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Beyond Light's Reach (Fantasy, OOC, OPEN)

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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu Jun 27, 2019 10:07 pm

Galnius wrote: Tenna

Accepted!

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Utceforp
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Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Thu Jun 27, 2019 10:48 pm

Name: Knight Commander Yaleth Yshfaethel
Age: 37
Gender: Male
Race: Elvish
Appearance:
Image

Mage?: No.
Bio: Yaleth was born in southern Athela, near the borderlands. As a child, he strained against the discipline imposed by the teachers of the Path on his life, prone to outbursts of anger and getting into fights with other children. This tendency only increased when he entered puberty earlier than his peers, first becoming an ostracized loner, and then using his greater size and strength to become a bully to the other children of his town. Yaleth's prospects changed for the better when his teacher convened with other local priests of the Path and made the decision that Yaleth was an ideal candidate for the military, citing his strength and growing skill with a blade. Yaleth's abilities were evaluated by a representative from the capital, who suggested that Yaleth might be eligible for a position among the ranks of the elite Guardians of Light.

Yaleth was transferred to housing in the Athelaian capital and began training with a pool of other potential Guardian recruits. He struggled at first, as his quarrelsomeness got him into trouble once again and his anger prevented him from using Purification effectively. Aaberach, the Guardian in charge of training the recruits, took pity on him, and decided to help him learn the mental discipline required to succeed in the Guardians. Aaberach taught Yaleth swordfighting, and at the same time tried to teach him how to channel his passion into productive pursuits in the service of the Path of Light, as well as meditative techniques to help him maintain his tranquility. Feeling accepted for the first time in years, Yaleth enthusiastically adopted these teachings, mastering the arts of Purification and swordplay, and becoming a zealous follower of the Path.

One by one potential Guardians were eliminated from the recruitment pool, until to everyone's surprise, only Yaleth remained, and he was brought into the fold of the Guardians of Light. Aaberach was promoted to the rank of Knight Commander and given a small commandery in eastern Athela, as well as fifteen soldiers to command. Seeing the oppurtunity, Yaleth requested to serve under Aaberach. After some deliberation, the priests of the Path attached to the Guardians approved this request, hoping that allowing Yaleth to serve under his mentor would help foster a culture of brotherhood in their commandery.

Aaberach's commandery was relatively quiet and peaceful. There were the occasional rabble-rousers, rogue mages, or petty thieves, but Yaleth or his companions were able to put them down with ease. The most violent event in this period also marked its end. A Hurelan mage settled for a time in eastern Athela as a merchant, under the condition that he not perform his magic within Athelaian territory. After discovering that he had broken this arrangement, Aaberach and his soldiers were sent in to execute him. The merchant fled east towards the Hurelan border, but the Guardians eventually caught him. Unfortunately, the merchant had also been found by a company of soldiers from the local Hurelan community. They claimed they were in Hurelan territory and that the merchant must go free. Aaberach insisted that they were still within the borders of Athela and that the merchant needed to die. Yaleth made a comment that the argument was irrelevant, as the Path of Light knew no borders, and the situation deteriorated until one of the Hurelans knifed Aaberach in the gut, sparking a fight. Yaleth quickly took control of the situation, assigning two knights to carry the unconscious Aaberach away from the fight, and rallying the others to fight back against the Hurelans. The Guardians slaughtered their opponents to the last, including the merchant-mage they had been pursuing. Unfortunately, by the time Yaleth won the battle and returned to Aaberach, he had already died of his wounds. In reflection of his highly pious behaviour and his demonstration of leadership during the border skirmish, Yaleth was given Aaberach's position and awarded the rank of Knight Commander.

For many years, Yaleth served the Guardians loyally and humbly in his position. At first, he was stationed in inner Athela, keeping the peace. After ten years of service, for the first time in his life, Yaleth sought a promotion - he submitted his name for consideration to join the Council of Chancellors, citing his long and quiet service to the Path. A soldier, not a priest, seeking such a position was unorthodox, but nevertheless the Council considered his request. While they were doing so, skirmishing between the Dascans and Athelaians became increasingly violent, and Yaleth was reassigned to the southern border as part of a larger effort to reinforce the region. Yaleth secretly hoped for war, as he believed that if he could prove his worth in battle, the Council would be more likely to accept him.

Yaleth got his wish when fighting broke out in the city of Eckers on the Dascan-Athelaian border. Yaleth and his soldiers participated in the battle, storming the castle during the initial siege, and fighting in the following chaotic melee that took place in the city streets. When the Athelaians began to tire, Yaleth rallied his men and madly charged in the Dascan lines, challenging the enormous Ga'el mercenary Prax'ak Dor Molap to single combat. After a lengthy duel, Prax'ak prevailed, wounding Yaleth's right eye and knocking him unconscious, then leaving him for dead in the collapsing city. When Yaleth awakened, he realized the battle was long over, and the Athelaians had lost - his defeat had been the turning point in the fighting, when a rout became inevitable.

Returning to Athela with all the soldiers who survived the battle, he was questioned about the events of the battle, and informed that the Council would not accept him at this time. Believing his failure at Eckers to be the reason why he was rejected, Yaleth remembered Aaberach's training, and is now trying to turn his anger at the Council and at himself to more productive pursuits - namely, victory over the usurper races. He and the Guardians under his command are now assigned to the army massing at Haden Hill, where he hopes to redeem himself for his failures.

Fighting Style: Warrior.
Abilities:
  • Swordfighting: Yaleth is a trained sword-fighter. While competent wielding any blade, he is particularly deadly with heavy, two-handed swords, such as his Clarity.
  • The Ocular Sanction: As a member of the Guardians of Light, Yaleth has been trained from a young age in the art of Purifying magic and demonic taint. Yaleth specializing in channeling his abilities through his eyes using a technique known as the "Ocular Sanction" - He is skilled enough in this ability to suppress an average mage's abilities with a glare from across a room.
  • Inhuman (Inelven?) strength: Yaleth is big, even for an elf, being 6'11 and blessed with broad shoulders and thick limbs. Between these natural gifts and a lifetime of honing his body, Yaleth has achieved almost unnatural strength. This strength makes him almost as dangerous with his fists as he is with a sword.
  • Poetry: Yaleth composes poetry as a hobby and as an aspect of the meditation he practices in order to maintain the tranquility Purification requires. He has developed a moderate degree of skill at it.
  • Fanaticism: Yaleth is a fanatic. He is passionately and totally devoted to the Path of Light and to the Great Creator, and if he wasn't, he would force himself to be. If he is assigned or assigns himself a task, he will complete it, no matter the opposition he faces.

Limitations:
  • Too slow: Yaleth typically wears heavy armour and wields a big sword, thus moving very slowly in combat. He also has no ranged abilities other than Purification, making him exceptionally vulnerable to any enemy with a non-magical ranged weapon that is also capable of moving away from him faster than he can move towards them.
  • Line of sight: The Ocular Sanction has the advantage of a longer range than other Purification techniques, but requires Yaleth to keep his eyes on the mage he intends to suppress. Moving out of his line of sight would allow Yaleth's opponent free use of their magical abilities.
  • Uncharismatic: Yaleth is usually quiet, and when he isn't quiet, he's angry. He doesn't make friends easily.
  • Fanaticism: Yaleth is a fanatic. He is passionately and totally devoted to the Path of Light and to the Great Creator, and if he wasn't, he would force himself to be. If he chooses to believe something, he will hold onto that belief as tightly as he can, no matter how many people tell him he is wrong.

Equipment:
  • Clarity: A massive two-handed sword forged by a Guardian smith from a golden metal stronger than steel.
  • Golden Armour: A suit of plate armour forged from the same golden metal as Clarity, with a bright white cloak. The helm is shaped like a stoic Elvish face, and the breastplate and pauldrons have raised images depicting Elvish heroes killing demons in battle.


Optional Questionnaire
Personal Quest: Prove himself to the Council of Chancellors and receive the honours he believes he is due.
Favorite Factions: The Guardians of Light, the Theocracy of Athela
Least Favorite Factions: The Hurelan Freelands, everyone else
Favorite Memory: When he alone among all his classmates was chosen by his teacher to become a Guardian of Light.
Goals: Secure Athelaian control over the temple in the borderlands, and ensure Athela returns to its rightful place as the dominant power in Eboris
Greatest Fear: That his failures are not isolated incidents but rather a reflection of an inherent weakness.
Religion: Path of Light
Last edited by Utceforp on Sat Jun 29, 2019 10:13 am, edited 4 times in total.
Signatures are so 2014.

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Finland SSR
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Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Thu Jun 27, 2019 11:46 pm

Glad that everyone is using swords like always, 'cause spears beat swords.
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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Fri Jun 28, 2019 12:21 am

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Sarderia
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Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri Jun 28, 2019 12:23 am

Name: Lord Calthanius Swyrfe, Grand Mage of the Magi Consortium
Age: 26
Gender: Male
Race: Human
Appearance:
Image
(This without the staff)


Mage?: Yes
Bio:

    Born a second son of a second son, Calthanius Swyrfe, or Calt as he was often called, was a noble scion, hailing from one of Dascus' prominent noble houses. His father ascended the position of Lord Swyrfe when he was five, although some say the Lord had achieved that through dirty means. Living in a city full of intrigues and politics made him very adept at the game, however. He personally witnessed his father killing off dissents and political rivals, even learning the art of poison from him. In his youth, he often travelled with his father and the Swyrfe retinue out of Halsha; sometimes for hunts, sometimes for eradicating highwaymen that plagued his father's country estates. He had taken an interest in nature - as opposed to his brother and all the noble boys his age, which preferred swords over books and potions. Thus he often travelled alone when he had no assignments to do; camping and exploring the whole kingdom, while collecting whatever samples of dangerous herbs and animals useful for him. In his room alone, he had amassed a considerably large amount of poison from his various travels; castor and oleander, rhododendron and azalea, snake venoms and sulfur. He even collected various toxic algal blooms from passing sailors and pirates. His collection of peculiar substances had not seen little use, however. As his father had tutored him in intrigues, so did Calt learned to kill subtly from an early age. He poisoned a famous merchant in Halsha because the man had been spying and selling secrets to a rival house. However, his terrible deeds did not end here.

    Being a second son, Calt was groomed for a position in court, while his brother was prepared to be Lord Swyrfe and his sister mages. His interest laid on magical things, however. He studied alchemy and magic under a Consortium tutor, which he excelled at - gaining a pass to join the academy at the early age of seven. However, his mother did everything she can to delay it. Calt was taught swordsmanship and archery - his mother pushed him to be a knight of royal service. But if there is anything he hates, that would be knights and their "honorable" oaths - he deemed them no more as hypocrite killers pretending to be something more. Calt was a good swordsman, a veteran of many hunts and even battles, but he was a better archer than most. He once boasted that he could shoot a raven from a mile long. He discovered an affinity with magic, however; the thing seemed to be natural for him. He quickly learned how to cast spells and charms and jinxes, but for him, true magicka could be only present by experimenting and building things.

    He spent most of his early youth to collect magical artifacts, as well as poisons and other abnormal things. He pleaded his father for ownership over a Swyrfe stronghold on the capital's outskirts, and filled it with his own men and retinue. The soldiers often heard dark tale about their Lord - of how the young noble often lurked in the dungeons with Consortium mages, performing despicable experiments on humans and tearing apart bone after bone, skin and flesh. Tell-tales also exist about how he collected talismans and artifacts ancient, magical objects leftover of the Great War, and pieces of weaponry glowing with arcane hue. Of course he would not let any words that tell dark things of him slip through - he paid the servants and soldiers bountifully, and played the generous lord on them. Eventually, the tales past and no-one even sought a glance on how alchemists and mages all over the country sought refuge in his fortress. However, despite this, Calt has yet to enter the Consortium officially, thanks to his mother's efforts.

    Disillusioned and holding much grudge, Calt returned to the capital as his father had died of a heartstroke. He pleaded with his mother to allow him join the Consortium, just as his brother was proclaimed Lord Swyrfe - to no avail. Finally, Calt decided to take matters into his own, despicable hands. On the night feast of his brother's ascension, he personally slipped a vial of rhododendron honey in his mother's wine. He watched as she choked and bleeded out until her death, all the while smirking in joy subtly. He remained in the estate for several more days, pretending to be extremely saddened and heartbroken - which he is a good actor on. Finally, he left the Swyrfe estate full of his spies and servants, filling the court with people loyal only to him, effectively strangled the house under his hold. He entered the Mage Consortium at the young age of fourteen then, and began his study for the greater arcanes.

    Calt was a proficient mage beforehand; his vast knowledge from past learnings allowed him tp advance the Consortium's ranks and studies very quickly. Before coming into the Consortium he was already a perfect caster of different kinds of spells. He could do a summonning without incantations, and cast a shield that withstands a building's fall with ease. In his time as a Mage student, he acquired various relics and magical items that helped focus his magic - a staff of ancient origins, an elven ring modified to contain magic, and most important of all - the Swiftwind - a sentinel bow of the Great War, gilded with a crimson hue of gold. He experimented greatly with the bow, hiring alchemist and even learning the mystical discipline himself to better enchant the weapon in the future. Given his proficiency as an archer, he took marksmanship quite easily and it became a sort of his second profession, after being a mage. He advanced through the Consortium's ranks with ease, mastering advanced magixs such as the binding spell and even rare ones such as a spell that rips out souls. During his studies, he delved deeper into the Dark Arts, mastering the spell of summoning spirits and even calling demons. He did the thing as discreetly as possible, though - and soon, his efforts paid handsomely.

    Once finishing his training as Mage at the young age of eighteen, Calt was called to be a royal advisor; a sort of the Consortium's ambassador to the Dascus court. His noble origins gave him a prominent positon as the capital's magical advisor, and as expected, Calt was not consent with that. He conspired with the King's other advisors and subtly placed his spies at the court, and poisoned the King's Treasurer with a castor extract - making it look like a natural death. He was nominated as one of the Treasurer candidates, and he held the position for three years, much to his brother the Lord Swyrfe's chagrin. He wanted no dissent for his own rule, though; his subordinates at the Swyrfe castle made great gifts to his sister, and he often visited the place just to sow considerable strain on his brother and sister's relationship. Finally, when a raiding party entered Dascus, he appointed his brother to lead the response, and made sure Lord Swyrfe dies fighting rebels. Afterwards he resigned from court, took his Consortium position back, and returned to the Swyrfe estate for his proclamation. He sent his sister to a secluded Swyrfe stronghold under guard, eliminating further threats to his rule - and continued his career in the Consortium. His proficiency in Sorcery - one of the magical disciplines that require great study and mastery to perform - led to his appointment as the Grand Mage of the particular school, based on a Dascus settlement not far from his own holdings. He was possibly the youngest Grand Mage to ever hold the position. Regardless, he still held a prominent influence on the Dascusi court. As the battle over the Haden Hill temple draws near, he could not take any chances not to salvage the ancient and powerful arcane items that lay there - and he would made sure that he got the largest piece of it all.


Fighting Style: Archer-Mage (Using an enchanted bow, but also using magic spells)
Abilities:
  • [Magical Spells]:
    ▪︎Soul-Strangler: A spell very potent to kill, or rather, separate the mental body from the physical one. Requiring a great deal of magicka to cast, this spell effectively rips out one's soul from the body, creating a phantom that is unable of returning to its original body.
    ▪︎Crimson Bands: This spell creates a series of crimson large ropes that is illogically very light for its caster. It binds a person or several objects to the caster's whim.
    ▪︎Blade-Wings of the Invisible: Rather than an usual spell, this creation of magic is a hex. The caster summons a vortex of universal energy, and casted the hex that would explode it into many transparent blades. Directed to someone or several people would have a great chance of cutting them.
    ▪︎Storm-Eye: As with the Blade hex, the caster summons a vortex of energy first, then casted the spell. The surrounding air will be sucked into this vortex, and released to a direction, spewing forth a guise of wind.
    ▪︎Arcane Phantom: Commonly called the Teleportation Spell, this spell is a must-learn for any magical users. Transports your soul and its vessel (your body) to a range. A standard range of fifty metres is the usual range for a magician, but proficient and learned ones can travel continents.
    ▪︎Icon of Illusions: A mage possessing the Rune of Mind can cast this spell easily. Creates an illusion of minimal nine beings similar to the caster, though if the caster was a proficent mage, the illusion could be increased up to sixty-four. It is possible to cast the spell without the Rune, but it exerts a considerable amount of magic energy.
    ▪︎Burning Shield: Practically any mage could cast this spell. Summons a magical shield of yellow-gold sparkling color, hence the name.
    ▪︎Deceiver's Visions: A highly dangerous and very forbidden spell. Capable of summoning a demon and the energy of darkness. Used insecurely, this could create a loophole for monsters to come, although commonly casters get themselves sucked into the nether-realm. Extremely rarely used.
  • [Physical Abilities]:
    ▪︎Expert Marksman: Years of archery training made him an expert on bows and arrows.
    ▪︎Master Assassin: There is no more much explanation for a man who successfully assassinated his own family and superiors in the Consortium. Adept at knife-fighting and poisoning, Calt is a figure to beware of in the darks.
    ▪︎Sorcerer Supreme: He was considered one of the most powerful and learned mage in all Dascus and the Mage Consortium. As such, he was able to create potent magical spells with relative ease.

Limitations:
  • Magical Limitations:
    ▪︎Limited Magicka: Casting spells, dangerous amounts or not, requires a high amount of energy and concentration. The regular human body needs rest before continuing to practice magic, to fill again the magical energy.
    ▪︎Arcane Dangers: Summonings, teleportations, and even simple binding spells can create backlash that could threaten the caster's life.
    ▪︎Devoid of Soul: A lifetime of studying and practicing magic had come with a great toll; as one would often remarks, magic comes with a price. Calt was unable to digest most of simple foods known to man with much ease, and he needs sustainity from arcane items to keep living.
  • Physical Limitations:
    ▪︎Rangeds Only: Calt preferred his fights from a distance, or with magic. While he can fight with swords as good as any other, he avoided open battles as he was by no means a great warrior or knight.
    ▪︎Armourless: Not accustomed and peferring to use magical shields than a physical one, Calt rarely, if ever, put into a full body armour and protector like the common knights did.
    ▪︎Despicable: Calt is a man consumed by greed and lust - he would go great lengths to preserve his status and money above all. Sometimes, these characteristics led to a rash tendency, and foolishness. He paid no allegiance but himself, and hold no alliance besides himself.

Equipment:
  • Magical Equipments:
    ▪︎Crimson Rings of the Arcane: Amplifies his magical powers and the magicka energy. The rings made it easier to cast spells without a conductor item.
    ▪︎Rune of Mind: A dark sapphire imbued with runes within its surface. He wears the item like a necklace. The wearer is capable of performing the Icon of Illusions spell easily, clearing magical illusions, and summoning spirits.
  • Physical Equipments:
    ▪︎Swiftwind: A sentinel bow gilded with red gold. The bow had been enchanted to provide a swift kill for its targets.
    ▪︎Arsenal of Blades: Mostly simple knifes used to stab and slit, but he owned swords and greatswords as well, although rarely used.
    ▪︎Gallery of Poisons: One of the largest, well-supplied, and complete stack of poisonous substances, ranging from the castor plant to basilsk venom. Most of them have not an antidote yet.
    ▪︎Wealth: Extracting money from his House and obtaining the Consortium's gold, sometimes through corruption, Calt is never short of coin.


Optional Questionnaire
Personal Quest:
Favorite Factions: Himself
Least Favorite Factions: No-one (He chose allies and enemies based on conveinence)
Favorite Memory: Killing people using his machines and torturing captives with burning oil and poisons
Goals: Unknown at best. Calt was a mysterious person when it comes to his goals (even I the creator couldn't set a concrete goal). What can be known about him is that he values power and wealth.
Greatest Fear: Loss of his precious machines and magic.
Religion: Calt was a logical and skeptic person - he does not believe in a divine presence, despite being a mage himself. Oficially, however, he was a follower of Magika, give his profession.


(Before anyone says anything, yes, this is a Doctor Strange-ripoff. However, it was also very contradictory with everything Doctor Strange is.)
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Finland SSR
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Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Fri Jun 28, 2019 12:24 am


Also known as "Zark really trying to show off that he knows how to remove backgrounds now"

:P
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Sarderia
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Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri Jun 28, 2019 12:26 am


holy heavens is that a beardless Keanu Reeves
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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Fri Jun 28, 2019 12:28 am

Sarderia wrote:

holy heavens is that a beardless Keanu Reeves


I hadn't noticed the resemblance until now :lol:
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Finland SSR
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Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Fri Jun 28, 2019 12:29 am

Zarkenis Ultima wrote:
Sarderia wrote:holy heavens is that a beardless Keanu Reeves


I hadn't noticed the resemblance until now :lol:

I mean Keanu Reeves without a beard is hardly Keanu Reeves, so you can be excused.
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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Sarderia
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Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri Jun 28, 2019 12:31 am

Finland SSR wrote:
Zarkenis Ultima wrote:
I hadn't noticed the resemblance until now :lol:

I mean Keanu Reeves without a beard is hardly Keanu Reeves, so you can be excused.

No, there is a Keanu Reeves with beard also. There is two Keanu Reeves-es in the list.
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Finland SSR
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Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Fri Jun 28, 2019 12:33 am

Sarderia wrote:
Finland SSR wrote:I mean Keanu Reeves without a beard is hardly Keanu Reeves, so you can be excused.

No, there is a Keanu Reeves with beard also. There is two Keanu Reeves-es in the list.

Image
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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri Jun 28, 2019 2:46 am

Sarderia wrote:Name: Lord Calthanius Swyrfe, Grand Mage of the Magi Consortium
Age: 26
Gender: Male
Race: Human
Appearance:
(Image)
(This without the staff)


Mage?: Yes
Bio:

    Born a second son of a second son, Calthanius Swyrfe, or Calt as he was often called, was a noble scion, hailing from one of Dascus' prominent noble houses. His father ascended the position of Lord Swyrfe when he was five, although some say the Lord had achieved that through dirty means. Living in a city full of intrigues and politics made him very adept at the game, however. He personally witnessed his father killing off dissents and political rivals, even learning the art of poison from him. In his youth, he often travelled with his father and the Swyrfe retinue out of Halsha; sometimes for hunts, sometimes for eradicating highwaymen that plagued his father's country estates. He had taken an interest in nature - as opposed to his brother and all the noble boys his age, which preferred swords over books and potions. Thus he often travelled alone when he had no assignments to do; camping and exploring the whole kingdom, while collecting whatever samples of dangerous herbs and animals useful for him. In his room alone, he had amassed a considerably large amount of poison from his various travels; castor and oleander, rhododendron and azalea, snake venoms and sulfur. He even collected various toxic algal blooms from passing sailors and pirates. His collection of peculiar substances had not seen little use, however. As his father had tutored him in intrigues, so did Calt learned to kill subtly from an early age. He poisoned a famous merchant in Halsha because the man had been spying and selling secrets to a rival house. However, his terrible deeds did not end here.

    Being a second son, Calt was groomed for a position in court, while his brother was prepared to be Lord Swyrfe and his sister mages. His interest laid on magical things, however. He studied alchemy and magic under a Consortium tutor, which he excelled at - gaining a pass to join the academy at the early age of seven. However, his mother did everything she can to delay it. Calt was taught swordsmanship and archery - his mother pushed him to be a knight of royal service. But if there is anything he hates, that would be knights and their "honorable" oaths - he deemed them no more as hypocrite killers pretending to be something more. Calt was a good swordsman, a veteran of many hunts and even battles, but he was a better archer than most. He once boasted that he could shoot a raven from a mile long. He discovered an affinity with magic, however; the thing seemed to be natural for him. He quickly learned how to cast spells and charms and jinxes, but for him, true magicka could be only present by experimenting and building things.

    He spent most of his early youth to collect magical artifacts, as well as poisons and other abnormal things. He pleaded his father for ownership over a Swyrfe stronghold on the capital's outskirts, and filled it with his own men and retinue. The soldiers often heard dark tale about their Lord - of how the young noble often lurked in the dungeons with Consortium mages, performing despicable experiments on humans and tearing apart bone after bone, skin and flesh. Tell-tales also exist about how he collected talismans and artifacts ancient, magical objects leftover of the Great War, and pieces of weaponry glowing with arcane hue. Of course he would not let any words that tell dark things of him slip through - he paid the servants and soldiers bountifully, and played the generous lord on them. Eventually, the tales past and no-one even sought a glance on how alchemists and mages all over the country sought refuge in his fortress. However, despite this, Calt has yet to enter the Consortium officially, thanks to his mother's efforts.

    Disillusioned and holding much grudge, Calt returned to the capital as his father had died of a heartstroke. He pleaded with his mother to allow him join the Consortium, just as his brother was proclaimed Lord Swyrfe - to no avail. Finally, Calt decided to take matters into his own, despicable hands. On the night feast of his brother's ascension, he personally slipped a vial of rhododendron honey in his mother's wine. He watched as she choked and bleeded out until her death, all the while smirking in joy subtly. He remained in the estate for several more days, pretending to be extremely saddened and heartbroken - which he is a good actor on. Finally, he left the Swyrfe estate full of his spies and servants, filling the court with people loyal only to him, effectively strangled the house under his hold. He entered the Mage Consortium at the young age of fourteen then, and began his study for the greater arcanes.

    Calt was a proficient mage beforehand; his vast knowledge from past learnings allowed him tp advance the Consortium's ranks and studies very quickly. Before coming into the Consortium he was already a perfect caster of different kinds of spells. He could do a summonning without incantations, and cast a shield that withstands a building's fall with ease. In his time as a Mage student, he acquired various relics and magical items that helped focus his magic - a staff of ancient origins, an elven ring modified to contain magic, and most important of all - the Swiftwind - a sentinel bow of the Great War, gilded with a crimson hue of gold. He experimented greatly with the bow, hiring alchemist and even learning the mystical discipline himself to better enchant the weapon in the future. Given his proficiency as an archer, he took marksmanship quite easily and it became a sort of his second profession, after being a mage. He advanced through the Consortium's ranks with ease, mastering advanced magixs such as the binding spell and even rare ones such as a spell that rips out souls. During his studies, he delved deeper into the Dark Arts, mastering the spell of summoning spirits and even calling demons. He did the thing as discreetly as possible, though - and soon, his efforts paid handsomely.

    Once finishing his training as Mage at the young age of eighteen, Calt was called to be a royal advisor; a sort of the Consortium's ambassador to the Dascus court. His noble origins gave him a prominent positon as the capital's magical advisor, and as expected, Calt was not consent with that. He conspired with the King's other advisors and subtly placed his spies at the court, and poisoned the King's Treasurer with a castor extract - making it look like a natural death. He was nominated as one of the Treasurer candidates, and he held the position for three years, much to his brother the Lord Swyrfe's chagrin. He wanted no dissent for his own rule, though; his subordinates at the Swyrfe castle made great gifts to his sister, and he often visited the place just to sow considerable strain on his brother and sister's relationship. Finally, when a raiding party entered Dascus, he appointed his brother to lead the response, and made sure Lord Swyrfe dies fighting rebels. Afterwards he resigned from court, took his Consortium position back, and returned to the Swyrfe estate for his proclamation. He sent his sister to a secluded Swyrfe stronghold under guard, eliminating further threats to his rule - and continued his career in the Consortium. His proficiency in Sorcery - one of the magical disciplines that require great study and mastery to perform - led to his appointment as the Grand Mage of the particular school, based on a Dascus settlement not far from his own holdings. He was possibly the youngest Grand Mage to ever hold the position. Regardless, he still held a prominent influence on the Dascusi court. As the battle over the Haden Hill temple draws near, he could not take any chances not to salvage the ancient and powerful arcane items that lay there - and he would made sure that he got the largest piece of it all.


Fighting Style: Archer-Mage (Using an enchanted bow, but also using magic spells)
Abilities:
  • [Magical Spells]:
    ▪︎Soul-Strangler: A spell very potent to kill, or rather, separate the mental body from the physical one. Requiring a great deal of magicka to cast, this spell effectively rips out one's soul from the body, creating a phantom that is unable of returning to its original body.
    ▪︎Crimson Bands: This spell creates a series of crimson large ropes that is illogically very light for its caster. It binds a person or several objects to the caster's whim.
    ▪︎Blade-Wings of the Invisible: Rather than an usual spell, this creation of magic is a hex. The caster summons a vortex of universal energy, and casted the hex that would explode it into many transparent blades. Directed to someone or several people would have a great chance of cutting them.
    ▪︎Storm-Eye: As with the Blade hex, the caster summons a vortex of energy first, then casted the spell. The surrounding air will be sucked into this vortex, and released to a direction, spewing forth a guise of wind.
    ▪︎Arcane Phantom: Commonly called the Teleportation Spell, this spell is a must-learn for any magical users. Transports your soul and its vessel (your body) to a range. A standard range of fifty metres is the usual range for a magician, but proficient and learned ones can travel continents.
    ▪︎Icon of Illusions: A mage possessing the Rune of Mind can cast this spell easily. Creates an illusion of minimal nine beings similar to the caster, though if the caster was a proficent mage, the illusion could be increased up to sixty-four. It is possible to cast the spell without the Rune, but it exerts a considerable amount of magic energy.
    ▪︎Burning Shield: Practically any mage could cast this spell. Summons a magical shield of yellow-gold sparkling color, hence the name.
    ▪︎Deceiver's Visions: A highly dangerous and very forbidden spell. Capable of summoning a demon and the energy of darkness. Used insecurely, this could create a loophole for monsters to come, although commonly casters get themselves sucked into the nether-realm. Extremely rarely used.
  • [Physical Abilities]:
    ▪︎Expert Marksman: Years of archery training made him an expert on bows and arrows.
    ▪︎Master Assassin: There is no more much explanation for a man who successfully assassinated his own family and superiors in the Consortium. Adept at knife-fighting and poisoning, Calt is a figure to beware of in the darks.
    ▪︎Sorcerer Supreme: He was considered one of the most powerful and learned mage in all Dascus and the Mage Consortium. As such, he was able to create potent magical spells with relative ease.

Limitations:
  • Magical Limitations:
    ▪︎Limited Magicka: Casting spells, dangerous amounts or not, requires a high amount of energy and concentration. The regular human body needs rest before continuing to practice magic, to fill again the magical energy.
    ▪︎Arcane Dangers: Summonings, teleportations, and even simple binding spells can create backlash that could threaten the caster's life.
    ▪︎Devoid of Soul: A lifetime of studying and practicing magic had come with a great toll; as one would often remarks, magic comes with a price. Calt was unable to digest most of simple foods known to man with much ease, and he needs sustainity from arcane items to keep living.
  • Physical Limitations:
    ▪︎Rangeds Only: Calt preferred his fights from a distance, or with magic. While he can fight with swords as good as any other, he avoided open battles as he was by no means a great warrior or knight.
    ▪︎Armourless: Not accustomed and peferring to use magical shields than a physical one, Calt rarely, if ever, put into a full body armour and protector like the common knights did.
    ▪︎Despicable: Calt is a man consumed by greed and lust - he would go great lengths to preserve his status and money above all. Sometimes, these characteristics led to a rash tendency, and foolishness. He paid no allegiance but himself, and hold no alliance besides himself.

Equipment:
  • Magical Equipments:
    ▪︎Crimson Rings of the Arcane: Amplifies his magical powers and the magicka energy. The rings made it easier to cast spells without a conductor item.
    ▪︎Rune of Mind: A dark sapphire imbued with runes within its surface. He wears the item like a necklace. The wearer is capable of performing the Icon of Illusions spell easily, clearing magical illusions, and summoning spirits.
  • Physical Equipments:
    ▪︎Swiftwind: A sentinel bow gilded with red gold. The bow had been enchanted to provide a swift kill for its targets.
    ▪︎Arsenal of Blades: Mostly simple knifes used to stab and slit, but he owned swords and greatswords as well, although rarely used.
    ▪︎Gallery of Poisons: One of the largest, well-supplied, and complete stack of poisonous substances, ranging from the castor plant to basilsk venom. Most of them have not an antidote yet.
    ▪︎Wealth: Extracting money from his House and obtaining the Consortium's gold, sometimes through corruption, Calt is never short of coin.


Optional Questionnaire
Personal Quest:
Favorite Factions: Himself
Least Favorite Factions: No-one (He chose allies and enemies based on conveinence)
Favorite Memory: Killing people using his machines and torturing captives with burning oil and poisons
Goals: Unknown at best. Calt was a mysterious person when it comes to his goals (even I the creator couldn't set a concrete goal). What can be known about him is that he values power and wealth.
Greatest Fear: Loss of his precious machines and magic.
Religion: Calt was a logical and skeptic person - he does not believe in a divine presence, despite being a mage himself. Oficially, however, he was a follower of Magika, give his profession.


(Before anyone says anything, yes, this is a Doctor Strange-ripoff. However, it was also very contradictory with everything Doctor Strange is.)

So unfortunately after talking to my Co-OP staff we have some issues with this app.
1)There are way too many moving parts to this app and he is skilled and a master at way too many things especially for his age. I think the idea that he is a grand mage and also widely considered the greatest mage on the continent at 26 is very dubious. Plus there are a lot of moments in the bio where he has done incredible feats like having his own keep, already being trained in magic, and killing his mother by age 14. I think while no particulalr magical ability or skill listed here is broken, having all of them is way too much. I'm not sure a doctor strange mage + archer is a working formula, so if you want to keep the archer route I would shape the magic so it fits better with archery.

2) We're concerned he lacks concrete weaknesses, a lot of the ones listed like needing energy or risk of draining feel like they can be narratively biased kind of easily, and the best weakness listed, being lack of close combat abilities is dampened by you saying that he is decent with blades just not great.

3)I'm personally concerned with his bio, and general character design because I think this character fits better as villian than he does someone joining the Hammer. While we're okay with edgy vigilantes and weirdo mercenaries a char that is outright evil doesn't really fit. So I think in order to be accepted as a prospective member of the Hammer his backstory needs to be substantially reworked/toned down.

4) The idea of him summoning demons kind of breaks canon as demons(other than the occasional feral one) are believed largely to be a myth. So this would also have to be removed in a new version.

Ultimately this app is well written, but is flawed in ways that make it so I can't accept it in it's current state.
Last edited by Tomia on Fri Jun 28, 2019 3:19 am, edited 1 time in total.

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Sarderia
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Postby Sarderia » Fri Jun 28, 2019 3:38 am

Tbh I kinda expected that. Actually having an outright evil villain, someone like Jaime Lannister or Tywin Lannister is my point on apping. I will surely tone the over-powered elements down, though.

But for the character design, I can't really think of any other options. The design and the personality was my intention from the start, so if there is any other ideas that would preserve the dark tone of this character, I would gladly accept it.

Also, I am interested in your idea on shaping out archery with magic. MCU's Baron Mordo/Kaecillius shows that a character is capable of handling weapons while doing extensive magic in the process, so that was my original idea.

(I'm also making an in-depth backstory about how this character's past was very flawed so that it wouldn't come as a non-sensible "I want to conquer the world" type villains)
Last edited by Sarderia on Fri Jun 28, 2019 3:51 am, edited 2 times in total.
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Tomia
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Postby Tomia » Fri Jun 28, 2019 4:23 am

Sarderia wrote:Tbh I kinda expected that. Actually having an outright evil villain, someone like Jaime Lannister or Tywin Lannister is my point on apping. I will surely tone the over-powered elements down, though.

But for the character design, I can't really think of any other options. The design and the personality was my intention from the start, so if there is any other ideas that would preserve the dark tone of this character, I would gladly accept it.

Also, I am interested in your idea on shaping out archery with magic. MCU's Baron Mordo/Kaecillius shows that a character is capable of handling weapons while doing extensive magic in the process, so that was my original idea.

(I'm also making an in-depth backstory about how this character's past was very flawed so that it wouldn't come as a non-sensible "I want to conquer the world" type villains)

Well, for me the biggest problem is the idea of this guy being a sadistic torturer. I just don't think that is someone who would fit in with the organization. Like it's a weird look imo for the Hammers to have an outright right villian in their ranks. And if you intend for him to be an antagonist who isnt in the Hammer I'm afraid that won't really work as we intend for this to be a more structured linear RP where everyone belongs to the Hammer of Eboris.

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Sarderia
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Postby Sarderia » Fri Jun 28, 2019 4:32 am

Tomia wrote:
Sarderia wrote:Tbh I kinda expected that. Actually having an outright evil villain, someone like Jaime Lannister or Tywin Lannister is my point on apping. I will surely tone the over-powered elements down, though.

But for the character design, I can't really think of any other options. The design and the personality was my intention from the start, so if there is any other ideas that would preserve the dark tone of this character, I would gladly accept it.

Also, I am interested in your idea on shaping out archery with magic. MCU's Baron Mordo/Kaecillius shows that a character is capable of handling weapons while doing extensive magic in the process, so that was my original idea.

(I'm also making an in-depth backstory about how this character's past was very flawed so that it wouldn't come as a non-sensible "I want to conquer the world" type villains)

Well, for me the biggest problem is the idea of this guy being a sadistic torturer. I just don't think that is someone who would fit in with the organization. Like it's a weird look imo for the Hammers to have an outright right villian in their ranks. And if you intend for him to be an antagonist who isnt in the Hammer I'm afraid that won't really work as we intend for this to be a more structured linear RP where everyone belongs to the Hammer of Eboris.

Deleted then. Any ideas how ranged weapons would work with magical spells?
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Tomia
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Postby Tomia » Fri Jun 28, 2019 4:42 am

Sarderia wrote:
Tomia wrote:Well, for me the biggest problem is the idea of this guy being a sadistic torturer. I just don't think that is someone who would fit in with the organization. Like it's a weird look imo for the Hammers to have an outright right villian in their ranks. And if you intend for him to be an antagonist who isnt in the Hammer I'm afraid that won't really work as we intend for this to be a more structured linear RP where everyone belongs to the Hammer of Eboris.

Deleted then. Any ideas how ranged weapons would work with magical spells?

I think you would just need to work the bow into the spells as none of the ones you listed actually involve the use of the bow. Like maybe replace the rope spell with he uses arrows to ensare people. Things like that.

Also on the character, deleting the torturing and gratuitous things there helps but I also think giving him a bit more sympathetic motives rather than just being black and white evil. If I'm being on honest I'm not sure I'm going to be comfortable with him being a true villian like char. Like he obviously doesnt need to be an angle but I'm just not certain why the Hammer of Eboris would employ someone like your char as he currently exists.

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Skyggeheim
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Postby Skyggeheim » Fri Jun 28, 2019 7:23 am

I’ve just noticed we have a Dragon Killer and a Dragon Rider in our party.

This will be interesting, to say the least.

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Finland SSR
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Postby Finland SSR » Fri Jun 28, 2019 7:31 am

Skyggeheim wrote:I’ve just noticed we have a Dragon Killer and a Dragon Rider in our party.

This will be interesting, to say the least.

As long as Danny proves that her dragon isn't going to eat their crew, Theo will try to not kill it. ;)
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Galnius
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Postby Galnius » Fri Jun 28, 2019 7:31 am

Skyggeheim wrote:Presenting this character for consideration.

Name: Traven Faust | The Cardmaster
Age: 32
Gender: Male
Race: Human
Appearance (pics if possible):

Mage?: Yes.
Bio (Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):
Traven never had what you would call an ordinary childhood. He was born to two parents that were parlor tricksters in a travelling circus. His father was a famous card magician, and his mother was a performer. Neither exactly planned to have a child, and so when Traven came to be they tried their best to raise him to be a normal child. This, of course, was somewhat doomed to fail due to the nature of their work. Traven spent most of his childhood learning how to deceive, please, and amaze audiences through sleight of hand and trickery. It seemed that, from a young age, Traven had a natural talent for performance. He was often a popular side act to main shows, sometimes even drawing larger crowds than the artists he was opening for. His particular area of expertise were card tricks, but rather than the "Is this your card?" type of tricks, he would baffle audiences with stunning displays of accuracy and speed when throwing cards.

For most of his adolescent years, Traven earned a living with his parents scraping coins and moving place to place with the circus. His travels brought him to all corners of Eboris, and he seemed to make an impression wherever he went. This natural charisma eventually led to a life-changing event for Traven. One night after a show, Traven visited an inn near the town limits of where he was performing. It wasn't long before he spotted a gruff, weathered dwarf who was sketching strange symbols on a notepad while mulling over a mug of ale. Traven, ever curious, struck up a conversation with the dwarf. As it would turn out, the dwarf - Kaddrach - was a fairly accomplished Runesmith, who was recently out of a job after having a falling out with his children. The dwarf's wife had thrown him out after he decided he wouldn't give the family business of runesmithing to his children, who Kaddrach described as "wholly spoiled and entirely fuckin' unpleasant". Kaddrach, however, took a liking to Traven. He enjoyed the spark in Traven's eye, the hunger for something greater.

Over the weeks that Traven and his circus stayed in town, Kaddrach taught Traven as much as he could about runesmithing. Despite consistent hours of learning and honing his craft, it wasn't enough for Traven. When the circus was set to depart for its next location, Traven begged Kaddrach to come with them. He wanted to learn more, to develop what he was being taught. After constant pestering, Kaddrach agreed. However, this was no act of kindness. In truth, Kaddrach was dying, and saw the potential for Traven to become an incredible runesmith. He had decided he would pass on everything he knew to the young boy, in as little time as he could. And so, over the next two years, Kaddrach travelled with the circus, passing on as much of his craft as he could to Traven. The dwarf even earned the circus enough money to warrant him staying, using some of his "back-tunnel engineering" to jerry-rig fireworks that would be launched at the end of each performance.

However, these years would not last. When Traven was 23, and Kaddrach was unknowingly old, he finally passed away. He left his most gifted possession in the hands of Traven: his magnum opus on what he had learned as a runesmith. To this day, Traven considers it his prize possession. He began teaching himself the craft in Kaddrach's wake, starting with harmless runes that served no functional purpose, and eventually moving on to bigger and better projects. This venture, however, was not without danger. When he was 25, Traven tried applying a rune that was far too advanced for his skill level. A botched corner and a flubbed line led to the rune malfunctioning, permanently corrupting his arm with magical energy. This seared it into the glowing blue that it is today. Despite this, with every mistake and mishap, he got better. He began to experiment by drawing runes on cards and testing out their use.

This skill eventually led Traven to create, what he would call, some of the most important runes he has in his possession: several focusing runes which he tattooed on his body to direct his corrupted magical energy in his arm into projectiles. These started off as simple sparks and lights, but as he refined the runes the projectiles could actually be used as a weapon. This, naturally, came at great risk to Traven every time he used it. This, he found out the hard way when he accidentally discharged too much energy and saw his arm crack and nearly fall apart.

When he was 26, Traven finally decided that he needed to leave the circus and forge his own path in Eboris. After bidding his parents goodbye, he set out with what meager belongings he had: several decks of cards, Kaddrach's book, a light purse of coins, and a fire in his heart. Not two weeks on the road, he came upon a small camp in the forest. Upon further inspection, Traven realized that it was a small band of slave traders. Their luggage: several young women, inevitably bound for a dark fate. For the first time in his life, Traven felt true rage. He lashed out with what weapons he had: a runic deck of cards. The traders fell like wheat to a scythe, and Traven felt all too powerful. After releasing the girls, they thanked him as a "Wanderer". Traven had heard whispers of this roving band of vigilantes, and had always idolized their sense of freedom. He decided, then and there, that he would be his own Wanderer.

For the last 6 years, Traven has travelled the continent of Eboris, looking for injustice while simultaneously improving his craft. He was tracking a small contingent of Tashari troops who seemingly dragging behind a larger force, and were making their way through towns raping and stealing. This has, unfortunately, landed him smack-dab in the center of the Tashari camp, about to be involved in a war he wants no part in fighting.

Fighting Style: Warrior-Archer hybrid...it's complicated.
Abilities:
  • Cardmaster's Sleight: Traven's sleight of hand is nigh-unrivaled among many men. His ability to throw and guide cards comes with almost stunning accuracy and speed, up to 35 feet away if he is using his own cards.
  • Acrobat's Dexterity: Having spent his young years in a travelling circus, Traven is naturally very flexible and quick.
  • The Gambit: Traven can release a charged blast of pure magical energy from his corrupted arm. This energy can rip through armor and incinerate flesh like a hot knife through butter. However, this comes at great risk to him if he overuses it or releases too much energy. For this reason, Traven keeps this ability as a last resort against potentially overpowering enemies.
  • Dirty Fighter: Traven's combat style stems from two sources: learning from pit fighters that occasionally traveled with the circus, and self-teaching. For this reason, he looks to gain every unfair advantage over his enemy as he can.
  • Runic Journeyman: While not an expert, Traven is slowly becoming more adept at runesmithing and knowing the language.

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • Traven is not traditionally mighty. His fighting style depends on wearing an enemy down from a distance and finishing the job while close. An enemy who is sufficiently powerful or surprises him can easily get the edge on him. Not to mention, he has no formal combat training.
  • Traven is a lone wanderer in a dominated by armies. He has no true allies, excepting friends he's met on the road, bears allegiance to no kingdom, and can swear fealty to no order other than the loose structure that is the Wanderers.

Equipment:
  • Runic Cards: Traven carries with him, at any given time, 8 total decks of cards. However, these cards are somewhat special. Each card is lined with a thin metal blade, giving it penetration and some weight for accuracy and speed. These cards divide into 4 sub-categories(2 decks of each), listed below.
      1.) Fyris: The rune on these cards enables the card, when thrown, to detonate on contact, creating a localized explosion.
      2.) Arcturius: The rune on these cards enables the card to create a small frozen area around where the card impacts. The ice it creates is brittle, meaning it can penetrate armor and weaken strong materials.
      3.) Thundrus: This card serves a dual effect. When thrown face-down, it rockets forward at violent speed, creating a cutting whirlwind and leaving a trail of lighting behind it. When thrown face up, the card will explode in a blinding flash, disorienting anyone that was looking in its general direction in a radius of about 12 feet.
      4.) Utility: These cards Traven keeps on hand in case of a unique situation. They can serve whatever purpose Traven might need at the time, but he has to search for the correct card or, if in a pinch, draw the rune before using it.
  • Kileshania: At first glance, Kileshania is a fairly unassuming metal bo staff. However, a closer look will reveal runes etched onto the surface of the staff. The runes enable the user of Kileshania to transform it into a glaive or divide it into two short swords should the need demand it. Kileshania can also serve as a conduit for Traven's Gambit, focusing the magical energy and reducing the risk he blows off his arm should he need to use the ability.


Optional Questionnaire
Personal Quest: He's not sure. He's finding his place in the world.
Favorite Factions: The Merry Men of the Vine, The Wanderers
Least Favorite Factions: The Enchanter Order
Favorite Memory: Learning his first battle rune.
Goals: Immediate: track down the Tashari soldiers who were raping and stealing. Long term: Unsure.
Greatest Fear: Losing his talent or his optimism.
Religion: None in particular, though he supposes he would like Magika if he really gave it a whirl.
I'm in love with everything about this app and am wondering how I have 2 accounts without knowing it.
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Skyggeheim
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Ex-Nation

Postby Skyggeheim » Fri Jun 28, 2019 7:34 am

Galnius wrote:
Skyggeheim wrote:Presenting this character for consideration.

Name: Traven Faust | The Cardmaster
Age: 32
Gender: Male
Race: Human
Appearance (pics if possible):

Mage?: Yes.
Bio (Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):
Traven never had what you would call an ordinary childhood. He was born to two parents that were parlor tricksters in a travelling circus. His father was a famous card magician, and his mother was a performer. Neither exactly planned to have a child, and so when Traven came to be they tried their best to raise him to be a normal child. This, of course, was somewhat doomed to fail due to the nature of their work. Traven spent most of his childhood learning how to deceive, please, and amaze audiences through sleight of hand and trickery. It seemed that, from a young age, Traven had a natural talent for performance. He was often a popular side act to main shows, sometimes even drawing larger crowds than the artists he was opening for. His particular area of expertise were card tricks, but rather than the "Is this your card?" type of tricks, he would baffle audiences with stunning displays of accuracy and speed when throwing cards.

For most of his adolescent years, Traven earned a living with his parents scraping coins and moving place to place with the circus. His travels brought him to all corners of Eboris, and he seemed to make an impression wherever he went. This natural charisma eventually led to a life-changing event for Traven. One night after a show, Traven visited an inn near the town limits of where he was performing. It wasn't long before he spotted a gruff, weathered dwarf who was sketching strange symbols on a notepad while mulling over a mug of ale. Traven, ever curious, struck up a conversation with the dwarf. As it would turn out, the dwarf - Kaddrach - was a fairly accomplished Runesmith, who was recently out of a job after having a falling out with his children. The dwarf's wife had thrown him out after he decided he wouldn't give the family business of runesmithing to his children, who Kaddrach described as "wholly spoiled and entirely fuckin' unpleasant". Kaddrach, however, took a liking to Traven. He enjoyed the spark in Traven's eye, the hunger for something greater.

Over the weeks that Traven and his circus stayed in town, Kaddrach taught Traven as much as he could about runesmithing. Despite consistent hours of learning and honing his craft, it wasn't enough for Traven. When the circus was set to depart for its next location, Traven begged Kaddrach to come with them. He wanted to learn more, to develop what he was being taught. After constant pestering, Kaddrach agreed. However, this was no act of kindness. In truth, Kaddrach was dying, and saw the potential for Traven to become an incredible runesmith. He had decided he would pass on everything he knew to the young boy, in as little time as he could. And so, over the next two years, Kaddrach travelled with the circus, passing on as much of his craft as he could to Traven. The dwarf even earned the circus enough money to warrant him staying, using some of his "back-tunnel engineering" to jerry-rig fireworks that would be launched at the end of each performance.

However, these years would not last. When Traven was 23, and Kaddrach was unknowingly old, he finally passed away. He left his most gifted possession in the hands of Traven: his magnum opus on what he had learned as a runesmith. To this day, Traven considers it his prize possession. He began teaching himself the craft in Kaddrach's wake, starting with harmless runes that served no functional purpose, and eventually moving on to bigger and better projects. This venture, however, was not without danger. When he was 25, Traven tried applying a rune that was far too advanced for his skill level. A botched corner and a flubbed line led to the rune malfunctioning, permanently corrupting his arm with magical energy. This seared it into the glowing blue that it is today. Despite this, with every mistake and mishap, he got better. He began to experiment by drawing runes on cards and testing out their use.

This skill eventually led Traven to create, what he would call, some of the most important runes he has in his possession: several focusing runes which he tattooed on his body to direct his corrupted magical energy in his arm into projectiles. These started off as simple sparks and lights, but as he refined the runes the projectiles could actually be used as a weapon. This, naturally, came at great risk to Traven every time he used it. This, he found out the hard way when he accidentally discharged too much energy and saw his arm crack and nearly fall apart.

When he was 26, Traven finally decided that he needed to leave the circus and forge his own path in Eboris. After bidding his parents goodbye, he set out with what meager belongings he had: several decks of cards, Kaddrach's book, a light purse of coins, and a fire in his heart. Not two weeks on the road, he came upon a small camp in the forest. Upon further inspection, Traven realized that it was a small band of slave traders. Their luggage: several young women, inevitably bound for a dark fate. For the first time in his life, Traven felt true rage. He lashed out with what weapons he had: a runic deck of cards. The traders fell like wheat to a scythe, and Traven felt all too powerful. After releasing the girls, they thanked him as a "Wanderer". Traven had heard whispers of this roving band of vigilantes, and had always idolized their sense of freedom. He decided, then and there, that he would be his own Wanderer.

For the last 6 years, Traven has travelled the continent of Eboris, looking for injustice while simultaneously improving his craft. He was tracking a small contingent of Tashari troops who seemingly dragging behind a larger force, and were making their way through towns raping and stealing. This has, unfortunately, landed him smack-dab in the center of the Tashari camp, about to be involved in a war he wants no part in fighting.

Fighting Style: Warrior-Archer hybrid...it's complicated.
Abilities:
  • Cardmaster's Sleight: Traven's sleight of hand is nigh-unrivaled among many men. His ability to throw and guide cards comes with almost stunning accuracy and speed, up to 35 feet away if he is using his own cards.
  • Acrobat's Dexterity: Having spent his young years in a travelling circus, Traven is naturally very flexible and quick.
  • The Gambit: Traven can release a charged blast of pure magical energy from his corrupted arm. This energy can rip through armor and incinerate flesh like a hot knife through butter. However, this comes at great risk to him if he overuses it or releases too much energy. For this reason, Traven keeps this ability as a last resort against potentially overpowering enemies.
  • Dirty Fighter: Traven's combat style stems from two sources: learning from pit fighters that occasionally traveled with the circus, and self-teaching. For this reason, he looks to gain every unfair advantage over his enemy as he can.
  • Runic Journeyman: While not an expert, Traven is slowly becoming more adept at runesmithing and knowing the language.

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • Traven is not traditionally mighty. His fighting style depends on wearing an enemy down from a distance and finishing the job while close. An enemy who is sufficiently powerful or surprises him can easily get the edge on him. Not to mention, he has no formal combat training.
  • Traven is a lone wanderer in a dominated by armies. He has no true allies, excepting friends he's met on the road, bears allegiance to no kingdom, and can swear fealty to no order other than the loose structure that is the Wanderers.

Equipment:
  • Runic Cards: Traven carries with him, at any given time, 8 total decks of cards. However, these cards are somewhat special. Each card is lined with a thin metal blade, giving it penetration and some weight for accuracy and speed. These cards divide into 4 sub-categories(2 decks of each), listed below.
      1.) Fyris: The rune on these cards enables the card, when thrown, to detonate on contact, creating a localized explosion.
      2.) Arcturius: The rune on these cards enables the card to create a small frozen area around where the card impacts. The ice it creates is brittle, meaning it can penetrate armor and weaken strong materials.
      3.) Thundrus: This card serves a dual effect. When thrown face-down, it rockets forward at violent speed, creating a cutting whirlwind and leaving a trail of lighting behind it. When thrown face up, the card will explode in a blinding flash, disorienting anyone that was looking in its general direction in a radius of about 12 feet.
      4.) Utility: These cards Traven keeps on hand in case of a unique situation. They can serve whatever purpose Traven might need at the time, but he has to search for the correct card or, if in a pinch, draw the rune before using it.
  • Kileshania: At first glance, Kileshania is a fairly unassuming metal bo staff. However, a closer look will reveal runes etched onto the surface of the staff. The runes enable the user of Kileshania to transform it into a glaive or divide it into two short swords should the need demand it. Kileshania can also serve as a conduit for Traven's Gambit, focusing the magical energy and reducing the risk he blows off his arm should he need to use the ability.


Optional Questionnaire
Personal Quest: He's not sure. He's finding his place in the world.
Favorite Factions: The Merry Men of the Vine, The Wanderers
Least Favorite Factions: The Enchanter Order
Favorite Memory: Learning his first battle rune.
Goals: Immediate: track down the Tashari soldiers who were raping and stealing. Long term: Unsure.
Greatest Fear: Losing his talent or his optimism.
Religion: None in particular, though he supposes he would like Magika if he really gave it a whirl.
I'm in love with everything about this app and am wondering how I have 2 accounts without knowing it.

Hey thanks man :lol: I’ve always been a big fan of runes, I even have some on one of my tattoos IRL. I tried to take a unique approach to Runesmithing, kind of mishmashing a League of Legends character with my own thoughts.

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Galnius
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Posts: 17541
Founded: May 15, 2013
Democratic Socialists

Postby Galnius » Fri Jun 28, 2019 7:35 am

Skyggeheim wrote:
Galnius wrote:
I'm in love with everything about this app and am wondering how I have 2 accounts without knowing it.

Hey thanks man :lol: I’ve always been a big fan of runes, I even have some on one of my tattoos IRL. I tried to take a unique approach to Runesmithing, kind of mishmashing a League of Legends character with my own thoughts.

Gambit+magic+dick grayson=freaking awesome. Can't wait to rp with you.
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Zarkenis Ultima
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Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Fri Jun 28, 2019 7:39 am

Skyggeheim wrote:I’ve just noticed we have a Dragon Killer and a Dragon Rider in our party.

This will be interesting, to say the least.


There's quite a few beastfolk so Dannica probably won't be the only one at odds with him :P
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P2TM Community Discussion Thread

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Skyggeheim
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Founded: Apr 30, 2018
Ex-Nation

Postby Skyggeheim » Fri Jun 28, 2019 7:48 am

Finland SSR wrote:
Skyggeheim wrote:I’ve just noticed we have a Dragon Killer and a Dragon Rider in our party.

This will be interesting, to say the least.

As long as Danny proves that her dragon isn't going to eat their crew, Theo will try to not kill it. ;)

I do think that Theo and Danny would do well to train together. A Hercynian General and a Dragon Killer probably have a ton of unique knowledge the other would like to hear.

That is of course provided Theo doesn’t try to gank Tayne while Danny is sleeping :lol:

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Finland SSR
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Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Fri Jun 28, 2019 7:51 am

Skyggeheim wrote:
Finland SSR wrote:As long as Danny proves that her dragon isn't going to eat their crew, Theo will try to not kill it. ;)

I do think that Theo and Danny would do well to train together. A Hercynian General and a Dragon Killer probably have a ton of unique knowledge the other would like to hear.

That is of course provided Theo doesn’t try to gank Tayne while Danny is sleeping :lol:

Psh, waiting for the rider to be asleep before taking on the dragon. That's just giving up the chance to get a double kill ;)

Sounds good, to be honest. Theo definitely would not have a problem with training with Danny - but to be fair, he wouldn't really have a problem with anyone in the party so far, I imagine.
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Sarderia
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Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri Jun 28, 2019 10:11 am

What is the position below a Grand Mage?
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