, she has no shadow and her hair is jet black. She can activate her Shadow by snapping her fingers, which causes her hair to turn a pure, silvery white while the black travels down her body and to the ground, creating her Shadow, which appears as a circle of pure darkness around her feet. She can then manipulate her Shadow through thoughts and gestures to create such things as spikes or tendrils of darkness from the ground around her. It acts more like a liquid than an actual shadow, but when she uses it as a weapon it hardens and becomes incredibly strong, making it useful for both offensive and defensive purposes. She can also direct it up her body for a variety of purposes, such as shadow blades from her wrists or razor tendrils from her back. However her Shadow has a limited effective range of four to five feet and a maximum range of around seven feet. Any further and her Shadow weakens, becoming slower and easier to break through. Her primary wish is to remedy this limitation and increase the effective range of her Shadow. As well as this, if her Shadow breaks too much or takes too much damage, it must return back to its original form of a circle around her feet to recharge for a short amount of time that leaves her completely vulnerable. She can also control the amount of her Shadow she summons depending on how loud she clicks her fingers; the softer the click, the less summoned. Small amounts summoned do not pool at her feet but instead wrap around her forearms and hands.

Weapons: None. She relies completely on her Shadow.

Armour: None bar her leather jacket and other clothes.

Misc: For whatever reason, Kaon is known to describe the conviction and will of others as sounds that she appears to take great pleasure in hearing, especially if one has a strong will and conviction. Plus, her trademark piercing stare and crazed grin are known to severely unsettle others.

History: Kaon was born as an experiment. The gift of life is a fire, a bright light that declares ones existence. Kaon's father, Erebus, took note of this and decided to discover whether or not one born from his darkness could retain that light. With her birth, it was confirmed that it could. But perhaps not quite as bright as Erebus wished it to be. Tainted light would be a good description of the product.

Once she had been born, Erebus was satisfied. The light and the dark were compatible, and that was what mattered. He left the girl in the care of the woman that had bore her and returned to the dark. This daughter was nothing to him; her existence was the only thing he needed from her.

Growing up, Kaon's dark origins were clear as day. She tore apart wild animals for fun, bullied everyone around her. She was a sadist even at this young age, and her mother only continued to care for her out of an irrational fear that Erebus would curse or damn her if she refused to look after her daughter. As such, Kaon slowly and relentlessly cultivated her insanity with no one brave enough to stop her.

When she reached the age of 19, her Shadow first manifested, turning her shimmering white hair to pure black. She stopped ageing, or at least had it slowed down tremendously, as she still appears 19 or 20 even at the age of 77. Following this, she began honing her powers. By subjugating the village she lived in and testing her Shadow against its inhabitants. She ruled over the village for several years, somewhat content with her life as ruler of this small slice of earth. However, her contentment ended with the death of her mother. Kaon used her now honed power to raze the village to the ground, her first real taste of delivering wanton chaos and destruction.

And she became addicted to it.

Dominated by a craving for more power and driven by her insanity-fueled will, Kaon set out to continue practising her powers and slaughtering anything that got in her way. However, the Pantheon War followed soon after. And what a wonderful opportunity it gave her.

A plague that bowed to no faction, Kaon satiated her need for power and the display of it by slaughtering any mortals she came across. Greek, Roman, Norse, an indefinite number of all sides were slain by her Shadow. Untouchable, rampaging, the dark given form. She continued her seemingly mindless slaughtering even after the war ended, though she did slow down quite substantially.

When she was summoned to the summit of Mount Olympus, she eagerly agreed. This was her chance to face Kronos, to truly develop her powers through more than mere mortals. She would slay him and take her place standing atop his carcass as dark ruler of all.

It really was lucky that Zeus didn't take her seriously. Or, perhaps, unlucky.

 
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Name:

Ragna

Age:

125

Parent God:

Vör; Norse Goddess of Wisdom, Patron Goddess of Diviners

Rival God:

Odin, though it does not distract her from her loyalty to her adopted people.

God Strengths:

Ragna is half Giant, and stands at an impressive seven feet. She grew up in Asgard alongside her mother, handmaiden to Frigg, and was brought up to be as fierce a warrior as any of them. She is skilled in the art of battle, though cautious. She is less likely to charge into a fight as her host relations, and often takes the time to consider other options beforehand. She is a tactician at heart, and chooses intelligence over foolish bravery.

Weaknesses:

Ragna has little control over her inherited gift of Sight, and is often plagued with random visions that come and go without warning. They are often triggered during periods of high stress, which has led to incidents of vulnerability mid-battle. Her ability to see through lies and falsehoods has led her to be skeptical and untrusting of others. She has trouble trusting anyone, anticipating lies and deceit from even the closest of friends, of which she has few. She is also plagued with a recurring vision of her own demise, which is vague and dark and offers little insight other than that she falls at the hand of someone close and trusted. Even if she must rely on someone in battle, she refuses to turn her back to anyone.

Godhood:

She possesses her mother’s ability of divination and foresight, as well as the ability to see through lies and falsehoods. Visions come to her both in dreams and in waking though, and she has little warning before they happen. They are triggered by stress and the dark.

Weapons:

Ragna carries two hatchets, slung on either hip. She also carries a heavy sword across her back along with a large shield.

Armor:

Ragna is fitted in armor she fashioned herself, all of the highest quality metals, lined with leather and fur for insulation and comfort.

Misc:

Ragna is a cautious, quiet person who spends more time listening than talking. She is kind-hearted, though slow to trust. She is loyal to Odin and the Nine Realms, and has vowed her allegiance and life to its protection.

History:

Ragna’s mother, Vör, is an old Giantess from Jötunheimr, daughter of Bolthorn, sister to Mimir and Bestla, aunt of Odin. She was blackmailed by Odin and Mimir into assisting Odin in finding water for Asgard to prevent her brother’s death. When her brother was killed anyway, she made to return to Jötunheimr, only to find she had been away for so long that no one remembered nor welcomed her, for she had served the Aesir for too long.

Frigg reached out to Vör and begged her to stay on her court as her counsel, as a goddess of Asgard, one of the Asynjur. Vör agreed, for she had no where else to go and had divined a vision that had shook her so much she dared not to leave Frigg without her counsel. She remains a part of Frigg’s court as her Seer and a highly respected elder.

Ragna had been born out of necessity. Looking into the dark waters, Vör had divined her own death. She had also seen the fallout of her demise, Frigg left alone without her counsel. She saw the rising darkness, the great shadow cast upon the nine realms, and she feared what was to come. There was nothing Vör could do to prevent her death, but she vowed to ensure there would be another to take her place.

Vör was too old to bear a child herself, so she chose two mortals of Midgard to carry her child for her. They had suffered the loss of three children already and were losing hope to ever have one of their own. The woman had prayed to any and all gods and goddesses who might hear her, calling to Sif and Frigg for the gift of fertility. Vör heard and answered, and they accepted.

Ragna was raised on Midgard for the better part of her early life, though it was obvious from birth that she was no mere mortal. She was much larger than the other children, towering over others her age from birth. Vör first appeared to her when she was seven, when she had had her first dream. She was brought to Asgard, where she studied and trained with the young Asgardian children, growing up alongside them and learning the art of battle. She was a quick learner, smart and strong, her towering height first a weakness before she grew into her growing body. It soon became her strength.

Ragna was twenty when she first asked her mother to tell her of Jötunheimr. Vör refused, and reprimanded Ragna for asking so that she never made the mistake again. She has never visited, for to do so would be to go against her mother’s wishes, and has remained loyal to Asgard and the Allfather alone. She has visited her mortal parents many times, with her mother’s permission, and only stopped when they had passed of old age.

When the summit was called, Ragna had been surprised by Odin’s summons. She had studied alongside her mother, and had seen the Allfather many times when accompanying her mother at Frigg’s side. She had assumed her presence had gone unnoticed. It had not.

While Ragna had hoped she had been chosen to accompany the others to Olympus for her fighting prowess, Odin had other plans for her. They had an alliance with the Greeks, but it was safe to assume the alliance was not set in stone, and it was smart to be suspicious. Ragna’s ability to see the truth in lies offered them the ability to ensure all was in order and no one had any ideas of going back on their dealings. Ragna’s job was to listen and to report. She did not enjoy being a spy, but had sworn her life to the Allfather and agreed to his terms.​
 
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Name: Diocles

Age: 33

Parent God: Apollo; Greek God of Music, Poetry, Art, Oracles, Archery, Plague, Medicine, Sun, Light, and Knowledge

Rival God: Hera, wife of Zeus who was jealous of Leto, mother of Apollo and Artemis.


God Strengths:

Diocles is everything a son of Apollo would be stereotyped as by those around him. He has a lithe frame, allowing for greater agility, he has an unmatched skill with a bow, something he prides himself on and he can play the lyre with next to no effort. Not to mention his voice, which was described by a poet in Cyrene as, "Like silk wrapped up in a blanket made of golden velvet." Something he has used to his advantage many times before, whether it be to bring joy or simply pragmatic reasons such as haggling a merchant to a lower price. His skilled hands have also come in useful for many other reasons more than just playing instruments. He has had the task of strengthening the main gate of Cyrene almost since birth, using his skill to come up with new mechanisms in the main defense. Or even in service of the guard when a pick pocket needs to be pick pocketed himself. Naturally, as the son of the God of Knowledge, he also has a quick mind and large backlog of information on the mundane and magnificent. Whether that be the Gods or simple geography.

Weaknesses:

Diocles is anything but strong. He can't fly, he can't jump long distances and is easily squish-able. A good hit will knock the wind out of him in no time and his only true up close and personal defense comes with his inherited abilities, being a rather poor swordsman. He is a distance fighter and only a distance fighter with his bow as his first and last line of attack and defense. This often means that if a strong enough enemy can get a good enough hit in? He will be out of the fight. On an inner level, he is often conflicted. A lot of the passion in him is simply drained and when placed in battle he can often become extremely distracted or distant which can present both a danger to him and his teammates if his focus is elsewhere. He himself has no control over this and often times will be angry with himself when it happens.​


Godhood:
His most natural gift comes with the bow. He doesn't miss. His arrows fly strong and true with much more strength and force than a normal arrow. This can often make even the strongest of men with a shield fall flat on their back with enough will. Another power inherited from his father is his skill with instruments and his voice. Beyond just singing he can manipulate his voice to a deep and intimidating tone that can send chills down a person spine. Useful when persuasion simply wont work anymore. Finally of his abilities so far comes one with only minor uses but his most prominent. His light aura. Diocles is constantly surrounded by a shimmer of light which increases in size and sheer visibility with certain moods and situations. When in battle he can blind an opponent with this aura and in some cases he can glow so bright even his eyes look like staring into the heavens.​


Weapons:
Though he has a small short sword he keeps by his side for emergency situations or when an enemy comes close, his true weapon is his bow. The bow was gifted to him by Apollo himself and is the perfect shape, size and weight for Diocles. His attachment to the bow is heavy and he maintains it with a neurotic obsession.

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Armour:
In order to protect himself somewhat yet maintain his main advantage in agility, in battle situations, Dicoles wears leather armour. Outside of battle situations he usually just wears normal travelling clothing, the usual clothing of a Greek.



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Misc:
One item he wears around his neck at all times is a Sun necklace. The item is the one thing gifted to him by his mother and the one thing he has left in memory of her since her death when he was a child. It shines with his aura.


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History:
Diocles was born in the Greek colony of Cyrene. A bustling city surrounded by a living visage of the Underworld with evil creatures and other such beings aplenty. The city survived the Pantheon War due to it's protector, the God Apollo, who defended it from the destruction it otherwise would of suffered. This was because it was named for one of his many lovers. It's first Queen. And so it was a symbol to the God. Naturally this Queen Cyrene was held in high regard by it's citizens, who even deluded themselves by building statues of her as Apollo's "wife". Naturally as a son of Apollo by another woman, and not just any woman but a prostitute, his birth was mired in disgust and shock. How dare a woman of such...low standing claim to be as worthy as the beloved Cyrene. And so it was a long tradition began in the city. He was a pariah from birth among his countrymen.

His mother was not long for the world since the controversial birth. Though many would never think to harm her, believing such a thing would infuriate Apollo, some more...extreme members of society did not hold that view. So it was she was murdered in the town square, the only thing left from her possessions not stolen was a necklace, a necklace Diocles wears to this day. Being but a child and with no place to stay, the Elders of the city considered leaving the babe outside of the city walls to let...nature do what it did best. This thought did not last long when his father intervened. In a show of anger at the murder, he made demands of the city leaders and it's King to protect Diocles. Failure to do so would result in the city falling into the sea and it's citizens that survived being subject to plagues. The King and his advisers gave into their patron and protector, and Diocles was given a place in the cities Academy where he would stay for most of his life.

Those years at the Academy were a mix of both anger and joy. The city had agreed to protect him, but that didn't mean they had to do anything but the minimum necessary. Nothing was said about his advancement, success or any other such things. Gods were normally so grandiose they forgot the minor details, something that would be exploited. Even with his astute mind and skill the teachers and leaders of the Academy tried everything they could to put him down, to point out flaws or simply make flaws up when that wasn't possible. But even they couldn't fiddle answers enough to deny his brilliance. His father was the God of Knowledge, he wasn't going to sit by. Because of this determination, he passed tests and classes just barely but enough that it counted as a pass.

It wasn't all doom and gloom, there were the good moments of life in the city. The day he first discovered the lyre being one of them. Whilst out in the marketplace he came across a merchant selling the device. He didn't even need to touch or hear the instrument to feel a powerful connection to it. Even though it was being sold at an exuberant price, he bought it with all that he had saved. Then there in the streets he began to play, and even with no practice, beauty poured out from it. The entire market halted it's actions and focused on him, almost entranced, and remained silent. At the end he made his money back and more from a grateful crowd who had never heard anything like it before. This would become his new pastime and would earn him some modicum of respect and a decent enough income.

Upon the completion of his education, he saw his father for the second time in his life. Apollo arrived, in the form of a young and youthful man of similar age, and presented Diocles with a bow of gold. A bow which was perfect in every way imaginable. And before words could even be spoken, Apollo was gone. Thus was the nature of a "busy" God. Over the years afterward, he dedicated himself to the art of the bow and joined the City Guard. In his role he defended the main gate from all manner of creatures, bandits and everything in between. On the eve of being summoned to Mount Olympus, he was being considered for promotion within the Guard, a recognition of how far he had come from the days of the hatred.​
 
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