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Heroes Community > Bards Glade Pyre (RPG) > Thread: [Allmir Saga] Blood on the Border (OOC)
Thread: [Allmir Saga] Blood on the Border (OOC) This thread is 5 pages long: 1 2 3 4 5 · NEXT»
NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted July 05, 2016 12:07 AM
Edited by NoobX at 13:32, 05 Jul 2016.

[Allmir Saga] Blood on the Border (OOC)

Hello, how are y'all doing?  Good, good...  Uh, well, as you can see, I decided it'd be best if we got a good ol' fashioned RPG going here.  For it I've created a world of my own - Allmir.  

Allmir has a long history, you see, but on a very rare occasion has anything been recorded.  Most of the events from the past are remembered through folklore, legends of kings, heroes, battles, etc.  Allmir is a grim fairy-tale world plagued with wars;  the wars themselves range from border disputes to purely religious ones where factions fight in the name of their deity/deities.  That's how history is made mostly.  There have been exceptions, though.  

I'll go through everything of importance below.



Geography

Allmir is a complex, diverse world, so a little geography lesson is in order.  
Note that the map shown is not of the entire world itself, but, rather, the known part of it.  Whether we'll get to the unexplored parts or not, I cannot tell.

To start off, you immediately notice four large land masses - the continents.  Let's begin with the westernmost one - Avalen (which is also the name of one of the countries there).  Legend says that in the ages long past a fierce battle between the goddess Avalaya and the god Dobanzul ensued on this very land.  Avalaya emerged victorious, but the land was devastated in the conflict.  Seeing this, Avalaya shed tears hoping to heal the land, and thus all the lakes you can see there came to be.  The climate ranges from cold in the north (northern parts the purple area) which is dominated by tundras, to temperate in the central and southern parts, while the southernmost points are affected by warmer weather (like in the Mediterranean).
The large island in the north is called Irrid (also the name of one of the countries), directly south of it we have the Aquum peninsula.  There's the island chain, simply called The Essoglen Isles (the country of the same name includes the Juvan peninsula and the two southern islands called Idith and Wonnen respectively), and on the western side there's Kathaleen with the Kath peninsula and Raskath islands.  Then there are the lakes in the heartland and finally the Lagen peninsula in the south with the Symg archipelago connecting with-

Hesta.  Hesta is speculated to be the largest landmass in the world, but due to certain political decisions of the Hestan Council, exploring of the land by any outsiders is forbidden.  Are they trying to hide something?  I'll let that go unanswered.
Hesta is a warm place.  The climate is mostly of the mediterranean type on the coastal areas and it shifts to a more arid type as you go inland, much like in North Africa.  
On the west you can see Hestinelle peninsula (meaning "little Hesta").  The two islands are Taplod and Kleph, while the peninsula on the far eastern side is called Kingland by Karstonians who currently control it, or Aptin peninsula by Hestans.

Next up we have the central continent Cordell.  Cordell got its name long ago.  In fact, it was so long ago that no one remembers the reason, but somehow that's the only thing Cordellans can agree upon unanimously.  
Most of the civilized folk live in the coastal region of Cordell, while the central areas are mountainous badlands and hills, and are overrun by barbarians who still manage to survive there even though the conditions are harsh.  I'm talking almost no rain, very scarce vegetation and wildlife, low-quality soil, etc.  I'll get to the politics later, though.  The north is relatively cold, but as we proceed further south, we go through warmer regions, and arrive at the southern coast.  Much like with Avalen, the far south is a Mediterraneanesque area.
In the northwest we have the Gleot peninsula, the Cold Bay and the Blue Island.  On the east side there's the Ogwel peninsula, Snowstand Isle to the north, the Mebruan Islands in the Storm Bay.  The biggest island is called Velgrom, and the one south of it is Svad. Back on the west side, there's the Tribilian coast with the Gold Island.  Blatchen consists of three main areas - the Star Island, Hyldval peninsula and Grayland peninsula (which was taken from Karston).  Karston, however, holds Petras, Iodess and Karston peninsulae (from west to east), along with Outer Fidiis (the two small islands off the eastern coast).
Fidiis is a country built upon an archipelago.  The weather is hot and humid.  Rains are a common sight there, as are storms.  The biggest islands are (going from north to south) Saklea, Natzos and Kaphyr.

Yowla is the northernmost continent.  The largest part of it is covered by snow and ice, and only the coastal areas hold some vegetation.  Information about it is scarce at best.  Yowla was settled by the wildfolk from Cordell long, long ago and they remained its only residents until the Dobanzul's Exodus (when all of his worshipers had to flee from Avalen).  
The two peninsulae - Zaroch and Casrock form the Frostpoint Bay.  The islands are (in the west-east order) Wir, Bassadem, and Retesd.


There's also a number of islands on the map which do not belong to any of the countries.  From west to east we have Hellhorn Isle (where Voidmancy is practiced by ambitious mages and wizards), Blood Ruby islands and Holy Reach islands.




Races


Humans
Humans come in all different shapes and forms - some are short and agile, some are big and slow, some brute and some refined.  They are present almost everywhere and make up most of the world's population.  
There is no clue as to where humans came from, but most would agree that their appearance is tied to a now lost continent in far-eastern waters.

As I said, humans come in all shapes and forms, and now many a sub-race exist, populating different parts of Allmir.  Let's take a look at some of them:

Avalenians dwell on Avalen mostly, but it is not unusual to see them anywhere in the world except in Yowla.  They are usually shorter than the rest of the humans, but not much; an average Avalenian would be around 1.64 meters (convert that if you must).  Avalenians are distinguishable by their naturally white hair and connection with the goddess of mercy and life Avalaya.  As such, Avalenians have the ability to shield themselves from evil magic and curses.

Hestans live in Hesta, Lagen and south Cordell as they have a hard time adjusting to a colder climate.  They have darker skin, and darker hair color.  Hestans live longer than other humans, up to even forty years more than the rest.

Dlethi are the humans mainly inhabiting western and southern Cordell.  They are refined and intelligent, preferring brains over brawn, but there are those who just want to smash things and bash their way through life.  

Oscetans live on Cordell's north and east coast.  They are robust, strong, but also pragmatic and cunning.

Wildfolk is the collective name for a group of humans who inhabit western mountains in Avalen, central Cordell and Yowla.  They are aggressive, often raiding surrounding settlements, if there are any.  Their lives are made up of fighting, pillaging and constant movement.  The wildfolk are giant brutes, towering over any other human, with adults growing up to two and a half meters, and a body mass large enough to make them unstoppable juggernauts in combat.


That's it regarding humans, but there are some other races which I'll go over.


Irrids are an ancient folk, found in north Avalen.  They are mysterious, refusing to make contact with other races apart from Avalenians.  Irrids are proficient magic wielders, successfully harnessing it to repel much larger invading forces from the east.
They are short, pale-skinned, with a single small horn growing from the top of their foreheads.  
Irrids are master architects and builders, being able to build cities deep underground, with complex tunnel networks connecting them.
(and no, you can't play as one)

Kuustu are a humanoid race found on Allmir.  The Kuustu folk appear as bipedal fish-type creatures, much like sahuagins, but more civilized and peaceful.
There are two variations of the Kuustu - the Fidiisans, who are blue-scaled with slippery exoderm, proficient at water combat and in controlling water;  and the Roddans, who have adapted to dry land completely, with a more humanoid appearance, dry dark-yellowish scales.

Haaz, or The Fallen, as they are commonly known, are the followers of Dobanzul, the god of destruction, hate and fear.  It is believed that they shared the same ancestors with Avalenians, but changed drastically when some of them began worshipping Dobanzul.  They have very dark blue skin, black and red eyes and black hair.  Although most of them revere Dobanzul unconditionally, some have abandoned his ways and try to coexist with other people, although they are viewed negatively and shunned most of the time.
The Fallen populate Doban, and are unwelcoming of any other races (killing any who dare enter their land).



Deities

Avalaya - goddess of life, mercy, healing and forgiveness.  Patron of priests, healers and the like.  Worshipped by all humans.
Jadsan - god of fire, forges, work, creation through change and reshaping.  Humans worship him as the creator of mankind.
Gluss - god of the seas, thunder, trade and good fortune.  Patron of merchants and mariners.  
Zhardir - god of sky, dawn, magic and time.  

Tissot - goddess of order and everything good in Kuustan dualism.
Omugda - Tissots' counterpart, goddess of chaos, uncreation and evil in Kuustan dualism.  

Dobanzul - god of destruction, hate, fear, death and fate.  




Magic

For a person to successfully cast a spell, they need to use their life-force to channel energy in such way that fits the requirements of the certain type of magic.  Elementalists, for example, need to focus on an element, and unleash the energy in a way they want the spell to work.  Mortal races have very limited grasp over magic control and cannot cause firestorms, tsunamis, world destruction, etc.  Gods can and...  maybe they will?

Magic takes effort to be learned, and not all are born with the ability to learn in the first place.  Those that are usually go and join mage communities all around the world.


Elemental Magic comes down to manipulating elements - fire, lightning, water (including ice), air, earth.  Nothing much to be said about it.

Healing Magic, I think it's pretty clear.  No growing new limbs, though, and no reviving dead.

Shadow Magic is the common name for pure magic, which focuses on using magic's true chaotic nature to alter the world, be it through destruction or creation.  Shadow magic is what Zhardir (god of magic) turns into other more commonly used forms.  
Shadow magic manifests itself as a visible dark energy, thus its name.  Those who practice this kind of magic spend years learning how to control it, often taking them decades to understand the basics... and driving them mad.

Void Magic is rarely used, as it is highly unstable, and I'm talking opening portals into pure nothingness and summoning forth creatures - out of nothing!  Anything can come and go through these portals, from small worms to structures;  it all depends on the portal size and shape.  Some speculate that even whole worlds could possibly be summoned, but that is beyond the capabilities of any Voidmancer.

Soul Magic is a type of magic that plays with the life energies of mortal beings.  Those who specialize in this magic can weaken their opponents (curses), boost their allies (blessings), etc.  


Another thing I should mention:
Enchanting doesn't exist in the classical sense you're used to.  Magic users have the ability to imbue items (usually weapons) with their life-force and add certain effects to them.



History, I've decided to skip, as nothing is quite certain about the past and everyone has their own way of talking about it.  Basically, you can make it up to fit your character's bio, as long as it makes sense.





The kingdom of Karston is a militant country.  On more than one occasion have they taken through war what they couldn't have in peace.  The king of Karston - Paret Xol The First seeks to take full control over the Svad island.  The Mebruan king Cothric, seeing no other way to avoid a war, has betrothed his only daughter to king Paret.  In return for his daughter's hand, king Cothric demanded that whole Svad be returned to Mebrua.
Everyone believed that the war has been evaded until certain rumors started circulating around castle Xol.  Princess Daleena, Cothric's daughter, went missing before reaching Karston's capital.  In truth, nobody has seen her ever since the marriage has been arranged.  Common folk suspect Mebruan treachery, others say that king Paret had her assassinated and removed to justify the upcoming war.  
Svad's pine forests are teeming with Karstonian scouts, and Mebruan forts on the border appear to have more recruits arriving each day.  



That's where you come into play!  You arrived on Svad for whatever reason and have landed in Connin, a Karstonian port town.  The Karstonian army is strong, but doesn't have a large presence on Svad.  Generals are hiring any extra soldiers there are, be it swordswingers or magic wielders.  Maybe this is your chance to make your mark in history;  become the one they sing about in epics.




I figured that a proper character sheet is in order, so here's what it should look like:

Name - Gulston Jarrett
Race - Dleth
Age - 33
Appearance


Bio - Gulston comes from Tribilia's Republic of Fistel, located on the border with the wildfolk tribes of Cordell.  He was born in the capital city of Erarn to a family of merchants.  He was always fascinated with magic, often spending hours in  a day reading about it.  With his family's blessing he set out to join the mages in Niv-Bidi and study elemancy at the age of twenty-two, but was rejected upon showing no potential to control magic in any form.  Not wanting to return home as a failure, he set out to Karston, starting a new life as a sellsword.  When the talk of war reached him, Gulston saw it as an opportunity to aquire money and fame, thus he set out to Svad.
Personality - Gulston is calm, but also ambitious and proud.  He doesn't rush things and usually thinks his actions through.  Gulston likes his gold more than anything else in the world, and puts his needs in front of everyone else's.
Belongings - A steel sword, a waterskin and some gold.
Magic (if the character uses any) - N/A



Tell me if you need any more info.
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Ghost said:
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 05, 2016 04:39 PM

Could you elaborate shadow magic a bit? I was hoping it'd be more of a "illusion" type stuff, like turning an area completely and unnaturally dark, turning invisible or appearing as a fearsome beast. While these seem possible with what you described it's not very clear exactly what you can/can't do.

either way, I'm still gonna make my character a shadow mage. Sounds like a bunch of fun!
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It is with a heavy heart that I must announce that the cis are at it again.

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NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted July 05, 2016 05:29 PM
Edited by NoobX at 17:33, 05 Jul 2016.

Hmm...  Okay!

Imagine a person in front of you.  Let's say that you want to kill that person because they did something bad.  There are quite a few ways you could do this using shadow magic.  
Maybe you want to be quick and quiet - no problem!  Just conjure up a magical spike and impale the unlucky guy.
Or, if you're into something more brutal, conjure tendrils and have them latch onto his extremities, then pull him apart and enjoy the gory scene.  You could even go as far as to crush and/or crumple him like a piece of paper.  
Shapeshifting isn't possible (yet!), and invisibility would be too OP.  Shadow magic can create temporary dakness, be it through efforts of condensing it, or using it to block and/or extinguish light sources.
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Humanoid
Humanoid


Bad-mannered
Known Hero
Rest in Peace Juvia (48-499)
posted July 05, 2016 07:07 PM

Nice plan, can I join to the game?

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted July 05, 2016 07:14 PM

Is void magic allowed?
____________
"Don't resist the force. Redirect it. Water over rock."-blizzardboy

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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted July 05, 2016 07:21 PM

How would a priest work, do I have to give him magic?

Also, still about priests, do they have certain lore requirements or am I free to go at it as I like?
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Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted July 05, 2016 07:45 PM
Edited by NoobX at 19:47, 05 Jul 2016.

@Humanoid, sure thing.  Just don't end up like Husham.

@Gryphs, void magic can be used by a character, yes, but it wouldn't be a smart idea to be caught practicing it in front of people as it can easily get you in trouble.  Voidmancy scares the common folk, and most of its users end up getting themselves killed and releasing vile beasts upon the world.

@Neraus, a priest is usually the chosen of Avalaya and wields healing and soul magics (to dispel curses).  
When I say usually, it means that there are Dobanzul's priests, who do the oposite thing.  Dobanzul himself grants some of his power to a devotee, who becomes the High Priest of Dobanzul, the leader of Doban.  The High Priest has the ability to elect lower ranking priests, all of which are of the Haaz race exclusively.
Needless to say, playing as a priest of Dobanzul would be ridiculous as they kill everyone not of their kind on sight.




By the way, you can come up with names of the places I haven't mentioned already.
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 05, 2016 08:17 PM
Edited by kiryu133 at 16:46, 06 Jul 2016.

loving this shadow magic. already thinking up cool stuff to do with it.

Name - Narsila Maron Hetania Veronica Victoalia though you can call her Countess Narsila Maron Hetania Veronica Victoalia the first

Race - Hestan

Age - 45

Appearance - one word describe Narsila Maron Hetania Veronica Victoalia better than any other: presence. When she steps into a room she demands everyone's attention by merely being there and she gets it without a word. Head high, back straight, face always confident, the very air around her enforcing it. Wearing exquisite and detailed purple dresses and never seen without her hat which primary attribute would be the crest going from the forehead and gently following the curve of the head about five centimeter above until it goes straight up into a spike and a bunch of colourful feathers. The staff she carries is thin and finely carved with depictions of beasts and monsters.
She is tall and youthful in appearance yet her experience and wisdom shines through.

Bio - Born as the seventh daughter of the Victoalia noble house on the Symg Archipelago, Narsila Maron Hetania Veronica Victoalia would never inherit anything of substance nor get far in life unless she either married, which was not to her liking, or made a name for herself. Luckily she quickly showed aptitude for magic and her family wasted no time getting the finest teachers. As a result, her talents were quickly expanded upon and she got a fantastic base to continue her studies. One of her teachers, one sir Walters, was secretly a shadowmancer and even though he did his best trying to hide it Narsila Maron Hetania Veronica Victoalia did find out and managed to convince him to teach her. All while this was going on, her parents insisted she also learnt how to act and behave like proper nobels.

At the age of seventeen she left home to continue her studies, going to any esteemed college, school or library she could find, Improving herself in the art of her chosen art of healing magic. Of course, where ever a school or college of magic existed there would inevitably be an underground group of mages studying the less accepted forms of magic and using her charisma she would often get into those places to learn what she truly excelled at, Shadowmagic. She quickly rose to prominence within the Shadow mage circles. Of course, to the rest of the mage community she is merely an accomplished healing mage.

While she has succeeded in making a name for herself within the mage circles, general and shadow both, it is not enough for her and she puts her look on Svad Island and its current political climate. Perhaps she can not only make a name for herself, but rise to prominence on Svad Island? Perhaps she can earn a position of power within? Perhaps she can carve out a small dukedom from whoever wins the coming conflict? Perhaps she can take the entire island for herself? perhaps she can take both Mebrua and Karston for herself? For Narsila Maron Hetania Veronica Victoalia's delusions of grandeur has grown with her knowledge and skill of shadow magic and there is nothing which will stop her from getting just as much power as she can, casualties be damned.

Personality - Calm, collected and subtle but extremely proud. Will do anything to further her goals of domination and cares not for the well-being of others. Is starting to have delusions of grandeur though she manages to hide it very well for the time being.

Belongings - A purple travelling dress that manages to be comfy, practical and fashionable, A travelling mirror, A wizarding staff of high quality, an absolutely stunning hat and a disarming smile.

Magic - A prominent and respected shadowmancer withing mage circles though mostly unknown outside of them and an accomplished life magician.



For some inspirations used, see Maleficent from Disney's sleeping beauty, Vivienne from Dragon age inquisition and particularly Veran from Oracle of Ages.

So yeah, tell if there's anything to change. I tried to intermingle the "delusions of grandeur" into the bio so take it with a pinch of salt
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Humanoid
Humanoid


Bad-mannered
Known Hero
Rest in Peace Juvia (48-499)
posted July 05, 2016 08:32 PM
Edited by Humanoid at 07:51, 06 Jul 2016.

Name - Sir David of Dornburg
Race - Renegade (Human - Avalenian)
Age - 27
Appearance

[Portrait is in progress!]
David is a short but muscular man. Has long red hair, mustache and beard.

Bio - Sir David's family ruled the castle of Dornburg for centuries.
But after Dornburg razed by Kuustus, the young landlord becomed a renegade. His life changed for ever... Whitout home, whitout family whitout folks to lookover, noting left but hate and fury...
 
Personality - Motivated by hate, Sir David had the willing to kill al of the Kuustu, and share the same pain what he felt when his love and family died in the burning ruins of Dornburg. But, Sir David never seek conflict whit other humans...  

Belongings - A metal sword (two handed), metal armour, metal helmet whit wings, a darkblue flag whit a gold Blackbird.

Magic - His a renegade knight, who don't biliefs in such heresy!


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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted July 05, 2016 09:33 PM

Alright, I might as well join. But I won't be able to make my character till next week. Although I more or less have one in mind.
Gryphs, you mind leaving the void magic to me? Pretty please with sugar on top? I promise it will be worth it.
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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted July 05, 2016 09:35 PM
Edited by Gryphs at 21:36, 05 Jul 2016.

Very well.

Soul magic fits my character's interests better anyway.
____________
"Don't resist the force. Redirect it. Water over rock."-blizzardboy

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted July 05, 2016 09:36 PM
Edited by Geny at 21:37, 05 Jul 2016.

Yay!
Char will be posted Sunday-Monday.
Unless I find time to finish it tomorrow.
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NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted July 05, 2016 10:01 PM

@Kiryu, Lagen is a peninsula, Symg might be the archipelago you were going for.  Also, shadowmancy isn't taught at "esteemed colleges", but rather in small, secluded conclaves by half-crazy old wizards, or in seclusion, somewhere where the practitioner wouldn't be disturbed.  

@Humanoid, could you specify which race he is?  Also, what country does he come from?  More background would be welcome.
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 05, 2016 10:07 PM

NoobX said:
@Kiryu, Lagen is a peninsula, Symg might be the archipelago you were going for.


got them mixed up, but it doesn't really matter.

NoobX said:
Also, shadowmancy isn't taught at "esteemed colleges", but rather in small, secluded conclaves by half-crazy old wizards, or in seclusion, somewhere where the practitioner wouldn't be disturbed.


I'll look into that tomorrow. Would she still be somewhat well-known and respected for her expertise at it? Like, is shadowmancy a respected form of magic or is it something most hide away or are shunned for?
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It is with a heavy heart that I must announce that the cis are at it again.

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted July 05, 2016 10:10 PM

So where is Soul Magic taught?
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"Don't resist the force. Redirect it. Water over rock."-blizzardboy

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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted July 05, 2016 10:11 PM

Got a priest planned up, will post once I finish drawing him.

You know, since I do that kind of thing...
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Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted July 05, 2016 10:23 PM

Curses, shadowmancy and voidmancy are "bad" magics.  Any people who use them are often feared, ostracized from the society (unless they do some great good deed to "redeem themselves").  


@Gryphs, depends.  Blessings are taught at Avalaya's temples, and other approved mage institutions, just like healing.  Curses, on the other hand are studied in secret circles, kind of like with shadowmancy and voidmancy.
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kipshasz
kipshasz


Undefeatable Hero
Elvin's Darkside
posted July 05, 2016 11:20 PM
Edited by kipshasz at 09:05, 06 Jul 2016.

Name: Zayl, sometimes called Shadewraith. His name comes from the first two syllables of the names of the beings that fused into one. The human was known as Zahir of House Gingium, while the being that fused with him went with the name Ylmathiel.
Race: fused with an extradimensional being, originally a human of Dhleti and Oscetan parentage.
Age: Several centuries at least.
Appearance: Gray cracked skin(Look up Kain from the last Legacy of Kain game, which is called Defiance if you don't know). Black, long and thick hair, usually tied into a braid.  His eyes are ice blue and have serpent like pupils. About 1.80m tall. between slim and medium build body vise. Wears almost exclusively dark toned clothing, made from various materials, mostly leather and durable cloths.
Background: Zayl was a youngest son of a minor noble house of Tribilia. Having been blessed with a talent for magic, his family was visited by one of the many mage colleges on his seventh name date, with an invitation to study in their college. Initially the man that would become Zayl studied under a harsh tutelage of a strict and demanding elementalist, but soon Zahir got interested in the more fordbidden arts. Soon enough, he was studying some of the magic disciplines which are frowned upon by the general public. As years went by, the mage Zahir accumulated wast amounts of knowledge on voidmancy and portals. He also showed great interest in aquiring Irrid artifacts, though never got his hands on any of them. Few years later, Zahir started experimenting with the concept of creating a stable portal to another world or dimension. He was not the first, and certainly wasn't the last one to attempt it. During one such experiment, one of Zahir's underlings skipped a few steps in safety, "forgetting" to place wards that forbade anything from crossing through the portal into Zahir's arcane sanctuary. The experiment itself was largely successfull, and the portal stayed for several hours before collapsing, but an oddworldly creature did managed to get through the portal at the last minute. Since Zahir was channeling to maintain the portal, so the creature, a symbiotic being in nature, fused with Zahir. For a long while, Zahir struggled with the being that now shared his body, but eventually, he realised that if separated, they will both eventually die.
However, the fusion did come with some perks as well. Zayl, as now this man was known, outlived many of his colleagues. with the extension of his lifetime came opportunities. Zayl engaged in shadowmancy, having forsaken the foolish efforts to summon portals to other worlds. His newfound goal is to explore the past of his world, and eventually gain access to the knowledge available to the Irrid folk.
Personality: He has a polite demeanor, can sometimes be a bit condescending and a bit entitled. Will do pretty much anything to further his own goals. His voice often sounds like two beings talking at once, and Zayl has a habbit of referring himself as "we".
Belongings/Skills: A set of leather clothing with bits of plate armor. Silken shirt, and a shemagh type headscarf which he wears like a type of facemask(covering the lower half of the face) Zayl has a curved kindjal which is made from pattern welded steel, however his main weapon is a wraithblade, a weapon which is conjured by his shadowmancy, augmented by the Ylmathiel half of Zayl, mostly to prolong his physcal form, in such a way that it can be summoned at will. The spectral weapon is on par with any conventional blade, but aside from that is nothing special about it.
Magic:Shadowmancy
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"Kip is the Gavin McInnes of HC" - Salamandre
"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted July 05, 2016 11:43 PM
Edited by NoobX at 23:44, 05 Jul 2016.

So it comes down to a group of shady guys to save the day?  I didn't see this one coming
____________
Ghost said:
Door knob resembles anus tap.

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted July 06, 2016 12:30 AM
Edited by Gryphs at 04:48, 06 Jul 2016.

Name - Lucy Poppitot

Race - Avalenian

Age - 27

Appearance - Lucy wears a green waistcoat, trousers, a large fluffy jabot collar; and brown, leather, marching boots. Over these garments she wears a faded green long coat which, despite the wear, still emblazons the golden Chimera of Essoglen. A short woman at 1.53 meters Lucy cuts a rather inconspicuous and nonthreatening figure, a fact, she often plays up. Her hair, long, white, and poorly kept is usually tied in a ponytail, fastened with a bright green bow. On her head she wears a three cornered hat with a few white feathers poking out, and on her nose a large pair of spectacles sit. Her eyes are bright green.

Bio - Lucy was born into a life of pleasure and privilege as one of the many children of, Byron, the patriarch of the unscrupulous Poppitot merchant family. The Poppitots are infamous for their underhanded dealings, and are greatly disliked in the Essoglen merchant world. Despite this, Lucy grew up sheltered, and like all Poppitots was given the best education money can buy. During this time she received a diverse education including swordplay, music, and alchemy to which she took a strong liking. It was after a friend related a nightmare to her, in all its grisly detail, that she developed her extensive interest in the psyche's of others. Dreams, thoughts, personality intrigued her to no end, and while religious explanations abounded she had little interest in what she dubbed "rubbish".

Eventually, she left the university to study Soul magics in the hopes that she could find more of the answers she desired. She spent three years studying the Soul arts. Blessings and curses, she combed every subject she could to understand more about the inner minds of other beings, human, animal, or any other she happened upon. Some time into her fourth year she was caught conducting what was only referred to as "horribly indecent experiments" and was promptly expelled from the school at which she was currently studying.

Rather than return home she began to travel about Essoglen where she played a charlatan. Going through small hamlets she would use magic to fool the people into believing that she was a person of some kind of divine importance, and then she would transform the hamlet into a glorified psychological experiment. Word began to circulate of a witch who stole the minds of commoners, and eventually reached her father's ears who, upon hearing of the witch's appearance, had her kidnapped. For the next few years he kept her on a tight leash as he attempted to find her a husband in the hopes of avoiding further issues. Unfortunately for him, her seeming obsession with her suitors minds chased them away in short order.

After multiple failed courtships Lucy managed, on a promise, to obtain her liberation from the family manor. She was not free long before hearing of the deteriorating relations in the east. Thrilled, she decided to head to the isle of Svad, after all, emotions flow like blood on the battlefield and horror stories are hardly noticed. She would look into the soldiers screaming eyes and learn, it would be like her own school.

Personality - To others Lucy usually appears as a rather apathetic and blunt person; however, when conducting her "research" her psychotic eccentricity bubbles to the surface as she fawns and drools over her "discoveries". Growing up in the corrupt and morally bankrupt Poppitot household has left her with a horrible moral compass herself, and she feels little sorrow for the awful crimes she often commits to get her results.

Belongings - A sword with a blunt top serrated on one side, and an odd crossbow-esque contraption that hurls large iron stakes. She has a hourglass strapped to her belt as well as a satchel filled with surgical and alchemical instruments along with vials of foul liquids. She also has a small case with a spare pair of spectacles.

Magic - Soul Magic
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"Don't resist the force. Redirect it. Water over rock."-blizzardboy

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