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God Bless The King [OOC/PG-16/Started/Accepting]


Techi☺

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God Bless The King

Kingdom Gnorfiend

A Role-Play by Techi

 

[spoiler=Setting]
Spanning across the Isolated island country, Kingdom Gnorfiend is governed by King Tarian. Gnorfiend was initially a castle founded by Tarian's Great Grandfather in the center of the island. Humans have inhabited Gnorfiend for much longer, but the manipulation of Mana pouring out from the earth have granted Humans the intellect to control the land and claim it for their own. Originally, the oldest Race on the island would be the Shadow Walkers. Given that the Shadow Walkers were born within the heavy sources of Mana beneath the island, they were the first to learn how to weave it and attempt controlling the barbaric Humans and their fellow young races. This didn't work out for the best for the Shadow Walkers. They lacked subordinate loyal soldiers and they never agreed upon anything for longer than a few days. Failing to breakdown the Human tribes before they could retaliate, it is said that the Shadow Walkers' forms were easily torn asunder by human magic. As far as Kingdom Gnorfiend's Royal Library is concerned, the first human claim to the island, the first human Mages, and the extinction of the Shadow Walkers all took place within the same poorly documented decade. 
 
But the Shadow Walkers would serve to only be the first problem for the early construction of Gnorfiend Castle. As the Humans built their strength on the fruits and meats previously gathered by the Shadow Walkers, they found that the construction of their new home went faster and faster by the day. The only complication at the present would be the jealous Giant kingdom and the water-fairing Donga Tribe. Both of these groups were seemingly related to the Humans, and the Donga Tribe was simply an early human tribe who found how to use mana to traverse underwater and avoid the earliest tribal wars. The Giants, being human-like, were truly the original race of the island and the Grandfather race to all others(Minus the Shadow Walkers) The Giants lacked an expanded intellect given their wasteful pseudo-society traditions and failure to manipulate mana. Although the Donga Tribe was much closer in relation to the Humans of Gnorfiend, Tarian's Great Grandfather fought his way into the Giant's hill-side Kingdoms and sought to speak with their leader. The Chieftain of the Giants would be Gor'ack the Immortal. A massive beast-like horror whose skin was covered in the blood of his enemies. Surprisingly, Gor'ack possessed the only intellect among the Giants and this gamble proved to be Tarian's Great Grandfather's first example of why he would make an excellent King. Diplomacy. Gor'ack and his Giant race would be welcomed among the Humans of Gnorfiend and the Giants will keep their hill-side Kingdoms, an Alliance, for so long as Gor'ack had his forces slaughter any Donga who came ashore. Construction continued, the Humans learned some of what it took to be a Warrior from the Giants, and Gnorfiend Castle was completed soon after Donga aggression faded.
 
Tarian's Great Grandfather would insist that the early Human Mages attempted to record their achievements with Magic and learn how to reproduce their spells. This endeavor brought forth the written language of Gnorfiend Castle. The King, the first King and his bloodline was established, and the King needed a loyal army of warriors who would secure Gnorfiend from any offensive. His first knights were the strongest men and women of the Castle's construction. A barracks was built, this would become the Regal Knight HQ and would be known later as the Warrior's Guild. The chosen first Knights, along with the first son of Gor'ack, trained extensively with all sorts of weapons and quickly discovered all they would need to know in hand to hand and armed combat. These Warriors would serve to an understandable force for the tribes of multiple races. Since most of the remaining tribes had little understanding of the Human mage's prowess. But, with Gnorfiend's Warriors, displaying their skill on the battlefield, the difference between Gnorfiend's power and the remaining tribes of the island was obvious. The first King was careful not to allow the Mages to help in the battles against the tribes for fear of their power being confused with the direct influence of some sort of god. Allowing a young tribe to believe their god has turned on them would likely result in a failure to include them into the Kingdom. It was a goal of Gnorfiend Castle, to involve the remaining Tribes of the island and share the great prosperity that the Humans claimed from the fabled Shadow Walkers. Gnorfiend Castle quickly grew to include the rest of the Island and become Gnorfiend Kingdom. Very few tribes remain to rebel against Gnorfiend, hiding away in the caves near the old Giant Tribe. Under the assumption that their Kingdom included all Races as they allowed each race of the known races of the island to join their society, Gnorfiend was surprised to find boats from far away lands carrying strange new races seeking trade.  [/spoiler]
[spoiler=Plot]
Should this RP kick off with a few players behind it, which I would find to be lovely, A first day would be given to shortly allow the players a brief scope over Gnorfiend Kingdom. Should they be born on, and current citizens of the Island Kingdom, then this first day would server more or less to demonstrate what exactly your character can/would do on a daily basis. I'll provide King Tarian in an application should two or three people seem interested, and the first day can be spent Visiting the King or tending to your character's daily duties. Given that the combat is left open ended, weapons are open ended, and magic is open ended, your character can explore/demonstrate a little of what you'd like them to be capable of in the first day as they practice their abilities or flaunt their weapons around. A relaxed first day would be the start of the RP with minor Social interaction as some characters come into contact and provide a smooth-sweet demo of sorts.
 
The true plot will begin as the Shadow Walkers return. For as long as there is Mana to be manipulated, the Shadow Walkers will always exist. Amassing a strategy over these years, watching closely the Kingdom they will soon reclaim, the Shadow Walkers rise at Dawn that day. Many of the Regal Knights of the Warrior's Guild and the Top Mage Scholars have joined King Tarian in the thrown room, but a battle between Gnorfiend's forces and the Shadow Walkers prevents our heroes and likely villains from getting to King Tarian. Will your characters offer their assistance to the Shadow Walker's invasion in exchange for what they may desire? Or will loyalty to the King and the Kingdom sway heavily in your character's heart as they fight to protect their whom and who they love? 
[/spoiler]
[spoiler Application]
Name: (First and Last, Provide Birth name and preferred name if your character has forgotten or refuses to use their birth name.)

Age:

 

Gender:

 

Race:
 
Appearance: (Provide 6+ lines describing the way your character looks. An Image can also be provided in a spoiler along with the written piece here.)
 
Personality: (Minimum of 6 lines.)

Bio: (Minimum of 8 lines, Explain why your character feels the way they do in the Personality section Given their past experiences.  Provide depth, and explore where your character got their weapon or where they learned how to use Magic, or if they have an interesting item in their appearance, explore where it came from.)

Weapon: (If your character does have a weapon useful enough in combat to mention, then this should be provided in a Spoiler with two sections. Details and History. Both should be at least 4 lines if the weapon is basic, and 8+ if the weapon is very powerful, and thus requiring an epic lore piece and explanation of what it can do. The Details section will cover the look of the weapon along with it's powers. Delete this section if your character doesn't carry any weapon of note. Duplicate this section and replace "Weapon" With the names of the weapons if your character carries multiple weapons of note. )

Magic: (Your character has more than likely grownup with mana all around them in the air they breathe. All sorts of open-ended spells can be performed and it's all up to the imagination. Provide this section in a spoiler with mini-segments under the spoiler providing a name for each spell, what the character does to perform said spell and what said spell does. Delete this section if your character is magically-challenged or just doesn't know how to manipulate mana.)
[/spoiler]

How to find Accepted Applications/rules/availablepositions.

 

 

IC

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Reserved for Accepted Applications Section.

[spoiler=Example Applications]

[/spoiler]

 

 

Rules:

1. All site Rules Apply.

2. Basic RP Rules from the Rp guidelines Section apply.

3. Posts must be at least 4 lines long and follow advanced clause with proper punctuation and English.

4. Not responding within two days will result in a turn skip.

5. Inform myself via PM when you won't be able to post if your turn is coming up.

6. Failure to note your absence before missing two turns in a row results in removal from the RP.

 

 

RP positions:

1. Techi

2. Chaotic Angel

3. Megidolaon Elly

4. Skyheart6

5. Anbu

6. Supreme Gamesmaster

7. 

 

If you are on the RP Positions list above, you are approved to begin making your application to be submitted below. You will also be added to the Collective PM for planning and organizing, in which you can post your status regarding the RP or ask questions. To join the RP, first express your willingness to join below and I'll add you to the PM And RP positions above. If the list is full, we are full on players and the page name would be edited to not accepting. Check back, some players may leave if they wish and additional slots may even be added if it gets popular. 

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 /bump

 

 

[spoiler=My Character]

Name: Vellan Belmont

Age: 19

Gender: Male

[spoiler=Appearance] 

1376688342.jpg?jpg=y

Being rather feminine in his slender appearance is likely a big source of his stress. Not many would find him to be attractive in any male-attractiveness sense. Regardless of how he cleans or tosses his white soft hair, it always falls in a way that looks intentional. His black nails are roughly indestructible and are a product of a terrible event that took place in his childhood. Provided that they are indestructible, he simply cannot clip them regularly, and his master notes that having longer finger nails can assist in weaving mana for a spell. Either way, Vellan would happily bite his fingernails until their small, but his clean straight set of teeth are of ordinary strength. Along with his nails, his rings and his pale skin and deep red eyes are warped by the same event in his childhood. Some find his skin color and eye color to be reminiscent of an evil god possessing him and others find his bizarre traits to be rare or seductive. Of course, he doesn't share those opinions. His hands and feet are slightly longer than normal for humans as he isn't fully human. His tattoos are also marks of his non-human heritage. When in the homeland of his father, the feathers provided in the picture above marks his prince-like status.[/spoiler]
 
Personality: A mix of remarkably lazy and sinister, Vellan is the kind to seek out vacations or breaks as often as possible or suggest pranks. Provided that he can manipulate mana at an extraordinary level, it is much easier to pull off said pranks through the use of spells. It isn't easy to tell if Vellan has always been the lazy/trickster type as early in his life a terrible event occurred and could have easily shifted who he is and how he feels. As a direct result of the incident, Vellan doesn't trust anyone short of his master fully. Entering new places is extremely difficult for Vellan. He'll have to comfort himself by noting any method of escape before he enters a new house, especially when he is with someone he doesn't relatively trust. Of course, getting closer to Vellan isn't difficult though he can be a bit thick-headed and a little rude at times. In terms of scholastic or magic-related subjects, Vellan has a powerful mind. Socially-speaking, however, he is stubborn and will often prefer time alone. Vellan reads all Elf and human languages freely and openly and even enjoys readings stories. 

Bio: Vellan's story begins long before his birth. As the Kingdom of Gnorfiend grew significantly, the Evlen Magi looked into the island nation from afar with their nature-typed Mana manipulation. One of the first races to greet the humans by ship, Elfs and Humans traded spices and food and weaponry freely. An Elven Prince, Vellan's father, met with Tarian's father one night as a diplomatic meeting which was the first Elf visit that went beyond simple trades. The Elvan Prince was named Rolan, and his meetings with Tarian's father, the Human King, was over the subject of allowing Elfs to join Gnorfiend and humans to join the Elf Kingdom freely. Tarian's father agreed, Freedom of trade and citizenship was virtually a small prize to pay provided the Elfs have provided quality materials and weaponry in their trades. However, Tarian's father wasn't very pleased to hear that Rolan had taken an interest in young human princess. Rolan knew she was nearly of wedding age for Human traditions, and given that Rolan wouldn't be first in line to be the Elf King, he had a remarkable shortage of princesses to marry. After a little talk, Tarian's father, Gnorfiend King at the time, and Rolan agreed to provide a chance for Rolan to persuade the young female Princess into marriage. Remarkably, the ceremony for Marriage for Elfs and Humans were quite similar, though Rolan agreed that if the Human Princess agreed to marry him, they'd follow the human Tradition and the wedding would take place in Gnorfiend.

 

After many nights of Rolan joining the Gnorfiend Royalty for dinner and a few romantic dates in the Elf Kingdom, Vannessa, the Human Princess now of age, agreed to marry Rolan. Vannessa's best friend, an old Human Mage named Tristan would also attend the wedding par her request and Rolan agreed. Though, Tarian's father didn't like Tristan provided that the old Mage was extremely powerful and refused to assist the Regal Knights by enchanting weapons, Tarian's Father's hands were tied as Rolan and Vannessa had all say at their wedding. Shortly after, Vellan was born. A beautiful human boy with many elf-like features. Black hair, green eyes and cute blue elf markings were the features of this remarkable boy who Tristan was allowed to hold. Vannessa told Rolan that they'd have to let Tristan predict their boy's magic capability and let Vellan learn magic under Tristan. To make his mother and father proud, Vellan's early tests proved to Tristan that the potential to become a powerful mage that could even eventually rival Tristan himself. The adorable young Half-elf boy began lessons with Tristan in terms of Nature magic, which was Vellan's original Magic affinity. Gleefully, Tristan adored having Vellan apprentice under him. Tristan couldn't afford to have a son of his own since his Magic practices didn't allow for him to be the husband his wife would deserve. 

 

One night in Gnorfiend, while Vannessa and Rolan were enjoying a long series of nights in the Elf kingdom, Vellan was kidnapped in Gnorfiend. Being carried away to the Giant's hillside caverns, rebel humans who formed a necromancer tribe in the abandoned cave mines had developed a plan. They were going to kill the Human-Elf child and provoke Gnorfiend and the Elf Kingdom into a war with the Giants. They first half-killed the young Vellan with black magic and continued to practice an assortment of spells on him and even tested a set of fire-magic rings on him that they had stolen from Rolan on one of his visits a decade ago. To their sickening satisfaction, the rings burned on contact of Vellan's fingers and seared in their position on his hands. A sign that a powerful Fire Magic was indeed hiding inside the rings. Of course, the fire magic of the rings had conflicted with the black magic inside of Vellan and caused the burning reaction. Before they could get anymore sinister ideas or get along with the killing of Vellan, Tristan had found the Necromancer cult and used his own fire magic to burn them with massive fire balls from the sky. Careful not to shake Vellan up too much, Tristan brought the boy's half-dead body to the ground and attempted to return life to his body. It was clear that the Necromancers managed to shift his Affinity to Black Magic to cast some of their dark spells and ripped his nature affinity away - Effectively half killing him. Incapable of living on the Black magic source provided, Vellan was slowly slipping away. In haste, Tristan noted the extremely powerful Fire magic housed inside the rings stuck to Vellan's fingers and touched the rings himself. The two mighty sources of fire magic introduced a Fire Affinity inside Vellan and restored life to the young boy. Nearly surviving this disaster, Vellan continues to wonder why Rolan and his mother wasn't there to rescue him. His trust greatly increased with Tristan and his dedication to Magic and learning how to fight with the Regal Knights grew into a Passion. Vellan spends most of his days at Gnorfiend now with his Father and Mother forcing him to visit them on a few Vacation days in attempt to once again bridge their relationship and regain their son's trust. 

 

[spoiler=Weapon] 

Dragon's Fury Rings

Details:

Take note of the rings worn by Vellan in his appearance. These rings are dark and possess one-fifth a truly powerful fire-magic source in each, and there are five in total. Though they are no longer seared into his flesh, the rings cannot be taken off as they tighten when Vellan tries to remove them and burns the fingers of those who attempt to take them. They provide Vellan with a source of Fire magic that is equal to Tristan's, but he fails to seize all of it's power for fear that it could run out of power or damage his own body given his lack of experience with absolute top level fire magic. Even Tristan hesitates on teaching Vellan such destructive and unwieldy spells. The rings do not react kindly to Vellan's use of dark magic and thus will not provide their insane source of fire power to Vellan while he is using Black Magic. The Rings absorb nearby mana in great quantities to refill themselves like batteries, though Vellan will likely never be able to burn out their power regardless of what spells he uses or how frequently he does provided that the crafter of the rings was beyond being a prodigy of Fire Magic and the mechanism inside them and series of spells used to enchant these rings multiplies the mana they drink into Fire-tuned Mana that is much easier to mold into fire spells, which decreases the amount required to cast said spell. 

History:

Yal'gash, the first of the Elven Magi to learn fire magic had received inspiration from the sun provided that he was born during the Elf's ancient celebrations of the sun festival and his father used powerful volcano-like furnaces to craft weapons. In years long before the Human Tribes seized Gnorfiend, Yal'gash matured and learned much of crafting many different kinds of trinkets while mastering fire magic. Yal'gash accidentally cursed himself with a flaming heart and immortality. An eternity of burning from the inside and no death insight. During this time, he learned the only way to lessen his pain was to continue crafting and mastering fire magic, given that his sense of creativity greatly eased the pain in some way. With a piece of his own heart added to the black-metal molten mixture, Yal'gash crafted his final invention before setting off to join the dragons and leaving the mortal Elf life behind him. These rings were gifted to the Elven Royal family and fell into Rolan's possession. Rolan had brought these rings to Gnorfiend in an attempt to sell them to the Mage Scholars for a grand price. Unfortunately, with the aid of Black Magic, thieves had taken the box the rings were in right out from under his nose shortly after his arrival in Gnorfiend harbor. To avoid controversy, and to prevent looking stupid, Rolan didn't raise alarm. 

[/spoiler]


[spoiler=Magic] 

Molten Lava Bolt

At varying sizes, with very little cast time, Vellan calls for mana around his hands to take the properties of lava and to swirl around his hands to gather the form of a ball before the hand in question becomes a fist and he shoots the bolt toward his target with decent accuracy in a single punch. 

 

Cataclysm

After channeling with his both hands shortly, the same way he'd channel a Molten Lava Bolt, Vellan releases a wave of swirling fire in two directions with both hands. Serving to defend against fire, water, and nature spells and to take out many enemies at once. 

 

Raging Dragon

Provided his fighting style from the Regal Knights who had taught him hand to hand combat, while fighting with his hands Vellan Channels rage inside his rings. After this raging fire mana is summoned inside his rings with a short amount of combat, Vellan's next punch explodes with a dragon-shaped fire attack that penetrates many defenses and charges past the original target to deal large area-wide damage to scenery and enemies alike. This attack holds meaning to Vellan given that it is Elf-inspired. Many offensive Nature spells from Elfs take the form of some sort of animal. 

 

Release: Onslaught

Given that Fire and Nature mana are closely related to Vellan's own body since he was born with a Nature affinity which was later supplemented with a Nuclear Reactor of Fire mana and a powerful Fire Affinity, his body is capable of achieving a state of high mana consumption in return for a massive boost in physical prowess and magical output. With the Ring's charged mana and his martial arts discipline, a simple short period of concentration will allow Vellan to force the Rings to quickly output their Fire mana throughout his body and have his body receive this mana as a short-term source of life which will in return remove the cast times of his original fire spells and cut the Rage Channeling time of his Raging Dragon ability in half and even allow Vellan to move extremely fast with devastatingly powerful physical strikes.  

 

  Onslaught: Flickering Cannon

Into his palm would be a massive amount of Fire Mana being instantly channeled to the center of his hand and radiating outward uncontrollably. As this mana leaps out of his hand in short bursts it appears like tiny firebugs fleeing from the tips of a campfire. The process of this spell is all in the molding of the mana as opposed to the generating of the mana, and thus, unlike his non-Onslaught fire magic, will still require a decent channeling time. After a brief moment, Vellan can move again, and as he does, the spell will be unleashed from his palm, leaping forward with a straight line of unbelievably powerful lava magic. Given the power of this initial strike, many enemies may be confused when the cannon quickly disappears and then is launched again giving the true meaning of 'flicker' Cannon. Vellan can delay the launch of any of the five quick-succession top-of-the-line fire spells, but simply cannot hold onto them for longer than twenty seconds and certainly cannot generate one in each hand.

 

Onslaught: Explosion Burst - Lance Fist

With his overwhelming amount of Fire Mana being released, Vellan has more Fire Mana and Physical strength then he knows what to do with. After a brief pause, the area around him can erupt into flames that cling to his opponents and quickly evaporates defensive magic, or he can summon a huge amount of mana to his knuckles with implodes within a meter-long cylinder in the direction of his punch. Should the punch land on an opponent, very few physical or magical defenses can absorb this empowered Lance Fist technique. With the punch crushing a physical armor and leaving a dent for his magic to accumulate into and shatter, or absolutely devastating an exposed opponent. The longer Vellan pauses, the much more powerful this technique becomes provided that he doesn't have to mold the mana with any sort of skill and the Rings are outputting more than enough mana he'd need. Going to a maximum of a full minute wait, this technique can become a quick-killer of purely defensive typed enemies, though to reach this strength Vellan may have to request the aid of an ally to keep his opponent busy.

 

Onslaught: Cosmic Inferno 

Vellan's Finale Fire magic attack. Using this skill will cancel out his Black Magic Affinity for two days and provide him with an intense amount of Fire Resistance that he'd otherwise die without. After breaking his opponent's defense with Lance Fist or Explosion Burst, Vellan may find a perfect window of opportunity to use this technique. With a small understanding of his Rings, Vellan is capable of tweaking their output to a dangerous level, quickly consuming the surrounding area in thick Fire Magic and making the channeling of all other sources of magic intensely more difficult. During this time his opponent only has the option of escaping or killing Vellan. Only successfully achieving the second option would guarantee that  Vellan won't be able to strike them with this next attack. The Ring's influence over the surrounding Fire Mana will allow them to continue converting nearby regular and non-fire mana into additional Fire mana, causing a difficulty for opposing Mana-users to continue attacks that may defeat Vellan at this stage in the fight. As the nearby mana is nearly converted (Taking longer if Vellan intends to convert massive sources of nearby mana to make this attack into a near-suicide attempt) Vellan's physical attacks stop all together as he avoids incoming strikes to the best of his ability. While attempting to dodge and maintain his vicinity with his enemy, the mana nearby that was converted and all of the previously expelled fire Mana quickly gets sealed inside his right arm through the use of the Ring's flame Sealing spell. The Seal takes the place of a white and red twin Dragon Tattoo that grows up to Vellan's shoulder from his his finger tips. Disturbing this tattoo or breaking his skin of his right arm will release the mana. If Vellan manages to land his right hand or finger tips inside his opponent, the Tattoo quickly disperses as a blinding light consumes the area,  

 

Sound Cancellation

After channeling shortly with his Black Magic Affinity, Vellan can cancel almost all sound he focuses on nearby. Be it his victim's muffled screams under his hands or his own footsteps.

 

Numbing Flesh

With his hands on the targeted area, if Vellan Channels black magic into it, Vellan can Prevent pain in the area for a short period of time. Good for helping an ally await a healer or to keep a hostage from being able to walk freely away given that they wouldn't be able to feel either of their legs.

 

Black Magic: Apparition

After channeling black magic for about 10 seconds, Vellen can release this Black Magic in the form of Bats or phantoms of himself or others. This serves as a great distraction in combat or to send messages great distances. His Apparitions need to be dispersed after a short amount of time, especially Phantoms, because they can gather intellect of their own and even learn to manipulate the mana they're formed of to continue their own existence. This is usually a freak accident and they can be easily defeated.  

 

Apparition: Mana Leech

With no additional mana required, an Apparition can be disguised as clothing to leech mana from it's wearer. Usually, Vellan won't be able to get his enemy to put said Leech on, so it doesn't serve much of a combat purpose. These leeches lack any form of movement or attack and are often much easier to make and can take on more properties or characteristics interms of objects as opposed to the pseudo-living Apparitions. The feathers adorned by Vellan while he is in the Elf Kingdom are often Mana Leeches that makes it more difficult for adept mana manipulators to feel his presence and predict his capabilities. 

 

Apparition: Minion

With a considerably larger amount of Black Mana required and excessive channeling processes, Acquiring minions through his Apparition spell is usually more work than benefit in terms of combat. Using the original spell takes less effort and time for decoys who serve more or less the same purpose as a Minion would. Minions are usually just as strong as a normal Apparition at first and take time to grow to Vellan's intent. Often serving as a butler of sorts or a companion bat, the Minions can have a bit of a life of their own and step outward from the other Apparitions as stand-alone beings. All Minions hold a piece of Vellan's Black Magic Affinity and can perform some of his own Black magic spells overtime. The intellect that these Minions can gather is often overwhelming if given the time, and these Apparitions are by far the most risky. Until a Minion is dispelled or destroyed, Vellan is missing a tiny piece of his Black Magic affinity, though this missing piece can be regenerated with considerable effort towards training. 

[/spoiler]

 

 

 

 

[/spoiler]

 

Edit: More spells for Vellan!

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Noting interest, if this is still going. I'll be a bit busy with a rather imposing short story I've procrastinated too long on, but I should have an application up within the week.

Thank you <3

 

Adding you right now.

 

A majority of the work so far has  been small behind the scenes application stuff, primarily between myself and Anbu over skype, but we should see applications coming in soon~ 

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Name: Kane Underwood

Age: 19

Gender: Male

Race: Human

Appearance: Pale skin tone and a very strong build, just like every other bodybuilder, so much that he looks like he had been taking in 20,000 calories and burning them all back down to muscle, however he was still slim enough to be deemed fit though, most of the muscles have been developed from the excess skin and fat he once had. He has blonde hair for starters, brown contacts and blue eyes. He measures himself at six feet. Quite the tall guy. He also weighs himself at nineteen stone, again referring to the fact that he has been body building. He wears a ripped tank top on his torso and a pair of jeans to accompany his looks. He also brings with him a pair of gloves and wraps himself with bandages. Every other optional items include a tattoo on his right arm, a cut on his left cheek which left the scar itself permanent after dealing with a naked flame up close, it doesn't really affect he wears contact lenses as well, but only occasionally as one would think those contacts would damage his eyes even further when in fact it doesn't affect him that much. In the end, he brings a pair of glasses with him anyway, in case he couldn't see from far distances . He isn't great at seeing one or two things, poor him. While his left leg is pure flesh, his right leg is fake, which means he has prosthetics made from real ruby, platinum and glazed to perfection. Kane lost his leg in an accident not too long prior to the start of this RP. He doesn't quite remember what happened or why it had happened. The rarest form of prosthetics you will find nowhere else except through Kane himself and even that costs a lot of money to manufacture.

Personality: Kane is a passive-aggressive person. He likes to be opinionated, but never does so in front of people in case he fears damaging his own reputation. He used to be a carefree person who thinks he could do whatever he wants with his life but that was no more. After being taken into the world that we are about to embark in, Gnorfiend, he has little or no clue about what it's going to be like so in his case, he tries to maintain an outgoing personality. Kane is also a glutton, and tries anything to eat as much as he can and because he eats a lot, he exercises just as much even when fighting so he burns off all the excess calories. He has no problem communicating with comrades but he tends to plan things on his own first before doing so. With that, he can be quite organised in the sense that he most dislikes filth, whenever he sees dirt anywhere, he would compromise and clean up after the one responsible. However, the kindness that Kane would give is limited as well. If anyone would think it's okay to give Kane a hard time, he also has no problem trying to pin them down and give them a good scolding or in the worst case scenario, try to knock them out unintentionally though this will almost never happen providing that Kane keeps his cool. He also has a patience problem as well, but that doesn't tend to be displayed until later on. He never waits longer than an hour for anything, for everyone's information.

Bio: Born in the outside world to English parents, Kane is in fact an orphan. His family died when he was just two years old, and as a result ended up being taken in by a cyborg. The guy we know all too well. At five years old, he began training self defense to the point where he can fight off against up to two thousand enemies at once, but that was the result after he turned twelve. At that age, he started lifting weights out of pressure and out of competition to see how strong he was during exercises as well, in which his cyborg guardian started observing. Kane also started learning how to manipulate magic and how to duplicate weapons, but that took him so long, even the cyborg had to teach him over and over. He was given a nickname Suffocated Gravekeeper by the cyborg a year later to represent his suppressions and emotions that take control of him, otherwise known as his replica. Later that year, when he became a carefree person, he is used to doing whatever he wished and no one would actually complain. It is unknown whether those feelings are unwavering or lingering. He kept the name 'Suffocated Gravekeeper' even at the age he is in now and by the age of fourteen, he had gained a six-pac from pure exercise and calorie burning alone, during that time he could control, manipulate and eliminate double the amount than when he was twelve. Now, at the age of nineteen, weighing in at 19 stone and measuring at about six feet, he is considered one of the strongest giants (According to most humans) one had ever seen apart for one or two people (including his cyborg guardian). Only recently, he started training with the Assassin's Knife, Astaroth left behind be his father when he was still alive and he finds that the blade had already been bestowed with abilities that suppresses Karma and Doom. It was because he thought fist fighting wouldn't be enough for him. After embarking on a journey to Gnorfiend, will he be able to take on a legacy that they would expect?

[SPOILER=Weapon Details]
The weapon type that Kane would be using is an Assassin's Knife and the name of the weapon that he wields is called Astaroth, inspired by the strong build he possesses and the strength he carries. The appearance of that knife is like any other knife that comes from a survival camp, but a lot sharper and a lot more deadly. The colour of the blade itself is black, with a dark green handle and bandages wrapped around the handle and his blade. In most cases, it is wrapped around his hand as well so that Kane can flip his knife around 180 degrees at any given moment. This weapon can be morphed however into another weapon type, a shape shifter. So therefore this weapon is able to morph into all other weapons morphed or not that other characters in various RPs wield, for example the King's blade, a Wind Dragon's Arm, a familiar or perhaps a recreation of another weapon completely. Morphing a weapon is something one should not take lightly as when it happens, Kane cannot morph again for at least twelve hours, much to his dismay. The only types of weapons that Kane cannot morph into are weapons that are genetically grown onto the original character, such as Wolverine's Claws. The final thing about the knife is that it glows in all colours when used to slice up enemies or in general slice up food, chop down bits of wood or do DIY work, this wasn't just called an Assassin's Knife for nothing, it was designed to multi-task and block attacks that Kane would normally take. Its weapon exclusive abilities include Manipulation, which allows Kane's knife to be thrown around in any direction, only to divert into a different target, whichever is most in a pinch and killing it directly; Karma which doesn't do any damage to the enemy whatsoever, but does apply the Doom counter above their heads, counting the hits required to kill them and Depression, which Kane ties his knife to a string, stabs the nearby enemy and drags it close to him, there's a 25% chance that Kane would cut the enemy up as well, but stabbing and dragging is all he generally does with this ability.
[/SPOILER]

[SPOILER=Weapon Background]
This knife has been derived for many years and originally owned by a group of assassins. It's not the best of the bunch, but it is still deemed as powerful back in the day. Before Kane owned the knife, it had been shattered around, chipped and scrapped everywhere, in every battlefield. After his father took it in ten years later, he repaired the knife and started using it until Kane himself was ready to use it. Then the time had come for Kane's father to lend him the knife which had been repaired some time after retrieving it. after Kane retrieved the knife as a weapon, he goes and makes some modifications to it in order to allow the morphing function to be set in place. It is said that the weapon was well over 20 years old. Then there was elements installed to this weapon. It has three elements: Fire, Dark and Wind. All of those elements can be fused together to create a tornado or a firestorm that can damage from all directions, but that has not been tested yet, believe it or not. Nor has it been tested for the elements fusing together as normally there would be one, two or all six known elements used at the same time and not every other amount. The previous owner of the weapon was reported already as Kane's father, William Underwood. He was known as the master of knives and knows everything about them, even gaining a scholarship on weapons through research alone, something that Kane would have considered if he hadn't undertaken the quest at Gnorfiend, but the blade continues to run down in legacy...
[/SPOILER]

[SPOILER=Magic]
Chaos Thundaga/Firaga/Blizzaga/Aeroga - Negated versions of their respective elements, with their original elemental properties destroyed. However, the power of the magic is amplified by 125% (In the case of Chaos Aeroga, the amplification becomes 250%). Kane does the following respectively in order to cast his spell: Click his left finger for Thunder, spin around in a 360 degree angle for Fire, raises his hand and then back down again for Blizzard and claps his hand whilst the wind is being created, then pushes the air for Aero. The colours of the respective spells are also inverted.

Chaos Curaga - The negated version of the original Cure, with its original properties inverted. The power, just like every other chaos magic is amplified by 150% compared to the original with a 75% chance that it heals nearby allies completely. Kane holds a prayer on the spot and chants the spell, causing black and white aura to come out and heal allies.

Recreation - This causes Kane to recreate his weapon and duplicates it into two. All he needed to do there is touch the weapon with his left hand and the duplication is complete. Must be warned though, the duplication looks real.
[/SPOILER]

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[spoiler='Daphne Aerior']

Name: Daphne Aerior
Age: 19

Gender: F

Race: Human

 
[spoiler='Appearance']QPOGSL1.jpg

[/spoiler]

[spoiler='Personality']Due to her fragile and doll-like appearance Daphne is often looked down upon by other magicians, and at first glance see her to be a helpless and inexperienced little girl who can do nothing but basic magic. Her timidity and shyness (almost to the point of fear) of strangers don’t help to dispel this idea either. The reality is far different though; Daphne is skilled magician who specializes in all-forms of magic. A very knowledgeable young woman it is not often she makes her skills known, and as such despite her great skill is known only to a select few in the magical social scene.

 

A very studious young woman Daphne is very smart, and enjoys putting the knowledge she has to use. Being very quiet has also let her learn a lot about people, and her ability have little presence in room, though often leaving Daphne unnoticed, she is always listening. Picking up all sorts of gossip that floats around and she’s very in the know, finding about the newest news from around the world from travelers who come to stay in the Castle.[/spoiler]

[spoiler='Bio']Daphne life has always been deeply tied to magic. Coming from a prominent family of magicians Daphne was taught to use magic at a very young age. She taught primarily by her grandmother, the great archmage Angelina, who to date is still the Aerior family's most powerful magician. While Angelina was strict in Daphne's teaching she was never abusive, or mean spirited. Angelina was constantly encouraging of her granddaughter, and often boasted about the great strides Daphne would make under her tutoring.

 

At the young age of 16 Daphne was invited to live in the in the castle under King Tarian as one of his mages. Daphne was more than happy to accept eager to accept an opportunity to further her practice. At the castle Daphne continued her studies of magic under some of the best mages in all of Gnorfiend. Despite this the name of Daphne Aerior is not much known to the residents of the castle. Though many will atest to seeing her due to the young mage spending much of time within the castle library and magical laboratory. In her three years she has become quite an urban legend around the castle being known as the "Girl in White" and many of those who live in the castle think she's a ghost.[/spoiler]

 

[spoiler='Weapons']Ceremonial Dagger: A knife used during spells that require Daphne's blood. She keeps in stored in a leather sheath which is kept under her dress. Despite it being extremely sharp, due to Daphne's small stature, and its inability to make more than shallow wounds it is not really a useful weapon in combat.

 

Staff: The staff depicted in her appearance it is used in almost everyone of Daphne's spells, and she almost always carries it around with her. Due to its properties it is a very easy focal point through which to channel mana, and makes casting difficult spells far easier on Daphne.

 

Book of Aradia: One of the most powerful grimoires known to the magical world passed down from Daphne's grandmother to herself. It sharply increases Daphne's natural propensity for magic (which was already abnormally high in the first place) to something far beyond what any ordinary human could hope to achieve. The book itself is relatively ordinary looking simply being a leather bound tome with a blue inlaid in the center of a complex arcane circle.  

 

Knife: The knives used in the spell Spider Claw. They are rather ordinary knives that are de-summoned whenever the spell is not in use. While Daphne could theoretically summon them and use them for self defense her lack of physical combat training would make them quite clumsy in her hands.

 

Swords: The swords used in the spell Dance of Thorns. They are rather ordinary knives that are de-summoned whenever the spell is not in use. The swords are far to heavy for Daphne to use, but theoretically others could use them, though she would most likely just de-summon them if an enemy got a hold of one.

[/spoiler]
[spoiler='Magic'][spoiler='Telepathy']Daphne can use mana to manipulate objects at will. While it can technically be used on living beings, if a person is targetted by this magic and does not wish to be control their own mana will reject the spell without it having any effect on them what-so-ever most likely they will not even notice it.

[spoiler='Spells']Physic ~ BounceA magic circle forms beneath Daphne. It focuses a large amount of telepathic energy in a single area before releasing it all at once launching Daphne it the direction the circle is facing.  A relatively simple spell it requires hardly any effort on Daphne’s part and can be casted multiple times in quick succession without any repercussions, and can also be cast in midair. 

 

Kiss of Salome - Daphne creates several purple chains of energy and wraps them around her adversaries. While this does not restrict any actual movement it prevents the binded foe from casting any magic for a short period of time. While the window it provides is short, it can allow her allies the opening they need to change the tide of a losing battle. This spell takes large amounts of concentration, and is extremely difficult to cast multiple times in a short period, even for a magician as accomplished as Daphne.

 

Mind Charge - Daphne absorbs the mana around her storing it in her body. She can used this stored mana later to amplify the power of a spell without extra concentration.

 

Spider Claw - Daphne summons eight knives which Daphne controls telekentically. Due to the magical nature of the blades Daphne can shorten or lengthen them at will. She can use them to both cut, stab, and use the blades as a shield. Daphne can also use them to wrap her opponents in a thin purple threads, though these threads will only trap the target for no more than 5 seconds.

 

Dance of Thorns - Daphne summons six long swords in a similar fashion to Spider Claw. Rather than control them as an extension of her body the swords act as if having a mind of there own. They will always defend Daphne which frees her to cast other spells.[/spoiler][/spoiler]

[spoiler='Energy Magic']A complex form magic that involves giving pure mana physical form. This Daphne's main form of combative magic, though due to it's naturally unstable and destructive force. Due to its abstract nature Daphne can weave the energy magic into a wide variety of forms, and shapes. In its most generic form energy magic takes the form of bullets and lasers which is the quickest and easiest way to use it, though Daphne's most powerful spells using it often involve weaving in more complex patterns.

[spoiler='Spells']Calamity Seed - Daphne opens a large spell circle underneath several opponents. A large dome of energy then spreads out from the circumference of the circle trapping anybody who was standing on the spell circle inside. Several ovular shaped bullets of energy shoot out from the center of the circle ricocheting off the wall of the dome hitting those trapped inside gaining more power they bounce around. The spell deactivates after about a minute.

 

Primal Force - Daphne summons a silvery white energy sphere in front of her. The sphere then collapses into a more ovular shape shooting out directly ahead of Daphne exploding with the first thing it comes into contact with.  

 

Faire’s Aire - Daphne's most powerful energy magic spell. She begins it by using her knife to open a small cut on her palm then allowing the blood to drop into the chalice of her staff. A large magic circle then appears beneath her, mana in the form of red mist like energy then begins to pour out of the top of her staff as well as overflowing out of the circle. Daphne is able to then control the mist, and convert it into energy which acts as a far more destructive version of her normal attacks. Again due to her weak physical state Daphne is only able to hold the spell together for about 5 minutes or so before she has to break the spell due to the physical exhaustion it causes.  Daphne will only use this spell in the most dire of situations due to the toll it takes on her body. (What the spell looks like when cast: http://i.imgur.com/0x1JdfD.jpg The outfit being worn is different, but pay that no mind)[/spoiler][/spoiler]

[spoiler='Summons']Daphne calls on the power of arcane beings to fight for her. These avatars require Daphne's full concentration, and any damage done to them also hurts Daphne.

List of Summons:

Artemisia - Allows use Ice spells

Garuda - Allows use Wind spells

Trismegistus - Allows use Fire spells

Ifrit - Allows use of Earth spells

Ultima - Allows use of non-Element Spells

[/spoiler]

[spoiler='Non-Combative Magic']Any magic Daphne uses that does not involve combat falls here. This includes things like healing, support, and barrier spells. The types of spells category are used in a defensive aspect to support her allies.[/spoiler]

[/spoiler][/spoiler]

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[spoiler='Daphne Aerior [WIP]']

Name: Daphne Aerior
Age: 19

Gender: F

Race: Human

 
[spoiler='Appearance']QPOGSL1.jpg

[/spoiler]

 
[spoiler='Personality']Due to her fragile and doll-like appearance Daphne is often looked down upon by other magicians, and at first glance see her to be a helpless and inexperienced little girl who can do nothing but basic magic. Her timidity and shyness (almost to the point of fear) of strangers don’t help to dispel this idea either. The reality is far different though; Daphne is skilled magician who specializes in all-forms of magic. A very knowledgeable young woman it is not often she makes her skills known, and as such despite her great skill is known only to a select few in the magical social scene.

 

A very studious young woman Daphne is very smart, and enjoys putting the knowledge she has to use. Being very quiet has also let her learn a lot about people, and her ability have little presence in room, though often leaving Daphne unnoticed, she is always listening. Picking up all sorts of gossip that floats around and she’s very in the know, finding about the newest news from around the world from travelers who come to stay in the Castle.[/spoiler]


Bio: (Minimum of 8 lines, Explain why your character feels the way they do in the Personality section Given their past experiences.  Provide depth, and explore where your character got their weapon or where they learned how to use Magic, or if they have an interesting item in their appearance, explore where it came from.)

Weapon: (If your character does have a weapon useful enough in combat to mention, then this should be provided in a Spoiler with two sections. Details and History. Both should be at least 4 lines if the weapon is basic, and 8+ if the weapon is very powerful, and thus requiring an epic lore piece and explanation of what it can do. The Details section will cover the look of the weapon along with it's powers. Delete this section if your character doesn't carry any weapon of note. Duplicate this section and replace "Weapon" With the names of the weapons if your character carries multiple weapons of note. )

Magic: (Your character has more than likely grownup with mana all around them in the air they breathe. All sorts of open-ended spells can be performed and it's all up to the imagination. Provide this section in a spoiler with mini-segments under the spoiler providing a name for each spell, what the character does to perform said spell and what said spell does. Delete this section if your character is magically-challenged or just doesn't know how to manipulate mana.)

[/spoiler]

 

Looks good so far!

 

Pm me if you need any help ;D

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have been a bit busy with TAFE, will try to finish soon

 

[spoiler=Balok (Drow/Dark Elf) currently almost completely done (only missing deity figure info)]

Name: Balok T'sarran

Age: 25

Gender: Male

Race: Drow/Dark Elf

Life Expectancy: 150 Years
Necessities: Oxygen (only requires low amounts compared to their woodland and pure cousin-races), Water, Food
Preferences: Dark Areas are preferable though not necessary, Flames are an element of intrigue to them, Pure Magical Energy attracts them (such as that which holds together a lich or a magical fault line)
Appearance: Humanoid and very similar to a normal elf, however there are some clear differences in appearance between the races, Dark elves having a grey tinged skin which is generally darker, holding hair colors of only white or black, and often having red or silver-blue eyes, with their slim appearance less feminine than that of a normal elf, generally holding a body more befitting a warrior.

(^ will flesh out more later if wanted)
 
[spoiler=Appearance:]

[spoiler=Reference Images]

Dark_Elf_male_by_kerembeyit.jpg

 

xen__drik_drow_by_fuuryoku-d370oto.jpg

 

Drow_7_by_Mir_Nye.jpg

[/spoiler]

Balok's appearance is slim, though muscular to any that saw his skin, holding the body of one who has been honed as a warrior despite his much more gentle manner of holding himself. Balok stands at roughly 6'1", his slim appearance seeming to aid his height, and weighing in at roughly 117 kg. Balok's eyes hold irises of a dark red, with the rest of the eye around them appearing to be a pure white, his nose rounded yet holding a point in it's appearance if his head in angled downwards, with his ears coming up to a point halfway between the top of his head and the section on the side of his head at which his ear begins. His hair is of a dark black color with segments of pure white mixed throughout, coming through as if small stripes that were made at certain segments along his head, his hair despite this abnormal coloring pattern being symmetrical and running down to shoulder length, the back of it holding the white stripes much more commonly. Balok's attire usually consists of black, red, and deep purple colors, often wearing a robe patterned as if to be a form of suit, his hands gloved in black to continue such coloring, his feet being covered by black shoes appearing to be made of a burnt leather. Underneath his average attire Balok often takes to wearing armor, holding a chest-plate, wrist-guards and leggings of metal underneath his robe to help turn away physical attacks, these pieces of armor being made of a black mineral said to be stronger than iron. Also hidden underneath Balok's robe is a belt to which he has attached a hilt, the belt serving to hold the Sword of Ailfried, the segment of robe around the hilt's location being able to be detached often held on by a weak form of sealing rune using a miniscule amount of magic to keep his sword from being seen, the robe's nature of looseness allowing him to hide the sword and his armor without any visual signs as to it's presence unless one were to pull the robe against him. Beneath the robe on area of skin not covered by armor Balok has a white paint covering his skin in patterns, each of these patterns giving his body symmetry, the same symmetry that is held by everything but his hilted sword, of which he only has one and due to such cannot wear in a way that would provide him with the symmetry the rest of his attire and appearance adheres to.

[/spoiler]
 
[spoiler=Personality:]
Balok holds a few traits deemed stereotypical of the Drow species, having an innate greed and self-serving nature from the society he was raised within, willing to stab others in the back if it would help his own situation. Balok holds a distrust of others motives coming as a byproduct of the self-serving greed his nature brought into him, leading him to believe that others were always looking for some sort of angle to manipulate him to their benefit, this distrust leaving him incapable of forming a proper relation, though he can over time form basic bonds of friendship, the distrust he holds however not fading. To beings of other races Balok would likely come off as cold hearted, willing to perform acts that others would believe taboo or extremely difficult to do if it meant making his life easier, this trait extending to acts such as interrogation and the like of people he may come across in his travels if the situation would deem it helpful to him. During any battle Balok is often quite cunning, using his laws to advantage himself whilst attempting to limit his enemy's capabilities, combing this with his specific style of sword fighting and rune magic being used to dis-allow certain actions to be had by his opponent, his use of rune magic made to limit his opponent's actions along with the Judgement magic whilst his sword fighting will often go for debilitating blows rather than lethal ones, preferring to disable his enemy to later use for information or negotiation. Due to the method in which he left his people Balok believes himself without a home or family, searching for beings he may be able to relate to with a level similar to his family relations, this want however conflicting with his natural distrust that has been engrained into his personality from a young age, requiring work on the part of others to be able to overcome his insecurities and begin to trust someone even a small amount. Despite Balok's distrust of others he is quite firm in his religious beliefs and trusting his Deity to be one of true judgement, believing that there are laws defined by his god that shouldn't be crossed even if they would give him gain. Any acts which Balok is convinced would go against Aither's will are incapable for him to break, believing any law invoked in Aither's name to be absolute and without loopholes until sealed away or revoked, wishing to appease his god with occasional symmetrical gifts left around the world in areas of created symmetry constructed by him in nature as part of his worship to Aither.
[/spoiler]

 

[spoiler=Bio]

Balok was born in a poor district within the underground Drow City of Svirfnebane, named such due to the city's placement being near that of a society of Svirfneblin (Deep-Gnomes, a sub-race of Gnome that live underground), with the inhabitants of the city often robbing the Deep Gnome's Resources to enhance their own quality of life. Whilst still a child Balok's parents were slain by another Drow over a dispute about some food, Balok being brought up amongst the Deceitful and murderous ways of his kind from the moment he could move. Inside his parent's house, which he had taken as his own, Balok found a book akin to a bible of sorts, Describing a being known as Aither, a Supreme lord of balance throughout the universe, in whose names any laws made were divine rulings. Balok lived to grow in a mixture of the faith of Aitherian Law and the dark deceitful ways of his race, conning others out of food and materials when he needed or even just wanted them. At the age of 12 Balok discovered he had a basic skill in manipulating magic inherited from his parents, able to write out runes in Drow Language within the air, certain combinations of which seemed to cause effects. Despite Balok having grasped the basic of Rune Magic, a magical trait that had been within his family for years he was not able to channel mana into those runes properly and due to such their effects were extremely limited, i.e a Pull Rune would only pull a pebbl a short distance. He continuedPracticing his magic as he grew, becoming more fluent in it's use, especially in how to trick others using it so that he may profit, living however by the Laws of Aither, never going over the line more than was necessary, his innate greed and the darkness inside which he grew being slightly balanced by his faith.

 

As Balok neared the age of 15 he began to create his own biblical tome, the "Law book of Aither", a book within which described his praised Deity Aither, and outlined the few laws which Aither had instilled upon his followers from the beginning of time, such as 'Thou shalt not kill thy lawful brethren" a law, which rather than meaning people of ones own kind, referred to the followers of the belief of Aither. Shortly after the completion of his tome Balok seeked to grant those around him the teachings of Aither, wanting to allow others the balancing force and peace he found within himself following his faith, this effort however leading only to his own injury as other Drow would attack him and steal from him, leaving only his bible and his clothes, wanting neither. Balok began to develop a cold disposition towards others as these muggings kept happening as he tried to help others of his kind, turning his back on them and beginning to train with a blade he had stolen from a store a week beforehand, taking it only so that he may defend himself from the fate of his parents, now training to be able to use it for his own purposes. As Balok trained with the blade he began to feel the small amount of compassion he held towards the others of his race fade away, leaving only a cold-hearted disdain of them, which led to their murder when they crossed him and tried to steal from him finding themselves trapped within him by runes and forced to fight. Balok soon began to grow infamous, having killed even a few of Nobler blood than his own who had wanted to take some finer looking jewellery he had acquired and wore, things such as Sapphires and Rubies, which adorned his stolen clothing. As Balok developed this reputation and adorned his own walls with spoils from his murder he began to appear more refined rather than brutish, the displeasure at his own kind's double-faced nature being the only thing he had known causing him to seem to take on a more condescending and gentler mannerism with which he would stand, rather than the sneak-thief style held by so many of those around him daily. Guards began to learn of Balok's Infamy, seeking him out openly to attempt to bring him to 'justice' for the murder of those whose blood was of a nobler stock than his own, these attempts often either avoided or being met in combat and leading to Balok's success.

At the age of 20 Balok began to grow curious about the castles and what sort of secrets they held within, what treasures would those of Noble bloodlines hold that outmatched his own ill-gotten treasury. He soon began to plan to enter the nearest castle, known as the "Dreaded Blackfort" by those around him, Drow said to enter never to leave again, with pained screams being heard from inside along with guards occasionally dragging a new Drow of low-birth into the castle. Balok was took in his sleep unlike the others they kidnapped who were took in the middle of what their society considered daytime. Balok's weapon confiscated from him before he was thrown into a cell to await the decision of the Blackfort's Masters, the rough handling as he had been brought inside having woken him from his sleep. Balok's Rune Magic however allowing him to escape the cell, using the Runes for Cut to break his chains and Smash to open the door which had been bolted shut, the guards nearby hearing and beginning to run after him. Balok fled as soon as he could using the Rune Wall to create a temporary wall and allowing him to gain time to try to escape, finding himself heading lower into dungeons without an escape in sight. As Balok was about to give up, his legs burning in pain at their being overworked he saw a curved blade, glowing golden with black and red patterned runes written along the blade in the language of Drow, these runes saying "Thy wielder of this blade shall be granted immense power in return for becoming Ailfried's link" the words meaning nothing to him but the blade's appearance leading him to believe it strong, taking the blade so that he may make a stand against the guards. As Balok took the blade a dark aura seemed to overtake his body, red glows seeming to cover his eyes and mouth as another being took control of him, leading his body in ways he didn't believe possible and causing the destruction of the guards chasing him, and a segment of wall in a single swing, using some from of black magical energy cast from the blade. Soon after the destructive energy was released Balok was returned to himself, the Aura that had covered him disappearing and being incapable for Balok to have summoned again himself even by the use of his own runic magic to imitate the runes.

Balok then fled from the Drow Settlement, leaving to the outside world, the light causing pain to his eyes at first, though through forced practice he began to grow used to it as he moved around, having took only his clothes, the Law book of Aither, and the Sword of Ailfried with him. On his travel Balok once again delved into the laws of his book realizing in a way that they were all merely invocations brought into the mind of those of his faith, deciding to test something as he came across a group of bandits. "No-one may attack another" he wrote in the air with his Runes before exclaiming, "I declare thee law in the name of Aither!", his words attracting the attention of both the Bandits and of the Deity, who took the Runes to be an invoked temporary law. The Bandits then attempted to attack Balok, believing they had found themselves an easy target to mug, however as each saw the law in turn their attempts to strike him were turned away by magical energy before they were struck by, and surrounded in, a Divine Magical energy such as that of Aither. After the Bandits were trapped within the magical spheres Balok declared "Thy judgement shall be the infliction of pain, in a manner that shall leave those who broke Aither's Law paralyzed" an electrical shock surging through each sphere of magical energy before the divine energy would disperse, leaving the unconscious and temporarily paralyzed bodies of the Bandits where they had stood, Balok continuing onwards along the road, stealing what little valuables he had found on the Bandits.

By the Age of 25 Balok had found himself within the Kingdom of Gnorfiend, still worshiping his deity Aither despite their being another deity seemingly worshiped by the more faithful people of the kingdom. Over the course of the 5 years difference from his departure from Svirfnebane he had grown much more skilled in the use of "Judgement Magic" as he had named it, learning how to store his runes to invoke the laws of Aither at any time and sealing these within his book. He had visited, stolen from and fled a variety of Kingdoms, each holding a people whose disdain for him seemed similar to that of his own people, leaving him to continue his cold-hearted nature towards others. As he entered the Kingdom of Gnorfiend the first building he had seen from where he entered the kingom was a temple for their faith, a building he passed with but a single look, deciding that such things should not be debated if he were to finally find a place where he may actually live, something he had searched the past 5 years for unsuccessfully. Balok found himself a small house, being able to bribe it's owners to allowing him ownership of the house for a few of the valuable he had picked up from other kingdoms, such as artwork and metalwork such as goblets designed in an aesthetically pleasing manner. Setting up the residence with a few small things he believed necessities and then leaving to explore the kingdom, finding it currently to be a livable area that may eventually become a home for him. Balok still prays to Aither in the manners of which his Deity Requires whilst living inside Gnorfiend often finding a nearby forest within which to do so, both being a place of purity and being out of sight of the others of Gnorfiend who may take offense to his worship.

[/spoiler]

[spoiler=Weapons]

[spoiler=Law book of Aither]
[spoiler=Weapon Details]
The "Law Book of Aither" can be described as a medium-sized leather-bound book, with the leather binding and cover being a dark black as if the leather was burnt before use. Using the book Balok can easily access 'laws' which he has sealed inside the book, being created from and sealed by his own Rune Magic. When Balok is using the "Law Book of Aither" he often signals his use of the book by the line, "I call upon thee Aither, and invoke your name to watch over me" followed by the announcement of the law as it appears in the air in front of him, a floating construct of runes that will Invoke the sight of Aither onto all beings that see it, so that they will come into his judgement. While using the "Law Book of Aither" Balok's movement generally seems to slow, not slowed however by reading as the pages which he has memorized are opened at once upon the invoking of a spell sealed on that page, this rather being a trait held by Balok whenever using the law book of his deity.
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[spoiler=Weapon History]
The "Law Book of Aither" is a book created by Balok, an initial book whose concept is shared between Balok and the other worshippers of the purity deity. The book is equivalent to the bible of the people who follow the belief of Aither as one of the highest gods and that which they seek favor from. Balok's book unlike numerous others has been written in runes instead of the Common Tongue of his people, his unique rune magic sealed within every page of the book able to be released and then sealed again at Balok's will. Stored within Balok's "Law Book of Aither" are runic written laws created based upon the laws and statements which make up normal "Law Books of Aither". Whilst the book is open by flowing a small portion of mana into it Balok is able to remove the seals on his runic magic to create the runes in the air, creating a law that is invoked in Aither's name. Balok has added an appendix section at the back that isn't specifically related to Aither's Laws but rather contains some he has created himself and sealed away for later access. Upon Balok's creation of the book he burnt the leather which he used for it's cover and bindings to a charcoal black, burning each side evenly and with symmetry, before creating the book he surrounded the symmetrical statue of a diamond with the leather in a symmetrical pattern offering it to Aither and asking his blessing upon the leather, enchanting it with the power of Aither himself and making the book near indestructible through normal means. 
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[spoiler=Sword of Ailfried]

[spoiler=Weapon Details]

The Sword of Ailfried is a curved blade, in the style of a Khopesh with a longer handle, and a hand guard.similar to that of a Falcata extending off the blade of the sword and joining to the bottom of the lengthened handle. The swords in it's entirety appears to be made of a dark black metal similar to obsidian in color however being much more sturdy, being near impossible for a humanoid to break whilst in it's current sealed state. The blade will occasionally seem to glow with golden energy that seems to emanate from the center of the blade, this effect seeming to only occur once it has struck something and hit blood, which is seemingly absorbed into the blade, not requiring any cleaning afterwards. The curved shape of the blade along with the short hook on the end of it allow a fighting style dissimilar to normal swordsmanship, the style of fighting when using the blade able to incorporate both the strong straight blows a normal sword might have, and the thrusts to a much less effective extent, but also able to incorporate hooking blows, the hook on the end ale to catch onto person or object and able to be used to disarm a foe, and prevent their escape while inflicting more harm or provide sufficient threat if used to hold their foe in place

 

The true power of the Sword of Ailfried comes from the energy sealed within it that had been temporarily released when Balok took the blade though soon being sealed away by the seals inside the blades creation. The Sword of Ailfried holds an immense amount of Dark Energy along with the Souls of those sealed within it, the blade using the absorption of blood to feed itself and this power. when the blade has required a sufficient amount of blood, which to break the seals enough for partial release still involves a quite plentiful amount equivalent to around three villages worth of small-folk for a partial release, the seal upon the souls inside shall fade, the Souls within linking with the user of the blade, granting him their immense power in return for their link to him allowing them to possess him, something that until the user is able to wield their power is incapable of being done, with the user prone to becoming their servant unless they are able to resist full possession.

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[spoiler=Weapon History]

The Sword of Ailfried was created to execute and imprison a council of elven mages who had been performing acts of various dark arts in nature from a time a millennia past. The council having been one of a few sources of Dark Energy and Black Magic at that time, this elven council known as "Ailfried" had been separate from the normal Elven Kingdoms, having settled in lands near their Drow cousins, knowing their despicable ways would be able to be exploited for further empowering their dark magic. After having found a few of even his own family dead and turned into the minions of Ailfried, the Lord of the Drow took up arms against them, tasking his mages to create a blade within with the Dark power held by Ailfried may be imprisoned so that it may not possess a servant and escape.

 

The citizens worked day and night to help in the craft of the blade, despite their deceitful ways coming together against a common foe when told of their power. The lord of the Drows upon the blades completion imbued with with his own energy along with a blood sacrifice of 10 of his own people, to provide the seals with their initial power to be able to hold the life source and power of the 10 member of Ailfried. The Lord had then rode out, with an army of his own people, lightly armored as they were they proved much nimbler than the servants of Ailfried, rushing through their ranks with a seeming ease, whether due to the cunning and skill of the people of the tactics and magic employed by their Lord from the battle was a fact not retained by history. At the end of the battle against their servants they surrounded the mages making up Ailfried to prevent escape, with the Lord marching up to fight them on his own, their Dark Energies clashing against his own magic and that of the blade, his magic seemingly able to hold theirs harmless whilst he fought, taking them one by one, draining their magic and life into the Sword, named the Sword of Ailfried to represent the imprisoned group who were an ancient terror.

 

The Runes the blade was made with however were only able to store a certain amount of life energy, the 10 tributes and the 10 evil lives taking enough energy to allow a small leak that within a millennia had grown to allow Ailfried a temporary escape for a few seconds. the lives of small-folk and those without any particularly powerful magical essence would take only very little of the swords capacity, requiring quite a few thousand to be sacrificed to the blade before the seal inside was to be lessened enough to be destroyed by magical energy from outside interference, unless the tributes had highly powerful magical energy. In the case of such the amount of tributes would be quite lessened dependent upon the magical energies of those new beings absorbed. Any new being absorbed into the blade with sufficient magical energy would also be able to hold their consciousness within much like Ailfried, and if ever able to leak from the blade, able to control it or have a presence in the body if their consciousness won against that of Ailfried and any others within, the blade granting the user permanent power of those sealed within it at the cost of their consciousness combining with the user's own to an extent dependent upon their level of magical control. Once the power within the Sword is released the blade shall fuse itself with the user, being unable to remove it from their person, the blade seeming to form a connection to them within their arm, where the sword would sheathe itself after it's fusion when not in use, feeding upon small amounts of the users vitality and lessening their life span.

[/spoiler]

[/spoiler]
[/spoiler]

[spoiler=Magic:]
[spoiler=Rune Magic]
Magical Rune Affinity
Balok has from a young age had an affinity at rune based magic able to draw runes in the air or on items with magical energy, allowing them to be effected by the word written in the runic magic, this skill being at first hard to control. Through years of practice from his 12th year onwards Balok grew skilled enough with Runic Magic to develop his use of Judgement Magic, The runic magic remaining part of his skillset and able to be used to affect enemies or items.

Cage
Balok creates a circle of magical runes around the air, surrounding both himself and a short distance away in a perfect circular structure, generally a few meters in length. These runes taking a proportionate amount of time as their distance to prepare. Once the runic circle has been created it becomes invisible to all but Balok and others skilled with Runic Magic until the magic is activated. Once Balok Activates the Runic magic the runes appear in view to everyone nearby, before duplicating and moving extending the runes to surround the users in a dome that connects to the earth and then covers the ground beneath the beings struck inside. After the Dome of Balok's "Cage" has formed the runes become translucent holding only enough visibility to allow people to tell that the insides are separated from the outside around them, magical energy incapable of breaking these runes with only pure magical energy and air being able to pass through the "Cage". Anyone who touches the cage after it is activated will feel as if it is a stone wall despite it's near invisible appearance and it's durability much more powerful than a stone wall would hold. If Balok is knocked unconscious or his runes become truly unseen they begin to lose their effect, only holding their caging effect whilst at least one person is looking at them, their power working proportionate to the amount of people that can see the runes, his own sight included.

 

Wall
Balok creates a line of runes, this lin of runes making nearby mana form up into a wall surrounding the runes, generally only large enough in size to close off a small corridor. The amount of time it takes for Balok to channel enough mana to create a wall is dependent upon the size of the wall he is try to create, with the resulting wall generally also being rather weak. These walls will hold the mana as a physical blockage that may be broken by magic or left to dissipate shortly within 2 minutes, generally allowing Balok a means of attempting to escape or avoid damage before his enemies will break through unless they have highly destructive magic.

Cut
Balok creates a single rune infront of what he wants to hit, the amount of time and mana poured into the rune determining it's effectiveness from being only able to lightly cut the skin of a human to being able to slice through hardened steel. After the rune has acquired enough mana and is activated it transforms in appearance, the pieces that make up the rune moving around to form into a short blade-like shape, which then moves towards and attempts to slice the target defined by Balok. Due to the nature of the Cut rune's style of slicing it is generally not very useful in an actual battle only able to provide light superficial wounds without requiring more time that it would take to escape it's range.

Smash
Balok creates two runes in the air side by side, pouring mana into them to strength them, with duplicates of them seeming to appear a short distance behind them every so often as mana is poured in, seeming to be an indicator of their strength. When activated the Smash runes all collapse from the back into the forwards pair and then launch forwards into their target in a straight line, the amount of destructive energy they are capable of dependent upon the amount of pair that existed, with a single pair having only just enough power to open a wooden door that is not reinforced in any way whilst upwards of 10 pairs, which would take a long amount of time and be impractical in battle, can destroy stone foundations such as that of a castle, able to reduce a small section of a stone wall to dust.

Blind
Balok creates a single rune above himself and begins to pour mana into it to help it take shape, with the rune wrapping itself into a circular shape as it is formed. After achieving a suitable amount of mana consumption the rune actives and begins to glow at a rather low amount of light at first, this level of light quickly changing as further mana is poured into the rune. As the lighted rune gains more mana the light that seems to emanate from within grows in intensity quickly, going from a dull glow to a blinding flash within a few seconds, however keeping the rune at such intensity would require constant mana consumption and transfer to it, the skill often used to set-up for either making the escape of Balok easier or to allow him time to close distance on an opponent.
[/spoiler]
[spoiler=Judgement]
Judgement Magic Affinity
Balok has through his rune magic developed a magical skill that allows him to display runes in the air in the form of the common tongue of Gnorfiend. The runes created in the air invoke the Judgement of Aither, the god of purity who takes any laws invoked in his name to heart, a deity who few know the real existence of and is worshiped by small but extremely loyal groups. Through committing himself to worshiping Aither once every fortnight and offering up a tribute of a statue made symmetrical, made to imitate an item associated with purity. If a being breaks a law that has been declared in the name of Aither that is currently invoked then they are surrounded by the deities magical energy, a very small portion of it being used to contain them, and then punish them upon hearing the punishment to be declared by their mortal servant. If a follower of Aither is to break a law that has been invoked in the name of Aither they are subject to one of a variety of pain-based punishments issued by Aither himself, all made to both strengthen the punished and to make them more obedient to his rules.

Purity/Judgement Deity: Aither  [will prob try to add a description of the deity here, unless Techi wants to help with that?]
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Sorry I'm late with this; I had to organize my IRL tabletop game for the last couple days. Looks like I managed to squeeze it in before we started, though. Maia's supposed to worship the vaguely theological god from the title; i.e., the one who's blessing the king. I figured we had to have someone who actually respected Gnorfiend and its authority. Or, for that matter, someone who's actually from Gnorfiend. Let me know if there are any theological/historical/other problems.

Anyway, here's Maia Delward. (She was designed to be compatible with Daphne, but Daphne doesn't seem to exist yet. Awkward.)

 

Name: Maia Delward
Age: 22
Gender: Female
Race: Human
Appearance: Maia’s neither tall nor short. She’d like to say she was neither thin nor fat, too, but she leans decidedly towards the latter. She’s quite curvy and soft, for better or for worse. Body-type-wise, she’s an hourglass, but with quite a bit of sand running down the middle. She has a round face, a round nose, and round green eyes that sparkle with excitement. Her hair is red-brown, thick and fluffy. She keeps it short at the moment, but she’s thinking of cutting it. She’s not very muscular at all, though as I’ll say, she’s not completely puny. Her curvy softness means she does draw her share of attention, though she’s hardly a knockout.
In terms of her physical capabilities, Maia is neither strong, nor agile, nor coordinated. She’s not completely wimpy or clumsy, but she won’t be winning any medals any time soon. Her endurance is her one strong point. She can take quite a bit of punishment and keep going for quite some time. Maia’s fond of swimming and moves well in the water (university students would often visit the nearby beach on weekends and holidays, so she got plenty of time to practice).
Personality: Maia’s main character flaw is her impatience. She doesn’t have a tremendous amount of self-control, and she can find it very difficult to wait for things. The long periods of contemplation she went through in school were excruciating at first. Eventually she learned to actually contemplate during this time. Since she enjoys philosophy and theology, she found it easy to pass the time by thinking on such. Unfortunately, snapping out of that mode of contemplation turned out to be rather difficult. Her thoughts and intentions will scatter after a long wait. And that’s assuming she has time to enter that mode. Her impatience will prove a difficult beast to wrangle during the party’s plans.
The good news is, Maia has plenty of virtues besides. She’s cheerful, canny, optimistic, funny, diligent, clever, and even wise. Conversations with her can be something of a rollercoaster – she’ll go from sarcasm to dirty jokes to philosophical insight in the space of three sentences. She’s also naturally empathetic. Morally, that translates to a powerful, personal sense of altruism. Pragmatically, that means she can read people quickly, though she tends to give people the benefit of the doubt. Problematically, it means she has a very hard time ignoring people in need or making sacrifices for the greater good. She’ll desperately search for any solution that lets everyone win, which can be a problem if no such solution exists.
In terms of her mental capabilities, Maia’s perfectly smart, but no genius. Mathematics and geometry have always eluded her – hence her not being a dedicated mage. Her strengths rather lie in her wisdom and intuition. She thinks abstractly and philosophically, easily wrapping her head around difficult ideas and translating them for people around her. (People went to her to ask for help in theology classes.) She’s also bright, charming, and charismatic. She’s good at talking to people, explaining things to them, and, on occasion, getting them to do what she wants.
Bio:
Maia does not struggle with pride. Born urban poor on the streets of Gnorfiend, she remembers her humble upbringing well. She remembers how much her parents sacrificed to keep her safe, happy, and fed, how hard they worked to keep her off the dangerous streets, how much time they spent teaching her their virtues of kindness and patience. She remembers how they’d beam when she came home from the almonry school and showed them her papers, and how they’d giggle at the drawings she doodled in the corner. She doesn’t remember the nights they stayed awake, listening to the gang wars outside their dirty tenement, fear graven in their faces as they looked back to their infant child, blissfully asleep in the little crib her father made for her. But she knows that many such nights passed.
Maia does not struggle with wrath. She was a cheerful and obedient child, effortlessly charming her way into an almonry school with her bright mind and bright smile. She was no perfect student – she laughed at the class clowns’ pranks, and she always doodled in the corners of her papers – but she was no troublemaker either. She learned her letters well, spoke eloquently, and thought deeply. And whenever the teachers thought they might get angry at her, she bowed and said she was sorry and smiled that bright smile of hers and they couldn’t bring themselves to punish her.
Maia struggles with gluttony. In spite of her efforts, she tended to eat a little more than everyone else at the table. Perhaps it’s because her parents would always give her the biggest dish at home. She feels terribly guilty about it… but she still gets hungry and thirsty easily.
Maia does not struggle with sloth. Entering university, she immediately impressed her teachers with the diligence of her studies. In fact, everything she did, she did with alacrity. She never settled; she did things right or not at all.
Maia struggles with lust, and seems to be losing. She’s mooned over people of both sexes, though she’s never been in a relationship. And, well, she learned that invisibility trick with her Mantle of Faith for a reason.
Maia does not struggle with greed. Now that she’s an established cleric, she’s begun to send what revenues she’s been able to find back to her family. Her dream, her goal of goals, is to repay her parents by getting them out of their tenement and into a safe little cottage on the other side of town. She’ll do a great deal to that end.
Maia does not struggle with envy. When she graduated from university, her smile was as radiant as the sun. Now she goes about her clerical duties with alacrity, full of hope, always optimistic that tomorrow will be better than yesterday. She wouldn’t trade her life away for all the King’s estate. Unfortunately, even though her forecast reads nothing but sunshine, a shadow is rising on the horizon. Soon Maia’s ordered world will crumble around her, and her faith will be sorely tested indeed…

[spoiler=Weapon: The Four Holy Books]
[spoiler=Details]”Details” and “history” overlap quite a bit here, but I’ll do my best to keep things straight.
In terms of physical binding, the Psalter is always bound to be aesthetically pleasing. After all, it’s ultimately a songbook, and it praises beauty as a means of glorifying God. Therefore, its covers are always works of art: beautiful, ornate, and well-designed. Maia’s copy is a deep blue book with gilded accents and a stylized picture on the front depicting the iconic conversion of the Chief of Tarras to the ways of Gnorfiend’s God. The Chronica, by contrast, is bound like a spellbook, and looks the part, since several of its pages contain ancient spells. In practice, magical theory has come a long way, and original spells from the Chronica are basically obsolete by this point, but the theory contained therein forms the basis of all modern clerical magic. The Verba is a very small book, usually bound to fit in someone’s breast pocket, since it’s ideal for quoting from at parties, for example: everything therein is either a fable or a proverb. The last book is a book bound in white, with only the bearer’s name in her handwriting on the cover. The personal prayerbook isn’t a big or heavy book, like the infamously difficult-to-lug-around Chronica. Its embellishments reflect only the personality of its owner and writer.
Oh, these are listed as weapons because the Prayerbook is also Maia's main spellbook. For big effects, she might whip out one of the other books. She carries them all in her pack for religious reasons.[/spoiler]
[spoiler=History]Every true Cleric of Gnorfiend has studied the Three Holy Books since times immemorial: the Psalter, the Chronica, and the Verba. Those three books contain the majority of Gnorfiend’s theology.
The Psalterium Carminum, commonly known as the Psalter, is a collection of ancient songs and poems, written by the first settlers of Gnorfiend. They’re mostly poetic and philosophical in nature, and are the main source of Gnorfiend’s theology. The Chronica Magorum Magnorum, commonly the Chronica, is ostensibly a printed copy of the records of the ancient Mages from the war with the Shadow Walkers. Endorsed by the Royal Family since they were first penned, they’re an accepted source of history in Gnorfiend. The Verba Saga, commonly the Verba, is a collection of mortal theological wisdom, be it from kings, High Priests, particularly wise clerics, or miscellaneous ‘saints,’ people who through their deeds earned holiness in the eyes of the Church and the Kingdom.
In addition to the Holy Books, however, there’s another book that every ordained cleric carries: the Codex Hominis, or the prayerbook. It’s a blank white book with blank pages handed out to new clerics. Therein they write their own theological musings, prayers, and even spells. The typical cleric will go through several Codices Hominis in their career.
Maia, for her part, is a theologian first and a mage, historian, or sage second. Her specialization was in interpreting the Psalter directly. What few pages of her prayerbook she’s filled in are filled with musings on the Psalter interpreted through her modern sense of fairness, goodness, and justice (well, that, and her invisibility tweaks to the Mantle of Faith). Not that she’s a bad mage by any means. She simply chose to specialize in a more poetic, Psalter-based school of clerical magic: the rare art of Encouragement.[/spoiler]
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[spoiler=Weapon: Oh Yeah, She Technically Carries a Mace]

[spoiler=Details]It's a metal stick with a metal ball on the end.[/spoiler]

[spoiler=History]One day in university Maia had a frightening encounter with a very shady-looking individual. She escaped without getting mugged or worse, but she figured she'd better get something to defend herself. So she went to the store and bought a light mace. She hasn't used it since, but she carries it around when she goes out at night, just in case. Certainly if she were leaving on a journey she'd bring it with her. I don't elaborate because honestly in a fight she'll be using magic (and thus the above spellbooks) 90% of the time anyway; this is just something she can use to hit people if they get too close. It's kind of sucky, really. No magic or anything.[/spoiler]

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[spoiler=Magic: Divine Magic]
A note on combat roles: Balok is a paladin after a sort; he uses his divine magic to judge his enemies. Maia is more a cleric; most of her spells are support-based. The most obvious example is her signature spell, Encouragement, which is basically an all-purpose buff contingent on character relationships and the given situation. As such, she has a rather wide range of spells, designed to help her fill in roles most of the party can’t. She’s not the stealthiest, so the Mantle of Faith gives her something to do when the party needs to sneak around places.

Also, even though Maia's never heard of Chaos Magic, I added in what happens when Chaos Magic applies to her spells anyway, just in case Kane wants to wear the Mantle of Faith or the plot turns a certain way. She will never make use of any of the chaos forms under normal circumstances. (Which is a good thing, since most of the Chaos forms are either useless or actively harmful.)

As I think of more spells, I might add them. She still doesn't have half as many as Vellan as it is, so. :P

Heal Wounds
O God, we fear not our wounds, for our faith is a balm unto them. ~Psalms of War 4:32
With a few minutes’ care, by applying her hands and carefully distributing mana in the right places, Maia can heal injuries. While it’s very difficult to find the time to apply this in battle, outside of battle, it can heal wounds almost completely. Of course, it’s still a very delicate process, typically augmented with various herbs, talismans, and focusing gems to help deal with various types of internal injuries. Healing wounds sustained in battle usually requires direct skin contact with the wound, too – so anyone Maia is going to heal will have to trust her enough to let her touch their bare skin. Most “status conditions” are also treatable by this method, though they may take more special components to cure. Chaos Heal Wounds is perfectly disastrous – it makes Maia hurt things by direct skin contact, rather than healing them. It makes for a poor weapon but an excellent way to kill your own patients.

Divine Light
Whither shall we go astray when God lights our path? ~Psalms of Discovery 2:5
An orb of divine light rises from Maia’s spellbook. This light has three main functions. The first is as a weapon – in this form, the orb’s light sears any of Maia’s enemies it touches. It’s not tremendously powerful on its own, but it’s particularly potent against the weak-willed and the wicked. Secondly, if the orb touches Maia's allies, or Maia herself, it heals them. It won't cure people's deeper injuries, just recently-inflicted flesh wounds, but it's Maia's main method if in-combat healing. Its third function is as, well, a lamp. It doesn’t use up candlelight, and if Maia chooses, she can make it so only she and her allies can see the light.

The Chaotic version of this spell is more powerful, but also much harder to control – it hurts allies as well as enemies, and it bounces around like crazy. Also, the lamp effect can’t be used during Chaos Divine Light – that form requires great control, which Chaos magic doesn’t allow for.

Break Enchantment
And the Chief knelt upon the altar and wept; and the light of God shone down upon him. “Wherefore are these things possible?” cried out the Chief, disbelieving. “Am I not accursed in your name?” And the Lord said, “When you did injustice to your fellows, you were accursed; but now you seek repentance on My altar. All those who seek goodness and shun evil are welcome within My Kingdom. All their curses I shall cleave from them like the chaff from the wheat.” ~Tribes of Tarras 6:21-27
With the help of an apotropaic charm she carries around, a lot of prayer, and various other conditions (depending on the curse), Maia can eliminate enchantments, curses, geases, glamours, and all sorts of other long-term magical effects. The stronger the effect, the longer it takes. She can get rid of, say, the effects of a love potion in just a few minutes, but a powerful curse may require more time, depending on the exact specifications of the curse. Chaos magic is unhelpful for boosting the power of Break Enchantment.

Mantle of Faith
I fear not the rain of sorrow nor the winds of despair, for I wear the cloak of virtue and the mantle of faith. ~Psalms of Discovery 8:15
The Mantle of Faith is a shimmering white robe made of pure divine magic. Those who wear it resist the effects of enemy spells, dodge more skilfully, and withstand more punishment, and any magical empowerment they may receive is increased in effect. Skilled and virtuous wearers (read: Maia) can use the Mantle for various other things – slowing one’s falls, gliding on air, even turning invisible. The latter usage requires quite a bit of mana and concentration to use, plus a great deal of theological attunement; therefore, Maia can’t cast other spells or make aggressive gestures while using the Mantle as an invisibility cloak.
Note: Maia usually wears clerics’ robes, which are especially compatible with the Mantle of Faith. The Mantle of Faith replaces the robes rather than covering them, so Maia doesn’t look stupid wearing two cloaks at the same time.
Unfortunately, the Mantle of Faith is incompatible with Chaos Magic. The Chaotic version of the Mantle of Faith, which would be invoked by casting any Chaotic spells with the Mantle on, actually hurts the wearer, and can only be removed by dispelling the Mantle of Faith spell itself (i.e., by Maia's direct intervention).

Mana Storm
“But Commander,” his advisors cried out. “The storm still rages! Can we go out into battle under the rain and thunder?” But the Commander smiled. “Fear you not,” he said. “This storm is an omen of the Lord. It is our weapon, as sure as our swords and spears.” ~Adarna 7:8
With concentration and a long, involved prayer, Maia can produce the effect of a powerful Mana Storm. Within a Mana Storm, the spells of Maia’s allies become much more powerful, while her enemies’ spells are hindered. A Chaos Mana Storm provides a greater boost to magic power, but affects all magic, regardless of who’s casting it.

Radiance
For I am your God, whose radiance illuminates the world, whose light lights the stars at night, and whose lustre gives shine to the crowns of kings. ~Psalms of Gnorfiend, 18:23-24
Maia’s only direct offensive option besides Divine Light is this rather unsubtle spell. Maia plants her staff in the midst of a theurgic circle she summons and chants an esoteric prayer. As she does, a nimbus of divine light swirls around her, slowly expanding and encompassing more and more in radiance. The radiance is scorching hot, damaging Maia’s enemies and rendering them weak and dazed. Also, everyone on the battlefield, ally or enemy, has a hard time seeing while Radiance is in effect - it's a big, bright, blinding light.

Encouragement
Ride on, brave knights, ride – for the Lord rides with you! He guides your spear; He bolsters your armour. And should you fall, He shall take you to a higher place and bring solace to your loved ones. For he who fights with honour in the Lord’s name is beloved by God! ~Psalms of War 12:36-40
Perhaps the most versatile of Maia’s abilities, it’s also one of the most… emotional. Maia’s words of encouragement bestow her allies with mystical abilities. The closer Maia is to the person she’s encouraging, the stronger her belief in them is, and the stronger their feelings for her are, the more powerful this effect becomes. The exact nature of the boon depends on the encouragement in question. The above passage, for example, would probably grant mystical strength, bravery, and power to its recipients. Unlike most of Maia’s spells, this isn’t activated by any single scripture or magical ritual; instead, it requires genuine encouragement on Maia’s part. Chaos Magic cannot apply to Encouragement.
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Noting interest. This might sound stupid, but are we allowed foreigners?

You will be added to the pm.

 

 

 

I think I'm the only person playing someone who ISN'T a foreigner. Hell, one person is playing someone from another dimension that wasn't even mentioned in the pitch. I think you're good. :V

 

I look forward to playing with you~

I'm reading your application now. (It's already accepted, I'm going over the finer details, learning the character. Cool?)

 

Forgive the wait, We will begin the RP after Blaze's Application is done, If that is alright with the rest of you, I will contact everyone in the PM, and Anbu over Skype when the projected date is set again (And hopefully kept this time ^_^)

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It will be worth it in the end, so I don't mind waiting.

Those are some very nice words of encouragement. Thank you.

 

I have to make an Application for the King of the Shadow Walkers, who will have a combination of Incantation/magics canceling and gravity magic, and be absurd as he'll likely be the final boss of the RP. Funfunfun. 

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