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Ludim
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Founded: May 22, 2018
Ex-Nation

Postby Ludim » Fri May 25, 2018 6:33 pm

The Krogan wrote:The Powder Mage Trilogy, that’s some good shit.

Nullification Magic is the ability to disrupt and or completely shut down a person ability to employ their magic, whether it be common, elemental, or Esoteric. This is done through a magical energy created within the Nullification mages' body that cancels out other magical energies. Which in turn means that the Null mage in question cannot use their other magical abilities at the same time that they use the Null.

From what I've come up with Nullification magic can be used in two ways, AOE attacks or transferring the energy physically. AOE requires the Null Mage to continuously chant an incantation to help focus their will outwards and project the energy outside their body for long duration's, with the epicenter always around them. This comes with obvious drawbacks in that if the Null's concentration is broken the spell fails and the AOE dissipates, allowing for magic to be used again. The strength of it also depends on the Null mage's own strength of mind and willpower, with archmages able to actually target individuals from a distance, create epicenters other then themselves, and do not require sustained incantations.

The physical application is the most effective for lower level Null mages and why they should be fit, acrobatic, and preferably trained in close combat. A physical connection between the Null and their target allows for the Null energy to be directly injected into the other mages body, which is what makes it much more effective. For one, for as long as there is a connection the energy can be continuously pumped into the target, which will fully nullify their abilities no matter their magic level. Striking and our briefly touching an opponent can also have an effect, with the Null mage able to blast the energy through the brief connection into their enemy’s body. This will continuously degrade their ability to use their magic, especially if blows continue to land on target. There is also a residual side effect as the Null energy within the target mage's body will not immediately dissipate but will linger depending on on the amount transferred. This is why you do not want to get into close quarters with a Null mage, your day will probably not end well. Of course, if you're getting pumped full of energy you're not completely helpless as none of you're physical or mental faculties are affected, so unless all you rely upon is your magic abilities you can still fight.

(I was thinking that to counter the residual effect higher level mages can flush their bodies of magical energy to speed up the dissipation process)

The effects vary depending on the magic in question, with common magic for example spells may backfire, their effectiveness lessened, or not work at all. For elemental the effectiveness of the mages control and application of it is lessened or may just fail outright. While Esoteric magic experiences similar problems but can vary since it is so specialized. The levels of both the target mage and the Null mage also contribute to AOE and strike effectiveness, as a normal archmage has a higher resistance threshold than an inquisitor or common mage. While an archmage Null can stomp out common mages with but a thought for the most part, with the difficulty rising as their opponent's mental and willpower abilities do.

In regards to Ludim your own characters level of Null magic will probably depend largely on their relationship with the Megalostrata Clan, as they pretty much have the monopoly on the ability and are the only ones with archmage Nulls. Since the only place it is taught is at the Adriat Academy under the tutelage of Megalostrata members it is impossible to get a formal education without their involvement. They also often seek out and try to absorb any people with Nullification abilities abroad, whether it be through marriage, adoption, or other means in order to further cultivate their natural abilities.

So it was what I thought it was, so here's hoping for them fancy gloves. But I was thinking that the character was formerly part of the clan but, not happy about it's involvement in less than legal activities, left to find fortune in the Cagian mainland, if that's alright with you

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The Krogan
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Founded: Sep 19, 2014
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Postby The Krogan » Fri May 25, 2018 6:46 pm

Ludim wrote:
The Krogan wrote:The Powder Mage Trilogy, that’s some good shit.

Nullification Magic is the ability to disrupt and or completely shut down a person ability to employ their magic, whether it be common, elemental, or Esoteric. This is done through a magical energy created within the Nullification mages' body that cancels out other magical energies. Which in turn means that the Null mage in question cannot use their other magical abilities at the same time that they use the Null.

From what I've come up with Nullification magic can be used in two ways, AOE attacks or transferring the energy physically. AOE requires the Null Mage to continuously chant an incantation to help focus their will outwards and project the energy outside their body for long duration's, with the epicenter always around them. This comes with obvious drawbacks in that if the Null's concentration is broken the spell fails and the AOE dissipates, allowing for magic to be used again. The strength of it also depends on the Null mage's own strength of mind and willpower, with archmages able to actually target individuals from a distance, create epicenters other then themselves, and do not require sustained incantations.

The physical application is the most effective for lower level Null mages and why they should be fit, acrobatic, and preferably trained in close combat. A physical connection between the Null and their target allows for the Null energy to be directly injected into the other mages body, which is what makes it much more effective. For one, for as long as there is a connection the energy can be continuously pumped into the target, which will fully nullify their abilities no matter their magic level. Striking and our briefly touching an opponent can also have an effect, with the Null mage able to blast the energy through the brief connection into their enemy’s body. This will continuously degrade their ability to use their magic, especially if blows continue to land on target. There is also a residual side effect as the Null energy within the target mage's body will not immediately dissipate but will linger depending on on the amount transferred. This is why you do not want to get into close quarters with a Null mage, your day will probably not end well. Of course, if you're getting pumped full of energy you're not completely helpless as none of you're physical or mental faculties are affected, so unless all you rely upon is your magic abilities you can still fight.

(I was thinking that to counter the residual effect higher level mages can flush their bodies of magical energy to speed up the dissipation process)

The effects vary depending on the magic in question, with common magic for example spells may backfire, their effectiveness lessened, or not work at all. For elemental the effectiveness of the mages control and application of it is lessened or may just fail outright. While Esoteric magic experiences similar problems but can vary since it is so specialized. The levels of both the target mage and the Null mage also contribute to AOE and strike effectiveness, as a normal archmage has a higher resistance threshold than an inquisitor or common mage. While an archmage Null can stomp out common mages with but a thought for the most part, with the difficulty rising as their opponent's mental and willpower abilities do.

In regards to Ludim your own characters level of Null magic will probably depend largely on their relationship with the Megalostrata Clan, as they pretty much have the monopoly on the ability and are the only ones with archmage Nulls. Since the only place it is taught is at the Adriat Academy under the tutelage of Megalostrata members it is impossible to get a formal education without their involvement. They also often seek out and try to absorb any people with Nullification abilities abroad, whether it be through marriage, adoption, or other means in order to further cultivate their natural abilities.

So it was what I thought it was, so here's hoping for them fancy gloves. But I was thinking that the character was formerly part of the clan but, not happy about it's involvement in less than legal activities, left to find fortune in the Cagian mainland, if that's alright with you


Sure, the Adriat, and by extension the Megalostrata, are a free spirited people for the most part and often travel the world seeking their fortune whether it be legal or illegal. Though if your character left on bad terms with their family it would probably be devastating for all involved, since family and the clan are integral parts of ones childhood since they are largely raised by both their immediate family and the larger community of relatives.
The perpetual lurker of NS, trudging through the desolate winter.

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Ludim
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Founded: May 22, 2018
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Postby Ludim » Fri May 25, 2018 6:48 pm

The Krogan wrote:
Ludim wrote:So it was what I thought it was, so here's hoping for them fancy gloves. But I was thinking that the character was formerly part of the clan but, not happy about it's involvement in less than legal activities, left to find fortune in the Cagian mainland, if that's alright with you


Sure, the Adriat, and by extension the Megalostrata, are a free spirited people for the most part and often travel the world seeking their fortune whether it be legal or illegal. Though if your character left on bad terms with their family it would probably be devastating for all involved, since family and the clan are integral parts of ones childhood since they are largely raised by both their immediate family and the larger community of relatives.

I think it'd be interesting if the character was a polarising person, like some family members still like him, while others don't. Really gives a mixed bag on the guy, only issue is I have no idea what would cause something like that.

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Greater Meme Land
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Founded: Oct 25, 2017
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Postby Greater Meme Land » Fri May 25, 2018 7:09 pm

NS Name: Greater Meme Land
Faction Name: Freedom’s Thorn
Leader: Currently Cyrin Deemis, soon to be Elias Deemis
Faction Alignment (Pro Government, Anti Government, Neutral?): Anti-Imperial government.
Goals: To instate a Democratic government in replacement of the empire.
Size/Influence Small now (could grow larger)
Base of Operations The forests of Dacryn, and also a small amount occupying Dacryn
History: Founded by Cyrin Deemis, a former inquisitor mage, and a philosopher who wishes to instate a democratic system of government in place of the Empire. Small but infamous for crimes against the empire, having assassinated a few important mages in Dacryn. They have been established for around a half a year, and news of their presence is still spreading. However, the leader, Cyrin, has become ill, and is transferring authority over the Freedoms Thorn to his son, Elias.

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The Krogan
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Founded: Sep 19, 2014
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Postby The Krogan » Fri May 25, 2018 7:13 pm

Ludim wrote:
The Krogan wrote:
Sure, the Adriat, and by extension the Megalostrata, are a free spirited people for the most part and often travel the world seeking their fortune whether it be legal or illegal. Though if your character left on bad terms with their family it would probably be devastating for all involved, since family and the clan are integral parts of ones childhood since they are largely raised by both their immediate family and the larger community of relatives.

I think it'd be interesting if the character was a polarising person, like some family members still like him, while others don't. Really gives a mixed bag on the guy, only issue is I have no idea what would cause something like that.


Hmm it can't be outright betrayal because then everyone would hate him... And he can't just say he doesn't like the illegal aspects and that's why he was leaving because no one would feel he was doing something wrong since he's following his own convictions.

Maybe he accidentally killed a relative in an angry drunken brawl? Scared he fled to the mainland to avoid arrest and or assassination from the rest of his family. Enough time has passed for the Clan to figure out it was an accident though, with some wanting him to return while many of those closest to the deceased would rather he stayed away. The only thing is is that the Megalostrata have a fair amount of influence and presence in many of the big cities and ports of Cagia so he wouldn't be able to avoid them completely unless he stayed out in the country side or something.

This is just a suggestion.
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Greater Meme Land
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Founded: Oct 25, 2017
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Postby Greater Meme Land » Fri May 25, 2018 7:17 pm

NS Name: Greater Meme Land
Family/House Name: Deemis
Insignia/Symbol (optional): A book with some kind of crystal suspended above it, a large red snake protecting it, and the words, Freedom of Mind.
Motto (optional: To be wise is to be strong.
Faction Alignment: Freedom’s Thorn (though they don’t reveal their affiliation)
Elemental Affinity (what element does this family specialize in, if any?): Wind magic, though a few members in the family have secret Esoteric abilities
History: A family with its history rooted in Dacryn. It is a family of inquisitors and even Archmages, though some amongst them wield a strange esoteric power. Their mages are known to be wise, and to be rather free spirits, constant seeking more knowledge no matter the cost. The current head of the family, Cyrin, is the founder and current leader of the freedoms thorn, though he has never revealed himself.
Additional Information:

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Ludim
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Founded: May 22, 2018
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Postby Ludim » Fri May 25, 2018 7:21 pm

The Krogan wrote:
Ludim wrote:I think it'd be interesting if the character was a polarising person, like some family members still like him, while others don't. Really gives a mixed bag on the guy, only issue is I have no idea what would cause something like that.


Hmm it can't be outright betrayal because then everyone would hate him... And he can't just say he doesn't like the illegal aspects and that's why he was leaving because no one would feel he was doing something wrong since he's following his own convictions.

Maybe he accidentally killed a relative in an angry drunken brawl? Scared he fled to the mainland to avoid arrest and or assassination from the rest of his family. Enough time has passed for the Clan to figure out it was an accident though, with some wanting him to return while many of those closest to the deceased would rather he stayed away. The only thing is is that the Megalostrata have a fair amount of influence and presence in many of the big cities and ports of Cagia so he wouldn't be able to avoid them completely unless he stayed out in the country side or something.

This is just a suggestion.

Sounds like an good idea, thanks. Could be that he uses the Megalostrata people in the cities to send messages home, but doesn't think he's earned the right to go home yet. Also, what's the culture of the Adriat?
Last edited by Ludim on Fri May 25, 2018 7:22 pm, edited 1 time in total.

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Asardia
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Founded: Dec 25, 2017
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Postby Asardia » Fri May 25, 2018 7:40 pm

North Timeria wrote:NS Name: North Timeria
Family/House Name: Tanaka
Insignia/Symbol (optional):tomoe
Motto (optional: Loyalty to those we trust
Faction Alignment: Red Dawn Army
Elemental Affinity (what element does this family specialize in, if any?): Fire
History:

The Tanaka family has long been supporters of the Esquoria Family and helped it accomplish certain goals before the coup. They are known for their lighting ability and their Esoteric ability the Saṃsāra Eye( control over attractive and repulsive forces, shift spaces within a certain range of himself). There hasn't been a wielder in generations but the family continues to search for one within their ranks.

They send their strongest offspring to join the Red Dawn Army to gain the trust of the Esquoria Family. Their main goal is to gain the good faith of the Esquoria Family and hopefully gain some nobility from their constant support.

There are many internal struggles in the family, mostly dealing with how they divide what the Esquoria Family gives them. They also work to raise the strongest mages. In the background, there is also the problem of the missing child. Hemi Tanaka, the younger brother of the patriarch Nue had a child with a prostitute in Eravil. Nue forced Hemi to abandon him before killing the prostitute. Before Nue killed her she cursed both Hemi and Nue with vengeance and perturbation.
Additional Information:


The Deva Path Saṃsāra Eye should be an interesting addition to the Rp. House accepted.

Greater Meme Land wrote:NS Name: Greater Meme Land
Faction Name: Freedom’s Thorn
Leader: Currently Cyrin Deemis, soon to be Elias Deemis
Faction Alignment (Pro Government, Anti Government, Neutral?): Anti-Imperial government.
Goals: To instate a Democratic government in replacement of the empire.
Size/Influence Small now (could grow larger)
Base of Operations The forests of Dacryn, and also a small amount occupying Dacryn
History: Founded by Cyrin Deemis, a former inquisitor mage, and a philosopher who wishes to instate a democratic system of government in place of the Empire. Small but infamous for crimes against the empire, having assassinated a few important mages in Dacryn. They have been established for around a half a year, and news of their presence is still spreading. However, the leader, Cyrin, has become ill, and is transferring authority over the Freedoms Thorn to his son, Elias.


Greater Meme Land wrote:NS Name: Greater Meme Land
Family/House Name: Deemis
Insignia/Symbol (optional): A book with some kind of crystal suspended above it, a large red snake protecting it, and the words, Freedom of Mind.
Motto (optional: To be wise is to be strong.
Faction Alignment: Freedom’s Thorn (though they don’t reveal their affiliation)
Elemental Affinity (what element does this family specialize in, if any?): Wind magic, though a few members in the family have secret Esoteric abilities
History: A family with its history rooted in Dacryn. It is a family of inquisitors and even Archmages, though some amongst them wield a strange esoteric power. Their mages are known to be wise, and to be rather free spirits, constant seeking more knowledge no matter the cost. The current head of the family, Cyrin, is the founder and current leader of the freedoms thorn, though he has never revealed himself.
Additional Information:


Both accepted
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

5pb wrote:"I'm cutting it off," Ayano raised an axe above her head

"Wait wait wai... FUCK!"

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The Krogan
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Founded: Sep 19, 2014
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Postby The Krogan » Fri May 25, 2018 7:44 pm

Ludim wrote:
The Krogan wrote:
Hmm it can't be outright betrayal because then everyone would hate him... And he can't just say he doesn't like the illegal aspects and that's why he was leaving because no one would feel he was doing something wrong since he's following his own convictions.

Maybe he accidentally killed a relative in an angry drunken brawl? Scared he fled to the mainland to avoid arrest and or assassination from the rest of his family. Enough time has passed for the Clan to figure out it was an accident though, with some wanting him to return while many of those closest to the deceased would rather he stayed away. The only thing is is that the Megalostrata have a fair amount of influence and presence in many of the big cities and ports of Cagia so he wouldn't be able to avoid them completely unless he stayed out in the country side or something.

This is just a suggestion.

Sounds like an good idea, thanks. Could be that he uses the Megalostrata people in the cities to send messages home, but doesn't think he's earned the right to go home yet. Also, what's the culture of the Adriat?


Yeah that sounds pretty good.

They're a very maritime oriented peoples, so seafaring and fishing are important aspects of life. The Islands are fairly tropical depending on which one you come from, with the ones further north being more temperate. I'm thinking that they're a mix of Mediterranean cultures, Italian, Spanish, and Hellenic for the most part. In fact I've been using the fantasy name generator under the Hellenic setting for the names so far. Honestly I'm not even sure how that would look, but their fashion sense would largely be what you would see in Pirates of the Caribbean. Minus the stuffy English stuff, heavy coats, and the women don't wear dresses unless they're "higher class" and attending formal functions. Right now I would best describe their clothing choices as functional and breathy when at work or relaxing.

Damn, its hard getting the image in my head of what they look like written down.
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The Krogan
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Founded: Sep 19, 2014
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Postby The Krogan » Fri May 25, 2018 7:46 pm

Hey Asardia, is there anything wrong with my fleshed out Null Magic lore post that you can think of?
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Asardia
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Founded: Dec 25, 2017
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Postby Asardia » Fri May 25, 2018 7:50 pm

The Krogan wrote:Hey Asardia, is there anything wrong with my fleshed out Null Magic lore post that you can think of?


No. It definitely is powerful, but an interesting Esoteric ability. I just don't want too many people with Null Magic. But I do like how negating magic also results in that Null Magic Mage being unable to use their magic. I don't see an issue.
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

5pb wrote:"I'm cutting it off," Ayano raised an axe above her head

"Wait wait wai... FUCK!"

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Mundeo
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Posts: 10355
Founded: Jan 04, 2015
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Postby Mundeo » Fri May 25, 2018 8:04 pm

Greater Meme Land wrote:NS Name: Greater Meme Land
Family/House Name: Deemis
Insignia/Symbol (optional): A book with some kind of crystal suspended above it, a large red snake protecting it, and the words, Freedom of Mind.
Motto (optional: To be wise is to be strong.
Faction Alignment: Freedom’s Thorn (though they don’t reveal their affiliation)
Elemental Affinity (what element does this family specialize in, if any?): Wind magic, though a few members in the family have secret Esoteric abilities
History: A family with its history rooted in Dacryn. It is a family of inquisitors and even Archmages, though some amongst them wield a strange esoteric power. Their mages are known to be wise, and to be rather free spirits, constant seeking more knowledge no matter the cost. The current head of the family, Cyrin, is the founder and current leader of the freedoms thorn, though he has never revealed himself.
Additional Information:

Them and the Savros’ would get along quite well. Their sigils and mottos are quite similar, too (just replace the crystal with a flame). I actually planned on Deruin becoming a radical and wanting to remove the monarchy entirely, so he might end up joining Freedom’s Thorn.
Last edited by Mundeo on Fri May 25, 2018 8:05 pm, edited 1 time in total.
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Ludim
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Founded: May 22, 2018
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Postby Ludim » Fri May 25, 2018 8:05 pm

NS Name: Ludim
Character Name: Dentley 'Dent' Tyndall
Appearance:
Image

House (what family does your character belong to?): Dentley's family is Tyndall, which is a cadet branch of the Megalostrata Clan
Gender: Male
Age: 29
Mage Type (Esoteric, Archmage, Inquisitor?): Inquisitor
Magic/Abilities (if any): Nullification, with a secondary focus on shielding magic
Limitations (what are the restrictions on your character’s abilities?): Dentley's form of Nullification magic requires him to make physical contact with his target if he wishes to have any effect on them, lacking the ability to project it like other Nullification mages. His shielding ability is made of physical manifestations of magic, however it exists in a finite amount and he must choose which areas around him he wishes to shield, at the expense of other areas. For instance, if he wished to sheild his front and sides, the area behind him would be considerably weaker and easier to pierce. Alongside this, if he were to use his Null ability and then form a shield, the shield would be notably weaker than it had been before, due to the lasting effect of the Null on his person.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): His allegiance is split between the Red Dawn Army and the Megalostrata Clan
Biography: Dentley had been born among the poorer rungs of the Tyndall branch, already somewhat ostracised due to a lack of any Null mages, and his early childhood reflected this, frequently getting into fights with children his age that dared make fun of his house, and getting into trouble with authorities. These experiences made Dentley determined to bring respect to his family's name, even at the expense of his own life, so his delight at discovering his Null abilities could not be understated and made him a mini-celebrity in his home town.

His family eagerly accepted the invitation to study at Adriat Academy of Magic, where his delight was replaced with frustration upon discovering that his Null abilities were significantly less impressive than his contemporaries, until he discovered the strength his Null powers held when he made physical contact. So strong were these powers, that the first kids to spar against him would end up in the school's sanitarium, albeit for short periods of time. As he aged, graduated, and moved on to the Dacryn School of Military and Magical Arts, where he began to become adept at shielding magic, allowing him to get close to people to fully utilise his Null powers.

Following his graduation from the School, he began his adult life in earnest and, in Adriat fashion, on the sea. Believing he would be involved in normal fishing and trading endeavours, he was somewhat surprised when the ship he sailed on instead turned to piracy, much to his annoyance. During the piracy filled voyage, he became notable for throwing himself head-on into action, despite his dislike of the illegal ventures. It continued like this for many years till he turned 24, when he confronted his captain in a drunken state. While the exact details of what occurred that night aren't fully known, what is known is that Dentley's eye was lost and his captain was accidentally killed, resulting in Dentley fleeing the scene and onto the Cagian mainland.

On the mainland, he tried to maintain a low profile, rarely using his Null and taking odd jobs to support himself, moving around consistently and remaining outside of major cities unless absolutely necessary. Four years later, he resurfaced in Kalingway as a member of the Red Dawn Army, where he came into contact with a man connected to the Megalostrata Clan, who explained that many accepted the captain's death was an accident and were anticipating Dentley's return home, however Dentley turned down this option, believing he still had to atone for his misdeed of killing his captain, but this did not stop him sending messages home.
Additional Information (anything else you want to say?): Dentley likes to use curved swords, be it cutlass or otherwise, which he picked up during a brief stint in the desert south. What he was doing there isn't quite clear.

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Asardia
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Founded: Dec 25, 2017
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Postby Asardia » Fri May 25, 2018 8:16 pm

Ludim wrote:NS Name: Ludim
Character Name: Dentley 'Dent' Tyndall
Appearance:
House (what family does your character belong to?): Dentley's family is Tyndall, which is a cadet branch of the Megalostrata Clan
Gender: Male
Age: 29
Mage Type (Esoteric, Archmage, Inquisitor?): Inquisitor
Magic/Abilities (if any): Nullification, with a secondary focus on shielding magic
Limitations (what are the restrictions on your character’s abilities?): Dentley's form of Nullification magic requires him to make physical contact with his target if he wishes to have any effect on them, lacking the ability to project it like other Nullification mages. His shielding ability is made of physical manifestations of magic, however it exists in a finite amount and he must choose which areas around him he wishes to shield, at the expense of other areas. For instance, if he wished to sheild his front and sides, the area behind him would be considerably weaker and easier to pierce. Alongside this, if he were to use his Null ability and then form a shield, the shield would be notably weaker than it had been before, due to the lasting effect of the Null on his person.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): His allegiance is split between the Red Dawn Army and the Megalostrata Clan
Biography: Dentley had been born among the poorer rungs of the Tyndall branch, already somewhat ostracised due to a lack of any Null mages, and his early childhood reflected this, frequently getting into fights with children his age that dared make fun of his house, and getting into trouble with authorities. These experiences made Dentley determined to bring respect to his family's name, even at the expense of his own life, so his delight at discovering his Null abilities could not be understated and made him a mini-celebrity in his home town.

His family eagerly accepted the invitation to study at Adriat Academy of Magic, where his delight was replaced with frustration upon discovering that his Null abilities were significantly less impressive than his contemporaries, until he discovered the strength his Null powers held when he made physical contact. So strong were these powers, that the first kids to spar against him would end up in the school's sanitarium, albeit for short periods of time. As he aged, graduated, and moved on to the Dacryn School of Military and Magical Arts, where he began to become adept at shielding magic, allowing him to get close to people to fully utilise his Null powers.

Following his graduation from the School, he began his adult life in earnest and, in Adriat fashion, on the sea. Believing he would be involved in normal fishing and trading endeavours, he was somewhat surprised when the ship he sailed on instead turned to piracy, much to his annoyance. During the piracy filled voyage, he became notable for throwing himself head-on into action, despite his dislike of the illegal ventures. It continued like this for many years till he turned 24, when he confronted his captain in a drunken state. While the exact details of what occurred that night aren't fully known, what is known is that Dentley's eye was lost and his captain was accidentally killed, resulting in Dentley fleeing the scene and onto the Cagian mainland.

On the mainland, he tried to maintain a low profile, rarely using his Null and taking odd jobs to support himself, moving around consistently and remaining outside of major cities unless absolutely necessary. Four years later, he resurfaced in Kalingway as a member of the Red Dawn Army, where he came into contact with a man connected to the Megalostrata Clan, who explained that many accepted the captain's death was an accident and were anticipating Dentley's return home, however Dentley turned down this option, believing he still had to atone for his misdeed of killing his captain, but this did not stop him sending messages home.
Additional Information (anything else you want to say?): Dentley likes to use curved swords, be it cutlass or otherwise, which he picked up during a brief stint in the desert south. What he was doing there isn't quite clear.


Accepted
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

5pb wrote:"I'm cutting it off," Ayano raised an axe above her head

"Wait wait wai... FUCK!"

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The Valyria Empire
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Founded: May 26, 2016
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Postby The Valyria Empire » Fri May 25, 2018 8:43 pm

NS Name: The Valyria Empire (Val)
Family/House Name: Allegrede
Insignia/Symbol (optional):
Image

Motto: The Fury of Storms
Faction Alignment: The Sidiroú, The Lealistas (Loyalists)
Elemental Affinity (what element does this family specialize in, if any?): Lightning, Fire
History: The history of house Allegrede is a very short one. The last head of house Allegrod, Maximilian Allegrodo was an interesting man. He was not the worst Head of his family but was certainly not the best either. His vices were well known within the family, mostly that of his lust. It was common knowledge that he had several mistresses from highborn to even lowborn. With this came the issue of bastards, which many he tried to sweep under the rug and forget they existed. However, one of his highborn mistresses from House Sovay, came to him with child. This child would not be able to go away so easily, as House Sovay had been very predominant in politics. Thus, much to the anger of his wife, acknowledged the child as his own and took him in. This was child was named Gaius, and was raised at court alongside his half-siblings. His brother and sister, unlike the rest of the court treated him with kindess and he quickly grew to love them as a family.

However, nothing good can last and earlier this year the family he had grown up with vanished in an instant. Gaius was not at the capital during the coup, and had been treating with House Saguya. Once word of the coup reached him, he was furious, outraged. Now only was Gaius a fairly weak mage, but everything he had ever known was taken away in a moment. The head of House Saguya allowed Gaius to remain in hiding while things were sorted out. Eventually House Saguya created the Sidiroú, as a way to oppose their oppressors. Once Gaius joined this organization, he decided he would be the successor to his family, creating the House of Allegrede. He took the sigil of his mother's house and added the phoenix and crown of his father's sigil. Now, House Allegrede stands as an opposing force to the usurpers.
Additional Information: Currently only one member in the house, and many loyalists to house Allegrod have rallied behind Gaius, but they are few in number.


NS Name: Val
Character Name: Gaius of House Allegrede "The Storm Bastard"
Appearance:
Image

House (what family does your character belong to?): Allegrede
Gender: Male
Age: 24
Mage Type (Esoteric, Archmage, Inquisitor?): Mage (but is secretly an Esoteric)
Magic/Abilities (if any): Fire Affinity, Lightning Affinity (does not know), Art of Lightning (Esoteric ability), Very skilled with a sword and horse riding.
Limitations (what are the restrictions on your character’s abilities?): Very weak damage spells and can not tap into his inner potential. It would require several more years of training for him to do so.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): The Sidiroú, The Lealistas (Loyalists)
Biography: Born a bastard to Maximillain Allegrodo, Gaius was able to live a good life due to his father taking him in. It was noted early that Gaius had a very weak affinity to magic, and was looked down upon by many. His status as a bastard did not help as well. However, his half-brother and sister supported him at very step along the way. Soon Gaius would barely graduate from the National Academy of Magical Arts. Due to his lack of skill with magic, he picked up the sword and focused on fighting with a blade.

Upon graduation he became very close with House Saguya, and eventually became an envoy to the house. It was thanks to this job that he was saved from the coup that resulted in the death of his family. After a few months of hiding, thanks to House Saguya he would eventually join the Sidiroú and form a sub-faction, the Lealistas, a faction compromised of loyalists to Houe Allegrod. He plans to depose the Luthors and crown himself as Emperor, which has caused a split between him and the head of House Saguya.
Additional Information (anything else you want to say?): Not my best bio, but eh. I can flesh him out in the IC.
Last edited by The Valyria Empire on Fri May 25, 2018 8:48 pm, edited 1 time in total.

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Asardia
Ambassador
 
Posts: 1703
Founded: Dec 25, 2017
Scandinavian Liberal Paradise

Postby Asardia » Fri May 25, 2018 8:54 pm

The Valyria Empire wrote:
NS Name: The Valyria Empire (Val)
Family/House Name: Allegrede
Insignia/Symbol (optional):
Motto: The Fury of Storms
Faction Alignment: The Sidiroú, The Lealistas (Loyalists)
Elemental Affinity (what element does this family specialize in, if any?): Lightning, Fire
History: The history of house Allegrede is a very short one. The last head of house Allegrod, Maximilian Allegrodo was an interesting man. He was not the worst Head of his family but was certainly not the best either. His vices were well known within the family, mostly that of his lust. It was common knowledge that he had several mistresses from highborn to even lowborn. With this came the issue of bastards, which many he tried to sweep under the rug and forget they existed. However, one of his highborn mistresses from House Sovay, came to him with child. This child would not be able to go away so easily, as House Sovay had been very predominant in politics. Thus, much to the anger of his wife, acknowledged the child as his own and took him in. This was child was named Gaius, and was raised at court alongside his half-siblings. His brother and sister, unlike the rest of the court treated him with kindess and he quickly grew to love them as a family.

However, nothing good can last and earlier this year the family he had grown up with vanished in an instant. Gaius was not at the capital during the coup, and had been treating with House Saguya. Once word of the coup reached him, he was furious, outraged. Now only was Gaius a fairly weak mage, but everything he had ever known was taken away in a moment. The head of House Saguya allowed Gaius to remain in hiding while things were sorted out. Eventually House Saguya created the Sidiroú, as a way to oppose their oppressors. Once Gaius joined this organization, he decided he would be the successor to his family, creating the House of Allegrede. He took the sigil of his mother's house and added the phoenix and crown of his father's sigil. Now, House Allegrede stands as an opposing force to the usurpers.
Additional Information: Currently only one member in the house, and many loyalists to house Allegrod have rallied behind Gaius, but they are few in number.


NS Name: Val
Character Name: Gaius of House Allegrede "The Storm Bastard"
Appearance:
House (what family does your character belong to?): Allegrede
Gender: Male
Age: 24
Mage Type (Esoteric, Archmage, Inquisitor?): Mage (but is secretly an Esoteric)
Magic/Abilities (if any): Fire Affinity, Lightning Affinity (does not know), Art of Lightning (Esoteric ability), Very skilled with a sword and horse riding.
Limitations (what are the restrictions on your character’s abilities?): Very weak damage spells and can not tap into his inner potential. It would require several more years of training for him to do so.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): The Sidiroú, The Lealistas (Loyalists)
Biography: Born a bastard to Maximillain Allegrodo, Gaius was able to live a good life due to his father taking him in. It was noted early that Gaius had a very weak affinity to magic, and was looked down upon by many. His status as a bastard did not help as well. However, his half-brother and sister supported him at very step along the way. Soon Gaius would barely graduate from the National Academy of Magical Arts. Due to his lack of skill with magic, he picked up the sword and focused on fighting with a blade.

Upon graduation he became very close with House Saguya, and eventually became an envoy to the house. It was thanks to this job that he was saved from the coup that resulted in the death of his family. After a few months of hiding, thanks to House Saguya he would eventually join the Sidiroú and form a sub-faction, the Lealistas, a faction compromised of loyalists to Houe Allegrod. He plans to depose the Luthors and crown himself as Emperor, which has caused a split between him and the head of House Saguya.
Additional Information (anything else you want to say?): Not my best bio, but eh. I can flesh him out in the IC.



Both are accepted
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

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"Wait wait wai... FUCK!"

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Greater Meme Land
Bureaucrat
 
Posts: 65
Founded: Oct 25, 2017
Ex-Nation

Postby Greater Meme Land » Fri May 25, 2018 9:05 pm

NS Name: Greater Meme Land
Character Name: Elias Deemis
Appearance: Image
House (what family does your character belong to?): Deemis House
Gender: Male
Age: 24
Mage Type (Esoteric, Archmage, Inquisitor?): Esoteric
Magic/Abilities (if any): Elias is a skilled wind mage, though he wields a strange esoteric power passed down through specific generations of his family, an ability called Star Sword.
This ability allows the user to create a powerful magic energy that can be used to form ethereal weapons that bypass physical defenses, or be fired as a projectile. He also has extensive knowledge of various forms of armed and unarmed melee combat, as the research that Elias dedicated himself to was the art of combat and military strategy.
Limitations (what are the restrictions on your character’s abilities?): While more experienced star sword mages can wield their weapons for indefinite amounts of time, and can make multiple, Elias does not yet have the skill to do either of these things. His time with his weapons ranges from six minutes to ten minutes, and he can only summon one.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): Freedom’s Thorn.
Biography: Born to the Deemis family, much was expected of Elias. His whole life was to be dedicated to the gain of knowledge. He was trained in wind magic as each member of his family is by tradition, as that is the family’s main affinity. But then, as Elias reaches the age of 9, he discovered his ability to use star sword. He was sent to live with his uncle, who would train him in the art, but days before Elias left, his uncle was killed, murdered by people Elias’ father assumed were the shadow assassins, as the his brother had always opposed the imperial rule, even more so after the new emperor took power. The Deemis household began sneakily trying to undermine the empire, paying bandits to attack certain caravans, with a mage of the Deemis family among their ranks to kill the bandits off if they failed, so that hey would not let anything slip, and other various mutinies. Eventually, this wasn’t enough, and Cyrin established the Freedoms Thorns, recruiting like minded citizens of Dacryn. Elias was slated to be the next leader, as his father fell ill with a fatal malady.
Additional Information (anything else you want to say?):
Last edited by Greater Meme Land on Sat May 26, 2018 10:16 am, edited 2 times in total.

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Tertuath Hath
Spokesperson
 
Posts: 174
Founded: Jan 17, 2017
Liberal Democratic Socialists

Postby Tertuath Hath » Fri May 25, 2018 11:42 pm

NS Name: Tertuath Hath
Character Name: Tenegure the Serpent
Appearance:
Image

Image

House (what family does your character belong to?): None, he's a commoner
Gender: Male
Age: 43
Mage Type (Esoteric, Archmage, Inquisitor?): Archmage/Sensor
Magic/Abilities (if any): Tenegure has a masterful grasp of the four elements, though Fire and Air are the most natural for him. He not only can switch from one element to another with ease, but thanks to his immense stamina, he can even use two at once. Aside from that, he's a decent sensor, capable of detecting magic users within a radius of 30 meters, which he can (and will) use to identify esoteric mages. He also knows a great deal of common spells.
Limitations (what are the restrictions on your character’s abilities?): Though a powerful magic users, he relies mostly on his martial prowess when it comes to combat, using his powers primary as a means to wear his opponent down. Also, though he can use two elements at once, this is extremely draining and prolonged usage can cause him to collapse from exhaustion.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): Order of the Shade
Biography: 43 years ago, Tenegure was born to a moderately well off family of carpenters based in the city of Dacryn. Though his father possessed no affinity for magic of any kind, his paternal grandfather had a knack for fire magic, while his mother was a gifted air manipulator. As his family was rather intensely religious, he grew up not only with tales of great mages and wizards doing the impossible, but also with a deeply ingrained sense of duty towards the faith of his family. At the age of 5, he joined the Dacryn School of Military and Magical Arts, where he pushed himself to be as good or even better than the mages he heard stories about. Not long after joining, it was determined that the young Tenegure was a sensor, though his powers in that field have never reached a remarkable level. Year after year, he showed an overwhelming determination to succeed, impressing all he met with how diligently he applied himself and how much he was accomplishing. Near the end of his stay at the academy, he achieved an almost complete mastery of the four elements, as well as honing his sensory powers and learning a wide array of common spells. To anyone who remotely knew him, the future seemed awfully bright for Tenegure.

That is, until the accident.

The night after his graduation, after another night of drunken carousing with his friends, Tenegure was walking back home with his friends when they came upon the flight of steps they used to play on as kids. Hit with a wave of nostalgia, they began to chase each other up and down the steps in an intense game of tag, laughing the entire time. Though the rain from earlier in the night had made the ground slippery and though a few them did fall down a couple of times, they kept at their game for a moment longer. In that moment, in an attempt to catch up to one of his friends, Tenegure slipped and fell from the top of steps, tumbling down all 10 feet till he smacked the ground below. Passing out, his friends desperately looked for anyone who could help him.

For the next few years, he lay in a vegetative state, capable only of eating, drinking, and sleeping, the life in his eyes and desire to live having faded away. Try as they might, his parents couldn't find any mage capable of restoring him, every single one of them sure that he would live out the rest of his days staring at the ceiling. Even with this grim diagnosis, his immediate family didn't lose hope that maybe one day he'd wake up from his bed and walk again, his spirit reborn twice as strong. Not everyone in his family, however, believed that he would ever recover. One night, 7 years after his initial accident, a few of his relatives (an aunt and a few cousins) snuck into his room after dark, hoping to smother him in his sleep. To them, he was nothing more than a burden on the family, a leech that needed to be removed if the family was to carry on. But as they were about to do the deed, Tenegure spring up from bed, a strange sort of energy surrounding him (metaphorically speaking). His eyes shone with a eerie sort of intensity in the moonlight and when he spoke, the air seemed to tremble. Asking them what exactly they were doing, the perpetrators found themselves paralyzed from pure shock and when they didn't respond, he yelled at them to leave. The noise awoke his parents, who ran into their terrified relatives as they fled out the building. Seeing their son walking once more, they both broke down and sang thanks to the gods for bringing their son back.

Over the next couple of days, their gratitude quickly shifted to confusion as Tenegure began rambling about a vision he had supposedly received from the gods. He claimed that they had given him a mission, a holy mission to cleanse the country of an evil that threatened to tear it apart. Through him, their justice would be unleashed on those heinous monstrosities that tainted the land, and through him, the commonwealth would be spared from destruction. Thoroughly confused, they asked him what monsters was he talking about, though he refused to tell them. He left his home that night and he hasn't gone back.

Some time after leaving his home, Tenegure formed the Order of the Shade, an organization dedicated to helping him accomplish the mission given to him by the gods: the utter extermination of all esoteric mages. Aside from forming the Order, he's also trained with various teachers in order to become one of the most formidable fighters in the realm, skilled in various martial arts and weapons. And now, as turmoil begins to engulf Cagia, Tenegure and the Order of the Shade are poised to strike.
Additional Information (anything else you want to say?): In the many years since the start of his crusade, he's been responsible for the deaths of at least a dozen esoteric mages and a few of their non-esoteric allies. He's only ever failed to kill an esoteric twice: once when his target managed to kill themselves before he could finish them off, the other time being when he unsuccessfully fought against a member of House Megalostrata.

NS Name: Tertuath Hath
Faction Name: Order of the Shade
Leader: Tenegure the Serpent
Faction Alignment (Pro Government, Anti Government, Neutral?): Neutral
Goals: The elimination of any and all esoteric mages.
Size/Influence: 30 members since the last reunion.
Base of Operations: None
History: After receiving his "revelation," Tenegure created the Order of the Shade in order to facilitate the hunt for esoteric mages. Originally, there were only 5 members (including Tenegure), all capable mages and fighters in their own regard. They'd convene once every month to identify targets and plan their next moves, usually meeting in some spot deep within the wilderness. Now, only Tenegure remains of the original members, though he has managed to expand the Order to 30 members. Now they operate in small cells, which each member of the cell responsible for their own hunt. Meetings between all the cells are now held only once a year.

User avatar
Ormata
Senator
 
Posts: 4947
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Sat May 26, 2018 9:07 am

Tag.

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Greater Meme Land
Bureaucrat
 
Posts: 65
Founded: Oct 25, 2017
Ex-Nation

Postby Greater Meme Land » Sat May 26, 2018 9:33 am

I’m taking volunteers for the Freedoms thorn, that way I can’t have to make characters to be in my faction. Or at least not a lot of them.
Last edited by Greater Meme Land on Sat May 26, 2018 9:34 am, edited 1 time in total.

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Mundeo
Postmaster-General
 
Posts: 10355
Founded: Jan 04, 2015
Ex-Nation

Postby Mundeo » Sat May 26, 2018 10:00 am

Greater Meme Land wrote:I’m taking volunteers for the Freedoms thorn, that way I can’t have to make characters to be in my faction. Or at least not a lot of them.

Deruin is starting in the Sidiroú, but Elias can try to recruit him
What is a sig? A miserable little pile of words! But enough talk!
Have at you!

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Asardia
Ambassador
 
Posts: 1703
Founded: Dec 25, 2017
Scandinavian Liberal Paradise

Postby Asardia » Sat May 26, 2018 10:03 am

Greater Meme Land wrote:NS Name: Greater Meme Land
Character Name: Elias Deemis
Appearance: (Image)
House (what family does your character belong to?): Deemis House
Gender: Male
Age: 24
Mage Type (Esoteric, Archmage, Inquisitor?): Esoteric
Magic/Abilities (if any): Elias is a skilled wind mage, though he wields a strange esoteric power passed down through specific generations of his family, an ability called Star Sword.
This ability allows the user to create a powerful magic energy that can be used to form ethereal weapons that bypass physical defenses, or be fired as a projectile.
Limitations (what are the restrictions on your character’s abilities?): While more experienced star sword mages can wield their weapons for indefinite amounts of time, and can make multiple, Elias does not yet have the skill to do either of these things. His time with his weapons ranges from six minutes to ten minutes, and he can only summon one.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): Freedom’s Thorn.
Biography: Born to the Deemis family, much was expected of Elias. His whole life was to be dedicated to the gain of knowledge. He was trained in wind magic as each member of his family is by tradition, as that is the family’s main affinity. But then, as Elias reaches the age of 9, he discovered his ability to use star sword. He was sent to live with his uncle, who would train him in the art, but days before Elias left, his uncle was killed, murdered by people Elias’ father assumed were the shadow assassins, as the his brother had always opposed the imperial rule, even more so after the new emperor took power. The Deemis household began sneakily trying to undermine the empire, paying bandits to attack certain caravans, with a mage of the Deemis family among their ranks to kill the bandits off if they failed, so that hey would not let anything slip, and other various mutinies. Eventually, this wasn’t enough, and Cyrin established the Freedoms Thorns, recruiting like minded citizens of Dacryn. Elias was slated to be the next leader, as his father fell ill with a fatal malady.
Additional Information (anything else you want to say?):


Accepted

Tertuath Hath wrote:NS Name: Tertuath Hath
Character Name: Tenegure the Serpent
Appearance:


House (what family does your character belong to?): None, he's a commoner
Gender: Male
Age: 43
Mage Type (Esoteric, Archmage, Inquisitor?): Archmage/Sensor
Magic/Abilities (if any): Tenegure has a masterful grasp of the four elements, though Fire and Air are the most natural for him. He not only can switch from one element to another with ease, but thanks to his immense stamina, he can even use two at once. Aside from that, he's a decent sensor, capable of detecting magic users within a radius of 30 meters, which he can (and will) use to identify esoteric mages. He also knows a great deal of common spells.
Limitations (what are the restrictions on your character’s abilities?): Though a powerful magic users, he relies mostly on his martial prowess when it comes to combat, using his powers primary as a means to wear his opponent down. Also, though he can use two elements at once, this is extremely draining and prolonged usage can cause him to collapse from exhaustion.
Faction (does your character belong to a faction? Where does your character’s loyalties lie?): Order of the Shade
Biography: 43 years ago, Tenegure was born to a moderately well off family of carpenters based in the city of Dacryn. Though his father possessed no affinity for magic of any kind, his paternal grandfather had a knack for fire magic, while his mother was a gifted air manipulator. As his family was rather intensely religious, he grew up not only with tales of great mages and wizards doing the impossible, but also with a deeply ingrained sense of duty towards the faith of his family. At the age of 5, he joined the Dacryn School of Military and Magical Arts, where he pushed himself to be as good or even better than the mages he heard stories about. Not long after joining, it was determined that the young Tenegure was a sensor, though his powers in that field have never reached a remarkable level. Year after year, he showed an overwhelming determination to succeed, impressing all he met with how diligently he applied himself and how much he was accomplishing. Near the end of his stay at the academy, he achieved an almost complete mastery of the four elements, as well as honing his sensory powers and learning a wide array of common spells. To anyone who remotely knew him, the future seemed awfully bright for Tenegure.

That is, until the accident.

The night after his graduation, after another night of drunken carousing with his friends, Tenegure was walking back home with his friends when they came upon the flight of steps they used to play on as kids. Hit with a wave of nostalgia, they began to chase each other up and down the steps in an intense game of tag, laughing the entire time. Though the rain from earlier in the night had made the ground slippery and though a few them did fall down a couple of times, they kept at their game for a moment longer. In that moment, in an attempt to catch up to one of his friends, Tenegure slipped and fell from the top of steps, tumbling down all 10 feet till he smacked the ground below. Passing out, his friends desperately looked for anyone who could help him.

For the next few years, he lay in a vegetative state, capable only of eating, drinking, and sleeping, the life in his eyes and desire to live having faded away. Try as they might, his parents couldn't find any mage capable of restoring him, every single one of them sure that he would live out the rest of his days staring at the ceiling. Even with this grim diagnosis, his immediate family didn't lose hope that maybe one day he'd wake up from his bed and walk again, his spirit reborn twice as strong. Not everyone in his family, however, believed that he would ever recover. One night, 7 years after his initial accident, a few of his relatives (an aunt and a few cousins) snuck into his room after dark, hoping to smother him in his sleep. To them, he was nothing more than a burden on the family, a leech that needed to be removed if the family was to carry on. But as they were about to do the deed, Tenegure spring up from bed, a strange sort of energy surrounding him (metaphorically speaking). His eyes shone with a eerie sort of intensity in the moonlight and when he spoke, the air seemed to tremble. Asking them what exactly they were doing, the perpetrators found themselves paralyzed from pure shock and when they didn't respond, he yelled at them to leave. The noise awoke his parents, who ran into their terrified relatives as they fled out the building. Seeing their son walking once more, they both broke down and sang thanks to the gods for bringing their son back.

Over the next couple of days, their gratitude quickly shifted to confusion as Tenegure began rambling about a vision he had supposedly received from the gods. He claimed that they had given him a mission, a holy mission to cleanse the country of an evil that threatened to tear it apart. Through him, their justice would be unleashed on those heinous monstrosities that tainted the land, and through him, the commonwealth would be spared from destruction. Thoroughly confused, they asked him what monsters was he talking about, though he refused to tell them. He left his home that night and he hasn't gone back.

Some time after leaving his home, Tenegure formed the Order of the Shade, an organization dedicated to helping him accomplish the mission given to him by the gods: the utter extermination of all esoteric mages. Aside from forming the Order, he's also trained with various teachers in order to become one of the most formidable fighters in the realm, skilled in various martial arts and weapons. And now, as turmoil begins to engulf Cagia, Tenegure and the Order of the Shade are poised to strike.
Additional Information (anything else you want to say?): In the many years since the start of his crusade, he's been responsible for the deaths of at least a dozen esoteric mages and a few of their non-esoteric allies. He's only ever failed to kill an esoteric twice: once when his target managed to kill themselves before he could finish them off, the other time being when he unsuccessfully fought against a member of House Megalostrata.

NS Name: Tertuath Hath
Faction Name: Order of the Shade
Leader: Tenegure the Serpent
Faction Alignment (Pro Government, Anti Government, Neutral?): Neutral
Goals: The elimination of any and all esoteric mages.
Size/Influence: 30 members since the last reunion.
Base of Operations: None
History: After receiving his "revelation," Tenegure created the Order of the Shade in order to facilitate the hunt for esoteric mages. Originally, there were only 5 members (including Tenegure), all capable mages and fighters in their own regard. They'd convene once every month to identify targets and plan their next moves, usually meeting in some spot deep within the wilderness. Now, only Tenegure remains of the original members, though he has managed to expand the Order to 30 members. Now they operate in small cells, which each member of the cell responsible for their own hunt. Meetings between all the cells are now held only once a year.


That's a really nice backstory and a great idea for a faction. This would definitely add a lot more to the RP. I look forward to seeing your posts in the IC. You're accepted
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

5pb wrote:"I'm cutting it off," Ayano raised an axe above her head

"Wait wait wai... FUCK!"

User avatar
Ormata
Senator
 
Posts: 4947
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Sat May 26, 2018 12:25 pm

NS Name: Ormata
Image

Insignia/Symbol:
    The House Sigil is that of a flowering tree superimposed upon a device of field
    green. Field green rays jut from the device in all directions, symbolizing towards
    some the spread of nature and nature's influences and towards others, due to
    it's look, the wheel and therefore the cycle of life, neverending just as the House
    should be.
Motto:
    "The Drums Beat."
    - General Greta Ungre prior to the Battle of Rose Isles to Juliani Emissary

Family/House Name: House Ungre
Faction Alignment: Independent
Elemental Affinity: Obfuscation
    Obfuscation is the magical affinity of House Ungre and, as far as can be known, is unique towards that House. At a range, the ability can be used to confuse or cause a kind of mental static in the mind, an endless assortment of distractions or the feelings of one, an inability to focus upon tasks, or a sluggishness felt in the mind which can be interpreted in said target's movements. The effects and strengths of such vary in regards towards the caster's power and can be enough to overwhelm even the most stalwart of mages.

    While within melee range, or with physical touch, the ability can cause debilitating nausea, confusion, and a breaking of one's concentration in all manners. Focus can be lost by the target for hours and with repeated or continued bombardment, may become permanently lost. The strengths of this, of course, is dependent upon the caster.
History:
    House Ungre's history is a storied one. While not the eldest House, not by a long haul, Ungre is by far one of the most violent. Formed by a band of mercenaries who took the Castle Ungre some 2,700 years ago, the House became first known as a wildling place of men without conscience or mercy, of hard men who wielded great axes in one hand and the Earth's power itself in the other. They grew, expanding throughout the western forests unchecked. Bandits and the poor broken joined their armies and bolstered by this ragged bunch, they broke-through many a shield wall and trench with sheer power of force. Eventually, this offensive was pushed-back at the gates of Dacryn itself, the fields before the walls stained red as two armies butchered one-another there.

    Ungre would return to the castle bearing it's name, licking wounds and building a force capable of, one day, challenging those to the north, those to the east, an army unmatched in any age. They built themselves, training and developing over the decades. The growth of those nations in the far fields proved too great, however, and after a time it was decided that they would not be capable of challenging those powers. A series of incapable or unwise leaders would prove the downfall towards this short-sighted plan, thus earning House Ungre's reputation as a warring House with little in the way of a regard for peace. Eventually the House decided, under the leadership of Anton Ungre, that warfare of the sort they had been taking-part would not be wise, that the House could not take such brutal punishment over and over again, and that eventually the Great Houses would take offense. They feared that the repercussions would be far, far too great.

    The House went quiet, building-up an industry in logging and fishing, a reputation for sea travel that was well-earned. Traders from Ungre drew breath all along the western coast, cutting swathes in those markets with an efficiency borne of decades in combat. Competitors found
    themselves dead in the gutters, or perhaps found by the morning day fisherman with their guts
    tied about them in dresses. An army, under Ungre's control, grew as well, growing and training
    with the bandits that lurked in the woods. They, too, earned a reputation for a brutality the
    bandit eyes had not seen, breaking the spirit of those hoping for an easy bit of coin in the
    wooded green.

    Then the Unification Wars occurred, and Ungre fell in line with the Confederation. No wars occurred on the forest soil, save for those upon the border, as House Ungre's armies marched there to protect the great industries they had built over the years. They would succeed, fighting with a will no tribal house could match, and House Ungre, over the years, would maintain itself in the forested areas and upon the coast. They held no official lands, yet protected the region with their hold armies, and as such over the years fostered a paternal power over what once was their lands, and what once might again.

    When the coup occurred, House Ungre stayed silent in the night, not oppossing the Red Dawn Army or the Esquoria Family in their violent bloodbath, nor seeking the restoration or revenge of Allegrod. Ungre stayed silent as the grave. Battalions from the far east, originally created within Ungre's borders and manned by Ungre's people, were drawn back to the homeland either through their own commander directives or through quiet revolutions, Sergeants and Lieutenants sensing that the fatherland was going to rise-up again. In the chaos of that rebellion.

    House Ungre's saying once more rings true.
Additional Information:


NS Name: Ormata
Image

Character Name: Lord Ingvald Ungre
Gender: Male
Age: 64
Appearance:
    The Lord Ungre stands at 6'9", a bear of a man whose bulk is belied by a series of thick furs and clothes. His face cragged and old, he sports a beard of white, long, and hair long and just the same. Sky grey eyes peer out from thick brows, calm and collected. About his hide-like skin Ingvald holds many a scar from many a battle, though these are more often than not kept hidden. He prefers to wear thicker clothing which might even be described as commoner-like, withdrawing from the fanciful manners of other Lords, and forever has a sword upon his belt. A brooch, a wolf curled about a dagger in silver, is also often worn.
House: House Ungre
Faction: House Ungre
Mage Type: Archmage
Magic/Abilities:
    Lord Ungre's skill in Obfuscation is nearly unmatched, the man being blessed with the finest teachers money might buy and the most costly thing, time, being nearly endless. Trained to perfection, at range he is capable of disabling most foes before combat is even met. With his skills, he is a most capable torturer, patient enough to wait until the mind bends like a reed towards his will.

    The man is well-trained in the arts of modern combat, capable in murder in the most base of fashions. Lord Ungre is able with the sword, axe, longbow, spear, and the halberd, though he finds the most ability with the boar spear. His favored weapons bare runes of a protective sort, enabling his engagements to be on his own terms instead of theirs.
Limitations:
    The Lord's old, quite old by a soldier's standard, and as such lacks the speed to maneuver about the battlefield upon his feet which comes more naturally towards others. In endurance he is easily at a disadvantage to his youngers, as in sheer speed. With strength he is only markedly weaker than his contemporary lords, though Lord Ungre more than makes up for that regard in his skill.
Biography:
    Born within House Ungre, Lord Ingvald Ungre oversaw the rekindling of his House's pride and unity, bringing much needed food stores to the people when the harvests and fishing wasn't enough to cure the winter's starving and recontacting Ungre men in charge of the battalions in Cagia. His early life was one of common nobility, with the normal training within that of manners, learning of the other noble Houses, and hunting upon the horse with retinue. Ingvald took towards the last point with relish, enjoying the rigors of the hunt and all it's enthusiasm. Upon the beginning of his powers, the young noble would be trained there, too, finding it to be a far more brutal thing than the simple, innocent hunts. He found himself suddenly capable of breaking a person, turning them into simpering idiots after a few mere days in his company, and such a thing was sobering to the child. Ingvald would be taught that such powers were to be used only in times of great need, in times where their damage was outweighed by the gain.

    The damage outweighed by the gain; Lord Ingvald Ungre took to those words especially. When he came to his power, the man did not hesitate to apply power when power was required, did not hesitate to apply brutality and callousness towards his actions if it was necessary for the end goal, if everything was worth what he had done. His hunts turned to patrols with the soldiery, finding bandits and killing them, and in this manner did he train for single combat. He read what he could upon tactics of the battlefield, applied them to his common political life, and so Ingvald learned to stay away from the spotlight, away from controversy and fame, keeping silent, small, and growing his power.

    Now, it is his intent to take a hold of independence, to reclaim House Ungre's old ways.
Additional Information (anything else you want to say?):
Last edited by Ormata on Sat May 26, 2018 4:44 pm, edited 4 times in total.

User avatar
Asardia
Ambassador
 
Posts: 1703
Founded: Dec 25, 2017
Scandinavian Liberal Paradise

Postby Asardia » Sat May 26, 2018 4:27 pm

Ormata wrote:
NS Name: Ormata
(Image)

Insignia/Symbol:
    The House Sigil is that of a flowering tree superimposed upon a device of field
    green. Field green rays jut from the device in all directions, symbolizing towards
    some the spread of nature and nature's influences and towards others, due to
    it's look, the wheel and therefore the cycle of life, neverending just as the House
    should be.
Motto:
    "The Drums Beat."
    - General Greta Ungre prior to the Battle of Rose Isles to Juliani Emissary

Family/House Name: House Ungre
Faction Alignment: Independent
Elemental Affinity: Obfuscation
    Obfuscation is the magical affinity of House Ungre and, as far as can be known, is unique towards that House. At a range, the ability can be used to confuse or cause a kind of mental static in the mind, an eendless assortment of distractions or the feelings of one, an inability to focus upon tasks, or a sluggishness felt in the mind which can be interpreted in said target's movements. The effects and strengths of such vary in regards towards the caster's power and can be enough to overwhelm even the most stalwart of mages.

    While within melee range, or with physical touch, the ability can cause delibritating nausea, confusion, and a breaking of one's concentration in all manners. Focus can be lost by the target for hours and with repeated or continued bombardment, may become permenantly lost. The strengths of this, of course, is dependent upon the caster.
History:
    House Ungre's history is a storied one. While not the eldest House, not by a long haul, Ungre is by far one of the most violent. Formed by a band of mercenaries who took the Castle Ungre some 2,700 years ago, the House became first known as a wildling place of men without conscience or mercy, of hard men who wielded greataxes in one hand and the Earth's power itself in the other. They grew, expanding throughout the western forests unchecked. Bandits and the poor broken joined their armies and bolstered by this ragged bunch, they broke-through many a shield wall and trench with sheer power of force. Eventually, this offensive was pushed-back at the gates of Dacryn itself, the fields before the walls stained red as two armies butchered one-another there.

    Ungre would return to the castle bearing it's name, licking wounds and building a force capable of, one day, challenging those to the north, those to the east, an army unmatched in any age. They built themselves, training and developing over the decades. The growth of those nations in the far fields proved too great, however, and after a time it was decided that they would not be capable of challenging those powers. A series of incapable or unwise leaders would prove the downfall towards this short-sighted plan, thus earning House Ungre's reputation as a warring House with little in the way of a regard for peace. Eventually the House decided, under the leadership of Anton Ungre, that warfare of the sort they had been taking-part would not be wise, that the House could not take such brutal punishment over and over again, and that eventually the Great Houses would take offense. They feared that the repercussions would be far, far too great.

    The House went quiet, building-up an industry in logging and fishing, a reputation for sea travel that was well-earned. Traders from Ungre drew breath all along the western coast, cutting swathes in those markets with an efficiency borne of decades in combat. Competitors found
    themselves dead in the gutters, or perhaps found by the morning day fisherman with their guts
    tied about them in dresses. An army, under Ungre's control, grew as well, growing and training
    with the bandits that lurked in the woods. They, too, earned a reputation for a brutality the
    bandit eyes had not seen, breaking the spirit of those hoping for an easy bit of coin in the
    wooded green.

    Then the Unification Wars occurred, and Ungre fell in line with the Confederation. No wars occurred on the forest soil, save for those upon the border, as House Ungre's armies marched there to protect the great industries they had built over the years. They would succeed, fighting with a will no tribal house could match, and House Ungre, over the years, would maintain itself in the forested areas and upon the coast. They held no official lands, yet protected the region with their hold armies, and as such over the years fostered a paternal power over what once was their lands, and what once might again.

    When the coup occurred, House Ungre stayed silent in the night, not oppossing the Red Dawn Army or the Esquoria Family in their violent bloodbath, nor seeking the restoration or revenge of Allegrod. Ungre stayed silent as the grave. Battalions from the far east, originally created within Ungre's borders and manned by Ungre's people, were drawn back to the homeland either through their own commander directives or through quiet revolutions, Sergeants and Lieutenants sensing that the fatherland was going to rise-up again. In the chaos of that rebellion.

    House Ungre's saying once more rings true.
Additional Information:


NS Name: Ormata
Character Name: Lord Ingvald Ungre
Gender: Male
Age: 64
Appearance:
    The Lord Ungre stands at 6'9", a bear of a man whose bulk is belied by a series of thick furs and clothes. His face cragged and old, he sports a beard of white, long, and hair long and just the same. Sky grey eyes peer out from thick brows, calm and collected. About his hide-like skin Ingvald holds many a scar from many a battle, though these are more often than not kept hidden. He prefers to wear thicker clothing which might even be described as commoner-like, withdrawing from the fanciful manners of other Lords, and forever has a sword upon his belt. A brooch, a wolf curled about a dagger in silver, is also often worn.
House: House Ungre
Faction: House Ungre
Mage Type: Archmage
Magic/Abilities:
    Lord Ungre's skill in Obfuscation is nearly unmatched, the man being blessed with the finest teachers money might buy and the most costly thing, time, being nearly endless. Trained to perfection, at range he is capable of disabling most foes before combat is even met. With his skills, he is a most capable torturer, patient enough to wait until the mind bends like a reed towards his will.

    The man is well-trained in the arts of modern combat, capable in murder in the most base of fashions. Lord Ungre is able with the sword, axe, longbow, spear, and the halberd, though he finds the most ability with the boar spear. His favored weapons bare runes of a protective sort, enabling his engagements to be on his own terms instead of theirs.
Limitations:
    The Lord's old, quite old by a soldier's standard, and as such lacks the speed to maneuver about the battlefield upon his feet which comes more naturally towards others. In endurance he is easily at a disadvantage to his youngers, as in sheer speed. With strength he is only markedly weaker than his contemporary lords, though Lord Ungre more than makes up for that regard in his skill.
Biography:
    Born within House Ungre, Lord Ingvald Ungre oversaw the rekindling of his House's pride and unity, bringing much needed food stores to the people when the harvests and fishing wasn't enough to cure the winter's starving and recontacting Ungre men in charge of the battalions in Cagia. His early life was one of common nobility, with the normal training within that of manners, learning of the other noble Houses, and hunting upon the horse with retinue. Ingvald took towards the last point with relish, enjoying the rigors of the hunt and all it's enthusiasm. Upon the beginning of his powers, the young noble would be trained there, too, finding it to be a far more brutal thing than the simple, innocent hunts. He found himself suddenly capable of breaking a person, turning them into simpering idiots after a few mere days in his company, and such a thing was sobering to the child. Ingvald would be taught that such powers were to be used only in times of great need, in times where their damage was outweighed by the gain.

    The damage outweighed by the gain; Lord Ingvald Ungre took to those words especially. When he came to his power, the man did not hesitate to apply power when power was required, did not hesitate to apply brutality and callousness towards his actions if it was necessary for the end goal, if everything was worth what he had done. His hunts turned to patrols with the soldiery, finding bandits and killing them, and in this manner did he train for single combat. He read what he could upon tactics of the battlefield, applied them to his common political life, and so Ingvald learned to stay away from the spotlight, away from controversy and fame, keeping silent, small, and growing his power.

    Now, it is his intent to take a hold of independence, to reclaim House Ungre's old ways.
Additional Information (anything else you want to say?):


Accepted
Last edited by Asardia on Sat May 26, 2018 6:12 pm, edited 1 time in total.
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

5pb wrote:"I'm cutting it off," Ayano raised an axe above her head

"Wait wait wai... FUCK!"

User avatar
Terranihil
Chargé d'Affaires
 
Posts: 455
Founded: Jan 07, 2017
Inoffensive Centrist Democracy

Postby Terranihil » Sat May 26, 2018 6:02 pm

BTW, Asardia. I added more to Artheus's bio. I didn't make any major changes, just added details and clarification.
Terranihil or Terry, Chief Consul of The League
League Wiki owner
epic

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