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[Signups] Chronicles of Mithra


Kurotsune

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" Through it all, the city of Mithra stood proud. Even as the elves destroyed our capitals. Even as orcs, no matter the color of their blood, hammered on our gates. Even as trolls and ogres rampaged through our villages; Mithra stood proud. It's Knights undefeated. It's kingdom undaunted. The last light of hope for mankind against all odds.

Even as our very civilization turned to dust in front of our eyes, as the fae and their draconic gods descended upon us, we continued. Our faith in the Mender unmoving. Our faith in our Knights unfaltering.

And then they came. Clad in blinding light and wielding thunder as blades, the Knights of Mithra uncovered within themselves a power in mankind that up to that point had been exclusive to the fae: Magic.

That was the turning point of the war. In our hands, we wielded supremacy. And in their eyes, shone only the light of despair. "

~ The Great War in prose, 5 MA, Alenak Morthwill.

" The war was won. The humans fell to our blades and our magic, centuries in preparation. The fae united under the great elven empire and decided to put an end to the mortal races once and for all: Humans, dwarves, gnomes, all descendants of Thyrm would fall before the alliance. Only Mithra stood tall, an irritating excrescence on the face of the land. But that would soon be remediated... Or so we thought.

They appeared in the night, the blasphemers. Yielding travesty given form and calling it magic, they sought not to harmonize in nature as we had - But to warp it. Their spells did not respect nature, but rather subjugated it. Mortals are volatile creatures, and thus their magic is volatile as a result. They came wielding it, their "holy" Knights, servants of a fallen God, their twisted mixture of magic and steel in hand, and cut us down. The treachery caused by the five betrayers was not forgotten, and never will be forgiven.

For we will outlast mankind. And even as they forget, we still remember."

~ The Five Betrayers, 1500 ZO, Orthundil Aleeksar

The Kingdom of Mithra

As the last great bastion of mankind, the kingdom of Mithra has flourished. Three hundred years after the war, the surviving humans, dwarves and gnomes say the strength of their unity, and created in Mithra a kingdom for all three races: The Dwarves with their mastery of earth and it's minerals, dug tunnels deep below the ground of Mithra, creating large tunnels that span the entire continent, known as the dwarven roads or railroad network. Up above, the kingdom's namesake, the human city of Mithra, stands. A large city, protected by it's magic walls and with the Royal Palace looming large above it, home both to the royal family as well as the entire royal knights, kept and trained in the palace in secrecy, as the ultimate army.

Finally, above the city of Mithra lay the floating gnomish islands, connected to the city by large metal cables that also keep the islands in place, preventing them from floating away. Created after the great war, the gnomes were naturally gifted with technomancy, and so were capable of creating marvels beyond the understanding of other races.

Most of the times,the three cities combined are referred to as Mithra of simply the Kingdom, and are normally referred to as - The districts. The stone district for the dwarves, the steel district for the humans, and the cloud district for the gnomes.

Although ruled by a royal family, Mithra's ruling works in a republican fashion. There are three representatives elected by the people - A human, a dwarf and a gnome, all responsible for ensuring the wellbeing of their three districts and of the plebeian populace of Mithra altogether. In addition, five seats are occupied by each of the leaders of the Five Guilds - guilds formed during the great war by five elven deserters who taught humans magic (although history contradicts itself greatly on this point and there are those who claim these elves were either forced and tortured into doing so, or were in fact not elves at all, but some entity humans came in contact with), becoming a crucial part in the turning of the war. Lastly, the gnomish, human and dwarven kings occupy three seats each, just enough so that their combined agreement can outvote all the others by a single count.

The Five Guilds:

The Five Guilds are very important to the Kingdom, and at times the Royal Knights are considered a sixth. This is untrue however, as guild members are forced to study simply one exclusive art of magic, while the Knights are allowed to study as many as they wish.

The guilds are as follows:

Steel

- Formed by an elven swordmaster, the steel guild focuses on magic that manipulates both the body and metal itself. A master of the steel guild can not only yield any weapon proficiently, but they can manipulate their weapons and armor to take on new forms, effectively turning their entire body into a deadly weapon.

Heat

- Formed by an elven pyromancer, the heat guild focuses on magic that manipulates temperature. The commoners often wrongly conclude that this school trains the control of fire, but that is incorrect. In truth, the magic of this school controls the calories that exist around us, the particles responsible for creating heat. They are capable of both adding more of those particles to their target, increasing their temperature often to the point of ignition, or do the opposite and remove the calories from around them causing them to freeze to death.

Time

- Formed by an elven clockmaker, the time guild focuses on slowing down and speeding up time. Considered one of the most dangerous guilds, a master of time magic can stop it at will, and hold time frozen for several seconds, often allowing them to perform almost god-like feats, such as defying gravity or many adversaries at once. This comes with the consequence, however, that for years an apprentice of this school will be unable to do more than slow or speed time by a fraction of a second at most, making it so for the great majority of their lives, time wizards simply serve as support to other wizard guilds.

Blood

- Formed by an elven physician, the blood guild focuses on magic that strengthens and heals the body. Their powerful warrior-monks train the body to it's fullest potential, refining it to perfection. They are the most widely employed of all guilds alongside the Steel guild, and are considered the most powerful. Due to their ability to heal and fight efficiently, it's the guild with the most applications.

Shadow

- Formed by an elven assassin, the shadow guild focuses on the manipulation of light. They are treated in the arts of stealth, and can use their magic to make enemies and allies see things, by diverting the spectrums of light in the right way, or even going completely invisible. Oddly enough, it seems this guild is never employed and is completely abandoned, as no one has even been seen going in or out of it. Plenty speculate that this is because one of the first spells a shadow mage must learn is invisibility, and thus they choose to keep themselves hidden so their identity can remain a secret.

That said, the ones who won the war weren't the guilds, but the Royal Knights. The Knights learned the elvish magic, and made it their own, creating the styles that the five schools use. Because of this, knights are the most respected warriors in Mithra, and are regarded by high nobility by all who see them. A Royal knight is allowed to learn more than a single school of magic, allowing them to become more diverse characters.

The Elvish Empire

The great conquerors before the era historians would call the "magical advent era" - MA for short - which marks the dates when the mortal races mastered magic and won the war, the elves reigned supreme for centuries, and still govern much of the known world - The only prominent settlement that's not part of the empire of belonging to fae in origin is Mithra, and all others are scattered villages and tribes.

The elves ruled most of the common world without doubt for one thousand and two hundred years, a period called the Zulthrani Ornitol era, or "time of the emperor" in elven. During their rule, the elves were mostly dismissive of the mortal races, seeing them as little more than a blemish upon their empire. When the humans began to tame nature and destroy it through their use of technology, however, they realized that the mortal races threatened the fragile balance of elements that governed their planet and had to be stopped. At that moment, the then-empress Olcadil declared war on the mortal kingdoms. That move proved to be her downfall.

Swiftly and precisely, the elves advanced upon each human, dwarven and gnomish kingdom, taking no survivors. Every person, innocent or not, was slaughtered, and their lands put to the torch. Afterwards, from the rubble, the elves would grow forest anew with their nature spells.

However, five elven sages disagreed with Olcadil's war. These five being claimed humans should be taught, like children, instead of being simply treated as if a pest. These sages saw in the mortal races a potential for proactivity that was rare among the fae, due to their eternal nature, and believed they had to be guided to the right path.

When Olcadil refused, the sages escaped, defecting to the human kingdom of Mithra. There, an uneasy alliance was formed: Each elf took a royal knight as their apprentice, and taught them their spells. The elves meant for the humans to learn just enough to prevent themselves from being destroyed, but they underestimated the human capacity. Thirsty for knowledge and power, the five generals soon took everything they could learn from their masters, creating their own magical styles. When the elves realized the blasphemy that was mortal magic, they realized that the conflict between the races was inevitable - But more, they also realized that their actions had brought the downfall of their kind. The five sages died in the only way an elf could - Willingly. By taking their own lives they opted out of their cycle of rebirth, stopping their soul from transferring to a new vessel. And like this, the five sages were forever lost to time, their secrets carried on only by their mortal apprentices.

Now, three hundred years later, the Fae alliance has dissolved, and the Elvish Empire stands alone. Although still lording over the great majority of the world, they hesitate to advance against the kingdom of Mithra again after their first defeat. As a consequence for this loss, the humans asked for the head of their ruler, who was forced to willingly remove himself from the cycle of rebirth. Olcadil did so for the good of her people, taking her own life in front of the human envoys - This act is known as the Last Betrayal, and it's often used to remind the elves to never again assist the mortal races.

Currently, the elvish empire's new emperor, Olcadil's son, is in a ginger peace with the mortal kingdom, where either side stays to their own corners of the world without interacting with each other.

Yet, news of the dwarven tunnels, ever-expanding, and the human capital's borders extending more each year reveals the bitter truth that this peace won't last.

There was a time where the elves practiced seven schools of magic, each taught by a sage. When five of these sages betrayed their kind, however, the elves shunned those magics, and no longer recognized them. In their eyes, their magic is "pure" and mortal magic is not, and that's why they refuse to use these schools even when their actual magical properties are vastly different from the mortal counterparts.

Now, only two schools of magic remain:

Druids

- The druids seek to become one with nature both mentally and physically. Their connection to the world is at a material level; Their abilities allow them to summon and control roots and vines, to sharpen leaves to make them capable to cut through metal, and to make their own bodies take animal-like features. It's said the ultimate form a druid can take is that of a dragon.

Shamans

- Shamans seem to become one with nature both emotionally and espiritually. Their connection to the world is at an immaterial level. Their abilities allow them to call forth great fire or thunderstorms; Summon great winds to blow away their enemies, or even quicken the body's pace to cause wounds to heal. It's said the ultimate manifestation of shamanistic power is the ability to connect to the world fully, making the shaman capable fo such foresight that their eyes before obsolete.

Even now, three hundred years after a war, these kingdoms remain blind to the true threat to their planet; Because of this, the world needs new heroes.

Take the role of any mortal or fae race you'd like - Human, Dwarf, Gnome, Troll, Ogre, Orc, even creatures of myth as fairies or goblins* - and play through a story that tells the legend of the heroes of the second Great War.

As either a mortal or a freshly-reborn fae, your character will experience one of two different origin paths leading them to their eventual destiny. If you are a fae, learn to master the ancient spells of your kind, discovering secrets lost to even the timeless immortals. If you are mortal, master the school of your choosing and potentially reach the rank of an elite few, becoming a Royal Knight, or specialize in your school further to develop it's secrets.

Don't like magic? Feel free to roll a swordsman, archer, berserker and rest assured that you won't fall behind in the power scale - Although Mithra is a kingdom ruled by mages, the elitist oft forget that true magic lies not in spells, but in the potential awakened within.

Chronicles of Mithra will play much like a classic D&D campaign: Instead of a single goal or focus in storyline, there will be several different chapters with their own objectives, with an overarching plot eventually making itself known. As your characters grow in power and strength, you'll have the opportunity to interact and learn more about each race and their culture before making the ultimate decision on which side to assist when the next Great War begins, ultimately deciding the fate of the land itself.

However, you must be careful, hero. Ancient evils long-forgotten threaten to awaken again, and to engulf the world in chaos anew.

* The host retains the right to veto some racial choices

Mechanics:

Levels

Chronicles of Mithra will utilize an arbitrary leveling system for mortals - and an age system for fae - which directly correlates to their skill. As a human grows in experience, for example, their volatile magic empowers them further, granting him new abilities. Even a human who is not a mage is affected by this - As they have more contact with the fae and the creatures of the land, more of their magic "rubs off" on them, increasing their abilities.

in the Fae side, a process called transfusion can occur. Transfusion happens when a fae willingly gives it's soul to another to impart on them all of their memories and their being, effectively aging them hundreds or thousands or years in one instant. This is the only way a fae can grow in strength - since training takes hundreds of years to have an impact due to the stable nature of their magic. Because of this, however, a fae character will start of at a higher power level than any mortal character, at the price of eventually getting outclassed by the mortals if little opportunities for growth present themselves.

Most of this system will be arbitrary, however, and although in all technicality a level 2 character may be twice as strong as a level 1 character, it may be entirely possible for three level 1 characters to defeat a creature of equivalent power to that of level 10 or greater with minimal difficulty - provided they plan correctly for the occasion.

Experience and rewards will be granted through three different means: Either whenever a player overcomes a challenge, whenever they encounter an artifact that may power them up, or as a reward for good roleplay/character consistency.

The idea is that by the end of these initial chapters leading up to the start of the War, your characters are powerful enough to be recognized as heroes. That means the power scale in this RP will get upped quite a bit, and that your character will be performing inhuman feats soon enough. That said, they'll eventually be facing dangers of equal peril.

Transfusion

Unique to the fae, transfusion is imparting all experiences one's had in their life to another being. Because the fae multiply very rarely, this is reserved to special occasions, else their population would dwindle quickly.

Transfusion works as the following: When a player does something of real magnitude to a fae, provided they are one themselves (this would have to be something so grand the person would be willing to die for you. Truly die, even, considering they're immortal) the fae may give them their entire self, which will provide centuries worth of experience to the character. To put it in perspective, if a one-hundred years old red orc were to assist a ten-thousand year old elder, and this elder decided to pass upon the younger orc it's experience through transfusion, the younger orc would effectively become a hundred times stronger.

Of course, this isn't going to work that easily in the actual game. Transfusion is usually seen as a reward of the highest order, and afforded at nothing short of ultimate gratitude.

Profile:

Character name:

Character age:

Character species: Mortals are humans, dwarves and gnomes. Fae are elves, orcs, trolls, ogres, and pretty much anything you can think of (some cultural examples are defined below)

Combat style: Name whether your character uses any of the magic schools available for his race of whatever other combat style they want (as long as it isn't something belonging to the opposite faction- Mortals can't be shamans and fae can't be chronomancers. Just the school name, combat styles will be defined within the actual RP. Note: If you're playing a mortal character, the style you choose (among the five) also defines which guild you're in, which will work as your allied faction within the city of Mithra, as well as alter your available missions.

Character background: A minimal background account on your character. There is no reason to describe this for too long, as the first few rounds of the RP will allow you to explore your character's origin story.

Character Personality: Because this RP has an experience/reward system based on how well you stay in character, I'd like you to describe how you envision your character personality to be. Of course this can change during the game, provided good reason to.

Character appearance: Try to get as creative and descriptive here as you can, especially if you're fae.

Character theme: Just give me an overall description of what idea you're trying to go for with your character. As mentioned in the personality part, this will be used to determine experience/rewards through character consistency.

Cultural information:

Mortals:

Humans

The most numerous of the mortal races, humans are the founders of the kingdom of Mithra, remaining to this day a proud and honored race, putting a lot of stock in their knights.

Humans are usually fairly accepting folk, but they tend to not trust most fae, being antagonistic against elves and downright hostile upon trolls and ogres for the treachery in the war, Humans hold something of a steady alliance with the red-blood orcs, who are known for their tradition of smithing, usually through exporting ore found by the dwarves. Humans are the ruling body of Mithra, seeing as all guild leaders are humans, and thus compose the majority of it's council.

Humans will have an easier time negotiating with other mortal creatures, but will be looked down upon by most fae. They gain, however a bonus to negotiations with red-blooded orcs.

Dwarves

Dwarves were the first of the mortal races to be attacked by the elves, and the consequences of that remain to this day. There are not a lot of dwarves left, and although several efforts are in place for repopulation, it progresses slowly due to their solitary nature. Dwarves are expert geologists, being capable of identify any gemstone with but a glance. They are raised to be miners from birth, and that's what all of them are. An ultimately peaceful race without many warriors, the dwarves rely mostly on humans for assistance. However, the Dwarven King loathes this deb,t and has recently started to encourage his people to seek tutelage in the ways of magic and blade of the world above, in hopes to one day raise an army strong enough to claim land for his own.

Dwarves are capable of travelling around faster due to the railroad network, as they can identify it's access points. They have an easier time negotiating with fae than humans, but most dwarves hate elves with a passion and refuse to talk to them.

Gnomes

Gnomes are a close-knit group, but only amongst themselves. Aloof and distant from the concerns of the world below, they are natural prodigies with technomancy and every gnome inventor finds a way to mix their chosen school of magic with technology seamlessly, being able to create arcane constructs. It's said that the Royal Tinkerers, a group of gnomish knights in the Royal Guard, are capable of mixing several different schools to create living, breathing machines of war.

Gnomes don't gain bonus nor penalties to negotiating with any race, but a few individuals may be displeased with their uncaring nature. They gain a massive bonus to negotiations with other gnomes, and gnomes can specialize into "technomancers" once they reach a certain level, allowing them to mix technology and magic to devastating effect.

Fae

Every monster in CoM is a fae. They are immortal creatures who are constantly in a cycle of rebirth, which they can only leave willingly, by either gifting their being to another fae, or by letting themselves fade completely.

Because of this, no monster of mythology is off limits when it comes to fae - You can go nuts. The only limitation is that no dragons are allowed.

Thus, below are only some suggestions of fae races, based on the races with more cultural lore established and that are more commonly considered "civilized'. All fae are sentient, however,and fae can choose to be reborn as a different type of fae.

Because of this, all Fae gain bonuses to negotiating with other Fae. They have penalties for negotiating with all mortal races except gnomes. Fae may develop special abilities depending on their race, and they may develop stronger spells as the game progresses - Fae, however, will grow in strength at a much slower pace than any mortal race. When you're thousands of years of age, a year of practice doesn't do you much to help. Thus, the only way a fae can truly gain strength is through transfusion, a mechanic that will be explained in the Levels mechanic.

Elves

Elves are the high rules of the great empire, and for a time, they were the sovereign lords of the fae. Left weakened after their loss at the Great War, the elves remain arrogantly lording over the "lesser" species. Depending on which school of magic an elf chooses, their bodies change, as they are the best conduits of magic energy among the fae - and as such, to be allowed to be reborn into an elf is a great honor.

As an elf masters shamanism, the spiritual art, their skin more progressively takes on the aspects of etheral beings, becoming progressively paler and more white. because of this, they are called the light elves.

As an elf masters druidism, the physical art, their skin progressively takes on more tree/stone-like aspects, often darkening and reaching a deep bark-brown or even obsidian-black color. They are called the dark elves.

It's important to note, both these terms usually have pejorative connotations, and are a distinction made mostly by other races; The elves don't separate themselves in such groups, considering all of them equal- Equally above everyone else.

Elves gain progressively more bonuses as they grow in their magic art, but unlike other fae, they can only pick one. Elves have a larger-than-normal bonus when negotiating with fae, and plenty of fae see them as nobility. They are despised by all but one of the mortal races, however.

Trolls

Trolls are used as battery rams by the other fae. Usually to be reborn as a troll is a punishment, and because of this, the species is unusually somber despite their brutish looks. They are fierce combatants, however, and most fae respect a good Troll warrior. Most mortals flee for their lives upon seeing them.

Trolls cannot choose a magic class, but they are capable of dealing devastating melee damage. The other fae consider them stupid, but they are still respected for their strength. Humans, however, will attack any troll on sight.

Orc

All orcs learn to practice shamanism from birth. Because of this, over generations they have developed progressively paler skin, to the point an orc's skin is so pale you can see all the blood vessels below it. To differentiate between the tribes, the orcs have developed rituals that are used on their youngs at a tender age to permanently tinge the color of their blood in the color that represents their tribe.

All orcs must study shamanism. All orcs gain unique abilities dependent on their tribe as they grow in strength. Red orcs have a bonus to negotiations with humans. The other blood-colors are blue, green, violet and black. Those will be explained in-game; If you wish to know more or play one of them, contact me privately.

Player-made stuff:

Silver wyvern Culture, by King Murdoc:

Body Structure


Natural form possesses four limbs; two legs with sharp talons, with three toes facing forward and one backward to assist in gripping prey and perches. The forelimbs are two wings, with a blunt wingtalon on each that is ineffective as a weapon but serves to grip surfaces if the need arises. The species has a slender, muscular tail with another set of winglike membranes that serve as rudders during quick maneuvers. Young silvers are leaner and lighter than their elders, as well as being somewhat smaller. Silver wyverns gain a fair amount of bulk as they mature, though they remain agile and fairly lean. The wingspan is quite large in relation to the body. The upper (dorsal) half and most of his head are covered in a tough carapace, whose scales are a bluish gray with brighter blues running alongside a darkened stripe along the spine. These hues vary slightly based on the local climate, but the coloration remains fairly distinctive. The lower half has a lighter and somewhat bluer coloration, with smaller, smoother scales. The head head is somewhat broad and triangular, with short, tough fangs that are better at crushing than slicing or puncturing. It has two pronounced frills that almost resemble a series of blades on either side, though they are largely ineffective as weapons due to structure and location. Instead, they serve as rough indicators of mood, similarly to a cat's ears. An adult silver wyvern is about three meters tall, and roughly 7 meters long with tail included.


Diet


Silver wyverns are omnivorous and capable of digesting nearly anything (including stone and other inorganic material), though they have a strong preference for meat as it is much easier to process. Metal ores can help develop the carapace and organs responsible for lightning breath, but they provide little nourishment. A silver wyvern typically survives by taking medium to large game, such as deer or most livestock, though they will eat nearly anything opportunistically. Prey small enough to carry away is preferred, though they have been known to kill larger animals and stow the carcasses in hiding places nearby for later dining. Silvers will generally avoid carrion if possible, and will not prey on sentients except in extreme cases of starvation. However, they have no issue with consuming sentients killed in defense of themselves or something the wyvern considered valuable, such as a resident humanoid community or nest.


Hunting and Combat


Silver wyverns are adept fliers and usually hunt using keen eyesight, scouting for prey from the air and then swooping down on it in a steep dive, pulling up when near the ground so the talons strike the back or sides of prey. Some small prey will be lifted and carried away, while larger prey will be slashed and pierced repeatedly with the talons until death. If a silver is surprised by the strength of the target, or intentionally selects dangerous prey out of desperation, it blasts the target with lightning breath. If this assault is insufficient, the silver continues to harass the prey with slicing talon attacks, using their agility to confound and avoid danger. They rarely use bites or tail blows; the teeth are not suited for holding a struggling target, and the tail is too valuable to risk damage.

Defensively, silver wyverns usually use their superior mobility to escape danger, which often comes in the form of the hunting parties of sentients or other, larger fey species. If flight is not possible or viable, they will transform into humanoid forms and attempt to lose themselves in crowds or hide in locations not normally accessible.


Mannerisms and Communication


Silver wyverns are intelligent, expressive, and sociable creatures. They have their own spoken language which mostly consists of hisses, clicks, and growls, suited to the normal structure of their lungs and vocal cords, and they are more than capable of understanding the language of civilized races (with many of them being fluent in multiple languages). Most communication is either audible or visual; silvers have relatively weak senses of touch and smell. A silver’s body language, when one does not share a spoken one, is fairly easy to read for one that is knowledgeable.


A silver that feels threatened and is unwilling to leave a location (often because they are defending a nest) will attempt to scare trespassers off with a threat display. This consists of several steps: first, the wyvern rises to maximum height as opposed to their usual horizontal posture, and spreads the wings to maximum extension to appear as large as possible. The frills rise up and flare out. If this does not work, the frills are rattled together, with young or inexperienced wyverns moving their heads to facilitate this. This motion ranges from a simple rotation of the head back and forth to a more elaborate serpentine movement, moving the entire head from side to side and possibly back and forth.


Continued threatening results in a loud roar, which also serves to ready the lightning breath. It can be seen crackling at the creature’s mouth, and after roaring a silver will lower itself back into a horizontal position, tucking the forward portion of the wings toward the body to protect them from damage while leaving a small portion available for maneuvering or preparing for a quick takeoff. The frills lower and are laid flat, protecting the neck. After this point, a silver wyvern will aggressively attack the offender, pursuing them until they escape or are killed, or the wyvern is injured.


Contrary to this sort of display, a curious silver has relaxed wings, held loosely at the sides or slightly stretched as it adopts a quadrupedal gait in order to observe more closely. This is often misinterpreted as aggression, as a silver will rapidly approach the object of intrigue and place the wingtalons on either side, which moves the head very close and lowers the wyvern’s body. The frills are usually held relatively high and together, giving the wyvern a somewhat catlike appearance.


A relaxed silver is often found lying down, coiled with wings stretched anywhere from half to 80% of their full length and tail underneath the head or one of the wings. They often bask in sunny locations seated in this way, occasionally shifting to the opposite side in order to expose the entire body to sunlight. The frills are spread out and laid back, resting on or a few centimeters above the neck.


Territory and Community


Silvers living in the wild tend towards living in small family groups, with a mated pair watching over their young and adolescents with smaller lairs spread out along the outer portions of the pair’s territory. Young males and females alike are often expected to use these lairs as stepping stones to finding territory farther out from their parents. The size of said territories varies with the amount of food available; larger amounts of food lead to smaller territories and dense populations. The territory consists of the nest, which only the immature young and parents are permitted to enter, the inner ring in which trespassers are harassed away or killed if lingering too long, and the outer ring in which trespassers are tolerated and often overlaps with neighbors.


The inner ring tends to be only the amount of space needed to keep the nest and vulnerable hatchlings isolated from any potential threats; it is not very large, and can often be easily navigated around. Silvers do not tend toward being overly territorial, and will usually attempt to observe or even strike up conversation with anyone who enters the outer ring.


Silvers living in sentient cultures usually maintain a smaller territory, enough to feed their true form’s appetite. A silver living in a society will very rarely take a mate and nest; if this does happen, the wyvern ensures that they have access to a large, secure location that they can control access to, such as a warehouse, manor, or castle. Hatchlings are kept in this place for the shortest amount of time possible; as soon as their natural shapeshifting abilities develop, they are integrated into the community as normal children.

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Approved Profiles:

Seyr

Character name: Seyr

Character age: 30

Character species: Silver Wyvern

Combat style: Uses two primary abilities; shapeshifting between natural and humanoid forms (which could be considered druidic in nature) and a lightning breath attack (that could be considered shamanistic.) Otherwise possesses no magical abilities, relying on his physical characteristics and surprise.

Character background: A wyvern originating from a rocky area near the edge of a human settlement. His species has a natural gift for shapeshifting and often wander far away from their places of birth to find places in the settlements of mortals or civilized fae.

Character Personality: Has a childlike curiosity and innocence about him. His predatory nature is often suppressed by this, though it still affects his actions - particularly if he's hungry, which happens fairly often. He is fairly friendly and enjoys socialization thoroughly, though his unusual mannerisms can put other races off, particularly if they don't know his true nature (which he makes an effort to hide). However, he is capricious and quick to anger.

Character appearance: His natural form possesses four limbs; two legs with sharp talons, with three toes facing forward and one backward to assist in gripping prey and perches. The forelimbs are two wings, with a blunt wingtalon on each that is ineffective as a weapon but serves to grip surfaces if the need arises. He has a slender, muscular tail with another set of winglike membranes that serve as rudders during quick maneuvers. As a fairly young wyvern, his body is leaner and smaller than his elders. The wingspan is quite large in relation to the body. His upper (dorsal) half and most of his head are covered in a tough carapace, whose scales are a bluish gray with brighter blues running alongside a darkened stripe along the spine. His lower half has a lighter and somewhat bluer coloration, with smaller, smoother scales. His head is somewhat broad and triangular, with short, tough fangs that are better at crushing than slicing. It has two pronounced frills that almost resemble blades on either side, though they are largely ineffective as weapons due to structure and location. Instead, they serve as rough indicators of mood, similarly to a cat's ears.

He possesses one primary humanoid guise, and while he is capable of using others, he is not practiced at doing so and therefore may make critical mistakes in his appearance. It is a young human male with distinctive silvery hair. He is somewhat taller than average with piercing blue eyes, though occasionally he makes a mistake and they have more of a yellowish tinge inherited from wyvern form. His build mirrors his natural form; athletic but not bulky, with sharp features.

Character theme: I'm going for the sort of innocuous curiosity that one observes in many animals, tempered with the fact that the owner of said curiosity is still a dangerous predator who believes itself to be above most other beings.

Jewel

Character name: Jewel

Character age: 300 Years Old

Character species: Fairy

Combat style: With Jewel's minute size, her physical abilities are incredibly weak. Because of her wings, she is fast and nimble but barely has any strength. She makes up for it with a Sharmanic power known as "Fairy Dust". Fairies naturally expel this substance when they fly, and by infusing it with magic it can have reality altering effects. Jewel's more simple applications of fairy dust are by lighting it on fire. This produces incredibly hot pink flames. Fairy Dust can also carry an electrical current, or turn into a blindingly bright substance. Fairy Dust's property's change to fit the user's wishes. However her best application is to solidify a large quantity of the dust to create a type of living armor. The dust takes shape into a humanoid and human sized armor, with well toned muscles and long hair. Jewel has dubbed this "dust golem", Rye. This shape is perfectly capable of protecting Jewel from most attacks, physical or otherwise. Because it's made of dust, Rye is incredibly light and can float. While Rye usually protects Jewel by hiding her inside itself, Rye can be controlled from outside, at a max range of 50 meters. Any further than that, and the golem returns to nothing more than Fairy Dust. A punch from Rye is not only a very painful experience, it can carry fiery electrical or explosive consequences. In every day life, Jewel will materialize parts of Rye to help her with tasks better suited for bigger races.

Character background: Although Jewel's memories of it are incredibly faint, Jewel is aware that her past life was of an elf. Other than a few memories of learning magic, and practicing she can't remember much. She remembers she dies fighting, and she has come to assume that she died in the war 300 years ago. While she has a curiosity to piece together her old past, she has come to terms with her new life as a fairy.

Character Personality: Jewel is the complete definition of the word "Sweetheart". The female equivalent of a gentleman. She is kind, and forgiving. She tries her best to help, and keeps her manners about her. She is calm and difficult to anger, but when in a sour mood she is hard to deal with. Jewel understands that combat is necessary, and is willing to fight anyone who threatens her or her companions.

Character appearance: No bigger than a human adult's hand, Jewel is a tiny creature. She is of human shape, with incredibly white porcelain skin and a petit figure. Her hair is a long cascade of blonde curls that go down past her feet, and her eyes are a deep violet color. On her back, she has a pair of butterfly wings larger than herself. These wings change color with the lighting, being almost transparent in bright light with small glitters within them, and becoming a mix of blue white and pink in low light. Whenever she moves, flies or flutters her wings, Jewel expels her natural fairy dust. The substance naturally sparkles and glows in random colors. The dust golem, Rye materializes in a pink version of this substance, but will occasionally sheen with rainbow colors.

Character theme: A calm and "gentleman" character, who depending on the outcomes might become a vengeful spirit or an embodiment of justice.

Gizmo Horom

Character name: Gizmo Horom

Character Age: 19 years old

Character Species: Gnome

Combat Style: Gizmo uses a combination of clockwork weaponry such as grenades, pistols, turrets, rifles, and other gadgets to gain the advantage over his enemies. As a Horom progeny, he will learn to weave Time magic into his clockwork devices to create area-of-effect time alteration rather than being able to use it himself. His small size allows him to be quite nimble despite having to carry around his Engineer's kit.

Character Background: Gizmo comes from a line of Gnomish watchmakers and Time mages. In addition to making some of the finest timepieces in Mithra, he like his father and grandfather is capable of weaving Time magic into his creations, but is unable to imbue his own body with this power. He works in his father's shop fixing and designing timepieces when he is not at the Time Guild.

Character Personality: Gizmo rarely pays attention to what's going on around him unless it's relevant to him or his friends. Despite having a somewhat abrasive manner, he genuinely enjoys the company of others and would never say no to showing off his creations. With a high IQ even for a gnome, Gizmo often finds himself lost in his own thoughts and over-analyzing situations.

Character Appearance: Standing only two feet tall, Gizmo is quite short. He has platinum Jimmy Neutron-esque hair and always wears a pair of flight goggles. He is most often seen wearing overalls and strapped down with utility belts for his constant tinkering. His eyes are a startling blue and shine with intelligence. His eyes have a tendency to dart around, looking for something else to add to his inventions. He has a flat nose characteristic of the Horom line and a rather large forehead.

Leonis Klaw

Character name: Leonis Klaw

Character age: 22

Character species: Human

Combat style: Uses the skills of the Steel Guild. Add to his Broadsword while trying to keep a strong stance and connecting decisive blows as quickly as possible.

Character background: A formerly wandering youth, out for some adventure in his life, taking what he learned of magic and the much practiced skills on his back, daring the world.

Character Personality: A chivalrous, friendly fellow with a wish for adventure and seeing what the world can offer, always challenging whatever danger he finds, but prone to be reckless and arrogant at times. Usually nice and ready to help whoever needs help, even if it costs him. Somewhat joking and rebellious, while he plays well with others, he is prone to go and do his thing without telling.

Character appearance: A tall and handsome boy, with long black hair, rather pale skin, and gray eyes, a rather lean figure, and wears a white and blue armor with his sword on his back. Has a scar under his right eye and a black dragon tatoo on his left arm.

Character theme: The good ol' knight on shining armor makes his entrance, and has something of a rebellious errant added to it.

Leon Rader

Character Name: Leon Rader

Character Gender: Male
Character Age: 20
Character Species: Mortal
Combat Profile: Leon uses 2 swords but occasionally carries a dagger with him in any case of stealth or loses one of his swords in combat. Leon will
infuse the magic of the Steel guild to turn the dagger to a sword.(Correct me if this is illegal) In the situations where his swords aren`t enough,
he fuse the 2 swords together to form a great sword but he`s still learning how to weld the great sword.
Background: Leon came from a line of dual swords users, specifically, the male side. It started with his great-great grandfather and been passed down
to the males of the Rader family. The Rader family frequently go to the Steel guild and Leon will honour the tradition.
Personality: A honourable man but sometimes make stupid choices without thinking. He will fight to his grave but he will take things seriously in
combat. Also when he wants something, he will try to get it.
Appearance: Stands at 6`1 feet tall. Unarmoured, he`s skinny but slight buff on the arms. Have brown hair, brown eyes, and light tan skin. Armoured, wears mostly light armour
wears heavy armour on his left arm. But he wears a bandanna around his neck just for cool points. Has a ordinary nose.
Theme: Going for aggressive/stern approach so he takes orders seriously and training seriously. You could say Frederick from Fire Emblem Awakening in a nutshell.

Jem'es

Character name: Jem’es

Character age: 300

Character species: Centaur

Combat style: He uses a Blue-green Crystal Longsword for Melee Combat, but uses an Ironwood Longbow and Druidic Elemental Spells for Long-ranged Combat.

Character background: Jem’es lives alone on the outskirts of a Fae City, and doesn’t have many close friends. He was a loner, and settled among Civilized Fae, much like other loners of his Species. He doesn't remember much of his previous life, but he does remember that he was another Centaur who died 300 years ago in the later days of the Great War.

Character Personality: a Younger Centaur, Jem’es is a bit hasty at times. This can either pay off for him or backfire badly, depending on the situation. he respects his elders, and usually knows when to back down. He prefers not to fight unless challenged by someone else. Additionally, Jem'es is a loner at heart, preferring to be by himself, although he is able to integrate himself into society well enough to be accepted in a community when he needs to, although it usually ends up with him being somewhat of an outsider.

Character Appearance: Jem’es has a light-tan skinned Human Half with blue eyes and brown hair, and his Horse Half has dark brown fur that is white near the hooves. He carries his Longbow and Longsword on opposite sides of his body, an Ironwood Quiver on his back, and wears an Indigo Tunic and a black cape that has a Tree motif and is fastened with a Polished Ironwood Pin that has a Leaf Design on it.

Character Theme: I’m going for a more Scientifically Curious, lone-wolfish, and diplomatic personality that is tempered by a honor-bound, battle-ready quickness.

Levaline Shamil

Character name: Levaline *Lele" Shamil

Character age: 24

Character species: Dwarf Woman

Combat style: Utilising the skills of the Blood guild, Lele prefers a simple brawl, jumping into the fray and smacking some heads together. Of course she's only literally had to do that once or twice, but that's neither here nor there. She goes in, uses her superior speed and strenght to whack her foes and then should the lucky sods have gotten to hit her, she heals it away with the rest of her training, or going to the guild for any more substantial healing she may need. Lele always preferred the fighting side of the Blood guild over the healing, occasionally making her wonder if the Steel guild was a better fit.

Character background: Levaline Shamil is the daughter of a dwarven family whose pride comes from one of their two traditional occupations. Either they go to work on the Dwarven roads or they enter the Blood guild, many of the stronger men and women going off to study within the guild. Not one to enjoy what she saw as the monotonous and endless work that was mining, Lele opted to study within the Blood guild.

Character Personality: Lele is described best an optimist by everyone who knows her. A smile is quick to appear on her face, especially when she gets to learn or apply more of her trade. She doesn't enjoy the fighting so much as the literal practice of her magic. Levalne is typically friendly to most folks until they prove they don't deserve such treatment, which typically involves direct insults to her or her friends and family. Regardless, she never lets the unpleasant parts of life get to her, even if she has to don a poker face while they happen.

Character appearance: Short and stocky, Lele stands proudly at 4"4, her height made up for in her mind by the tough cordons of muscle she had honed during her time at the guild, she is quite confident she can beat anyone short of an Orc or her guild superiors in an arm wrestle without her magic. Lele holds her chestnut brown hair in a tight bun to hold it out of her eyes although one strand always seems to escape and settle exactly in front of her eyes, which are a striking azure blue. The rest of her face isn't nearly as striking, with a squashed nose, flat cheeks and a jaw that looks more masculine than feminine. Not that this ever bothers Lele (unless her mother is visiting). Typically Lele wears light leather armour when out on a job, she prefers ease of movement due to her preference for melee combat.

Character theme: I think Lele is a character who doesn't want to worry about the big things in life. The conflict lies in her being completely unable to do so and how she decides to deal with this reality. She can't just put on a stony face and beat the problem to death, she can't simply not acknowledge the problem and continue gazing through rose tinted lenses. She has to face it and overcome it with those around her if she wants to live her life.

Additional notes:

Was once involved in an experiment of a chronomancer which permanently halted the time of her facial hair follicles, thus preventing her from growing a beard.

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Character name: Seyr

Character age: 30

Character species: Silver Wyvern

Combat style: Uses two primary abilities; shapeshifting between natural and humanoid forms (which could be considered druidic in nature) and a lightning breath attack (that could be considered shamanistic.) Otherwise possesses no magical abilities, relying on his physical characteristics and surprise.

Character background: A wyvern originating from a rocky area near the edge of a human settlement. His species has a natural gift for shapeshifting and often wander far away from their places of birth to find places in the settlements of mortals or civilized fae.

Character Personality: Has a childlike curiosity and innocence about him. His predatory nature is often suppressed by this, though it still affects his actions - particularly if he's hungry, which happens fairly often. He is fairly friendly and enjoys socialization thoroughly, though his unusual mannerisms can put other races off, particularly if they don't know his true nature (which he makes an effort to hide). However, he is capricious and quick to anger.

Character appearance: His natural form possesses four limbs; two legs with sharp talons, with three toes facing forward and one backward to assist in gripping prey and perches. The forelimbs are two wings, with a blunt wingtalon on each that is ineffective as a weapon but serves to grip surfaces if the need arises. He has a slender, muscular tail with another set of winglike membranes that serve as rudders during quick maneuvers. As a fairly young wyvern, his body is leaner and smaller than his elders. The wingspan is quite large in relation to the body. His upper (dorsal) half and most of his head are covered in a tough carapace, whose scales are a bluish gray with brighter blues running alongside a darkened stripe along the spine. His lower half has a lighter and somewhat bluer coloration, with smaller, smoother scales. His head is somewhat broad and triangular, with short, tough fangs that are better at crushing than slicing. It has two pronounced frills that almost resemble blades on either side, though they are largely ineffective as weapons due to structure and location. Instead, they serve as rough indicators of mood, similarly to a cat's ears.

He possesses one primary humanoid guise, and while he is capable of using others, he is not practiced at doing so and therefore may make critical mistakes in his appearance. It is a young human male with distinctive silvery hair. He is somewhat taller than average with piercing blue eyes, though occasionally he makes a mistake and they have more of a yellowish tinge inherited from wyvern form. His build mirrors his natural form; athletic but not bulky, with sharp features.

Character theme: I'm going for the sort of innocuous curiosity that one observes in many animals, tempered with the fact that the owner of said curiosity is still a dangerous predator who believes itself to be above most other beings.

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Character name: Jewel

Character age: 300 Years Old

Character species: Fairy

Combat style: With Jewel's minute size, her physical abilities are incredibly weak. Because of her wings, she is fast and nimble but barely has any strength. She makes up for it with a Sharmanic power known as "Fairy Dust". Fairies naturally expel this substance when they fly, and by infusing it with magic it can have reality altering effects. Jewel's more simple applications of fairy dust are by lighting it on fire. This produces incredibly hot pink flames. Fairy Dust can also carry an electrical current, or turn into a blindingly bright substance. Fairy Dust's property's change to fit the user's wishes. However her best application is to solidify a large quantity of the dust to create a type of living armor. The dust takes shape into a humanoid and human sized armor, with well toned muscles and long hair. Jewel has dubbed this "dust golem", Rye. This shape is perfectly capable of protecting Jewel from most attacks, physical or otherwise. Because it's made of dust, Rye is incredibly light and can float. While Rye usually protects Jewel by hiding her inside itself, Rye can be controlled from outside, at a max range of 50 meters. Any further than that, and the golem returns to nothing more than Fairy Dust. A punch from Rye is not only a very painful experience, it can carry fiery electrical or explosive consequences. In every day life, Jewel will materialize parts of Rye to help her with tasks better suited for bigger races.

Character background: Although Jewel's memories of it are incredibly faint, Jewel is aware that her past life was of an elf. Other than a few memories of learning magic, and practicing she can't remember much. She remembers she dies fighting, and she has come to assume that she died in the war 300 years ago. While she has a curiosity to piece together her old past, she has come to terms with her new life as a fairy.

Character Personality: Jewel is the complete definition of the word "Sweetheart". The female equivalent of a gentleman. She is kind, and forgiving. She tries her best to help, and keeps her manners about her. She is calm and difficult to anger, but when in a sour mood she is hard to deal with. Jewel understands that combat is necessary, and is willing to fight anyone who threatens her or her companions.

Character appearance: No bigger than a human adult's hand, Jewel is a tiny creature. She is of human shape, with incredibly white porcelain skin and a petit figure. Her hair is a long cascade of blonde curls that go down past her feet, and her eyes are a deep violet color. On her back, she has a pair of butterfly wings larger than herself. These wings change color with the lighting, being almost transparent in bright light with small glitters within them, and becoming a mix of blue white and pink in low light. Whenever she moves, flies or flutters her wings, Jewel expels her natural fairy dust. The substance naturally sparkles and glows in random colors. The dust golem, Rye materializes in a pink version of this substance, but will occasionally sheen with rainbow colors.

Character theme: A calm and "gentleman" character, who depending on the outcomes might become a vengeful spirit or an embodiment of justice.

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Character name: Gizmo Horom

Character Age: 19 years old

Character Species: Gnome

Combat Style: Gizmo uses a combination of clockwork weaponry such as grenades, pistols, turrets, rifles, and other gadgets to gain the advantage over his enemies. As a Horom progeny, he will learn to weave Time magic into his clockwork devices to create area-of-effect time alteration rather than being able to use it himself. His small size allows him to be quite nimble despite having to carry around his Engineer's kit.

Character Background: Gizmo comes from a line of Gnomish watchmakers and Time mages. In addition to making some of the finest timepieces in Mithra, he like his father and grandfather is capable of weaving Time magic into his creations, but is unable to imbue his own body with this power. He works in his father's shop fixing and designing timepieces when he is not at the Time Guild.

Character Personality: Gizmo rarely pays attention to what's going on around him unless it's relevant to him or his friends. Despite having a somewhat abrasive manner, he genuinely enjoys the company of others and would never say no to showing off his creations. With a high IQ even for a gnome, Gizmo often finds himself lost in his own thoughts and over-analyzing situations.

Character Appearance: Standing only two feet tall, Gizmo is quite short. He has platinum Jimmy Neutron-esque hair and always wears a pair of flight goggles. He is most often seen wearing overalls and strapped down with utility belts for his constant tinkering. His eyes are a startling blue and shine with intelligence. His eyes have a tendency to dart around, looking for something else to add to his inventions. He has a flat nose characteristic of the Horom line and a rather large forehead.

Character Theme: He's the tinkerer who can understand and fix everything except other people (fae or mortal).

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Character name: Leonis Klaw


Character age: 22


Character species: Human


Combat style: Uses the skills of the Steel Guild. Add to his Broadsword while trying to keep a strong stance and connecting decisive blows as quickly as possible.


Character background: A formerly wandering youth, out for some adventure in his life, taking what he learned of magic and the much practiced skills on his back, daring the world.


Character Personality: A chivalrous, friendly fellow with a wish for adventure and seeing what the world can offer, always challenging whatever danger he finds, but prone to be reckless and arrogant at times. Usually nice and ready to help whoever needs help, even if it costs him. Somewhat joking and rebellious, while he plays well with others, he is prone to go and do his thing without telling.


Character appearance: A tall and handsome boy, with long black hair, rather pale skin, and gray eyes, a rather lean figure, and wears a white and blue armor with his sword on his back. Has a scar under his right eye and a black dragon tatoo on his left arm.


Character theme: The good ol' knight on shining armor makes his entrance, and has something of a rebellious errant added to it.


Edited by leocain
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Character name: Gizmo Horom

Character Age: 19 years old

Character Species: Gnome

Combat Style: Gizmo uses a combination of clockwork weaponry such as grenades, pistols, turrets, rifles, and other gadgets to gain the advantage over his enemies. As a Horom progeny, he will learn to weave Time magic into his clockwork devices to create area-of-effect time alteration rather than being able to use it himself. His small size allows him to be quite nimble despite having to carry around his Engineer's kit.

Character Background: Gizmo comes from a line of Gnomish watchmakers and Time mages. In addition to making some of the finest timepieces in Mithra, he like his father and grandfather is capable of weaving Time magic into his creations, but is unable to imbue his own body with this power. He works in his father's shop fixing and designing timepieces when he is not at the Time Guild.

Character Personality: Gizmo rarely pays attention to what's going on around him unless it's relevant to him or his friends. Despite having a somewhat abrasive manner, he genuinely enjoys the company of others and would never say no to showing off his creations. With a high IQ even for a gnome, Gizmo often finds himself lost in his own thoughts and over-analyzing situations.

Character Appearance: Standing only two feet tall, Gizmo is quite short. He has platinum Jimmy Neutron-esque hair and always wears a pair of flight goggles. He is most often seen wearing overalls and strapped down with utility belts for his constant tinkering. His eyes are a startling blue and shine with intelligence. His eyes have a tendency to dart around, looking for something else to add to his inventions. He has a flat nose characteristic of the Horom line and a rather large forehead.

Character name: Leonis Klaw

Character age: 22

Character species: Human

Combat style: Uses the skills of the Steel Guild. Add to his Broadsword while trying to keep a strong stance and connecting decisive blows as quickly as possible.

Character background: A formerly wandering youth, out for some adventure in his life, taking what he learned of magic and the much practiced skills on his back, daring the world.

Character Personality: A chivalrous, friendly fellow with a wish for adventure and seeing what the world can offer, always challenging whatever danger he finds, but prone to be reckless and arrogant at times. Usually nice and ready to help whoever needs help, even if it costs him. Somewhat joking and rebellious, while he plays well with others, he is prone to go and do his thing without telling.

Character appearance: A tall and handsome boy, with long black hair, rather pale skin, and gray eyes, a rather lean figure, and wears a white and blue armor with his sword on his back. Has a scar under his right eye and a black dragon tatoo on his left arm.

Character theme: The good ol' knight on shining armor makes his entrance, and has something of a rebellious errant added to it.

Both profiles are approved!

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I would like to join as soon I get back on the computer. Just one question: are we allowed to at least select our starting weapons because I like to have dual swords and a dagger.

I'd also like to join, once i find the time to put up a Signup Post.

Yes to both.

You can join Mithra whenever, though we may need to hold your character back until a moment where they can be better introduced.

That depends on the profile and when you join, though. Regardless of when, I'll try to thing of something.

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I'm fine with it. Besides this week is going be busy for me during the day so I probably make the sign-ups later on today.

Edit: Here is my sign-up

Character Name: Leon Rader

Character Gender: Male
Character Age: 20
Character Species: Mortal
Combat Profile: Leon uses 2 swords but occasionally carries a dagger with him in any case of stealth or loses one of his swords in combat. Leon will
infuse the magic of the Steel guild to turn the dagger to a sword.(Correct me if this is illegal) In the situations where his swords aren`t enough,
he fuse the 2 swords together to form a great sword but he`s still learning how to weld the great sword.
Background: Leon came from a line of dual swords users, specifically, the male side. It started with his great-great grandfather and been passed down
to the males of the Rader family. The Rader family frequently go to the Steel guild and Leon will honour the tradition.
Personality: A honourable man but sometimes make stupid choices without thinking. He will fight to his grave but he will take things seriously in
combat. Also when he wants something, he will try to get it.
Appearance: Stands at 6`1 feet tall. Unarmoured, he`s skinny but slight buff on the arms. Have brown hair, brown eyes, and light tan skin. Armoured, wears mostly light armour
wears heavy armour on his left arm. But he wears a bandanna around his neck just for cool points. Has a ordinary nose.
Theme: Going for aggressive/stern approach so he takes orders seriously and training seriously. You could say Frederick from Fire Emblem Awakening in a nutshell.
Edited by OmegaRa1der
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I'm fine with it. Besides this week is going be busy for me during the day so I probably make the sign-ups later on today.

Edit: Here is my sign-up

Character Name: Leon Rader

Character Gender: Male
Character Age: 20
Character Species: Mortal
Combat Profile: Leon uses 2 swords but occasionally carries a dagger with him in any case of stealth or loses one of his swords in combat. Leon will
infuse the magic of the Steel guild to turn the dagger to a sword.(Correct me if this is illegal) In the situations where his swords aren`t enough,
he fuse the 2 swords together to form a great sword but he`s still learning how to weld the great sword.
Background: Leon came from a line of dual swords users, specifically, the male side. It started with his great-great grandfather and been passed down
to the males of the Rader family. The Rader family frequently go to the Steel guild and Leon will honour the tradition.
Personality: A honourable man but sometimes make stupid choices without thinking. He will fight to his grave but he will take things seriously in
combat. Also when he wants something, he will try to get it.
Appearance: Stands at 6`1 feet tall. Unarmoured, he`s skinny but slight buff on the arms. Have brown hair, brown eyes, and light tan skin. Armoured, wears mostly light armour
wears heavy armour on his left arm. But he wears a bandanna around his neck just for cool points. Has a ordinary nose.
Theme: Going for aggressive/stern approach so he takes orders seriously and training seriously. You could say Frederick from Fire Emblem Awakening in a nutshell.

The character is fine as he's wielding only basic steel magic (i.e. lengthening the blade; It won't be as resistant as an actual sword would, for example, but it'll do)

And as he learns Steel magic, much like Leonis, he'll be able to shape it to take different forms. It's a solid profile overall, you're approved.

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Ah, so signups are still a thing. I saw the OOC as a separate so I wasn't entirely sure. I'll see if I can get a signup later on today or tomorrow if you're still accepting them.

Edit: I got it done! Hopefully everything's in order, but I'm not sure that I haven't overlooked anything. Just let me know if there's something that needs changing and I'll see what I can do.


Character name: Feifa

Character age: 18

Character species: Hellfire Sylph

Combat style: Feifa often uses lightning and fire magic that is casted from the staff that she carries with her. When defending, she often using the lightning magic to make a barrier to protect her from other magic attacks, but this only protects her from magic. Anything solid like arrows, thrown weapons, and other people can pass through it like there was nothing there to begin with. If she doesn't have her staff on her for whatever reason, she can also use a less concentrated magic to expel a searing wind (preferably from her hands so she can actually see where she's aiming). While this magic is more convenient, she likes to use her staff over this since it's more diverse.

Character Background: Currently residing in an ash-covered settlement with others of her current species, which is located near an active volcano, she wishes that she could one day travel the world. When she sleeps, she occasionally has visions of her past life, but forgets most of it when she wakes up. After some time of this happening on occasion, she has learned that she was a Fairy in her past life. Other than that, she'll sometimes remember images of breathtaking sights. Surprisingly enough, she took more interest to the sights rather than what she was. As a result, her dream became to find out where those memories had taken place so she would know how she would feel now, but more importantly, find out how she felt back then...

Character Personality: Feifa is normally about as playful as she is carefree, often poking fun at people who she might think can get a good laugh out of it. This has had a history of turning on her, however, as some people can't seem to take a joke. While she doesn't get angry easily, this can change real quickly if you mistake her for some sort of demon. When it comes to combat, however, she can become about as serious as she sees the situation.

Character appearance: Standing at 4'5, Feifa can be mistaken for a human if people don't see her bat-like wings. While she does have said wings, they are quite small (they are just big enough to reach the ends of her back) and underdeveloped, so she has to use a bit of magic if she wants to stay in midair, giving off more float than flight. She can walk too, but she just prefers to stay afloat. She has pale white skin, with red eyes and jet black hair that drops to a few inches past her shoulders. She can also change to a miniaturized form, which can easily fit in a human hand. Ironically enough, her wings are large enough to carry her in this form. The other unmistakable feature is that her body would glow in the same color of her eyes, which is probably the only thing that can be seen by the unfocused eye, but if you look close enough, you can actually see her in the glow... or at least a silhouette depending on how well your eyesight is.

Character theme: I'm going for a carefree girl who tends to get herself in a bit of mischief from time to time, but also likes to help those that need it.

Edited by Komodojoe
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  • 4 weeks later...

Sorry it's a bit late, but here's my Character. Hope you like it. If I get accepted, then the Data for Centaurs will be going in the OP. I've already sent Kuro the details.

Character name: Jem’es

Character age: 300

Character species: Centaur

Combat style: He uses a Blue-green Crystal Longsword for Melee Combat, but uses an Ironwood Longbow and Druidic Elemental Spells for Long-ranged Combat.

Character background: Jem’es lives alone on the outskirts of a Fae City, and doesn’t have many close friends. He was a loner, and settled among Civilized Fae, much like other loners of his Species. He doesn't remember much of his previous life, but he does remember that he was another Centaur who died 300 years ago in the later days of the Great War.

Character Personality: a Younger Centaur, Jem’es is a bit hasty at times. This can either pay off for him or backfire badly, depending on the situation. he respects his elders, and usually knows when to back down. He prefers not to fight unless challenged by someone else. Additionally, Jem'es is a loner at heart, preferring to be by himself, although he is able to integrate himself into society well enough to be accepted in a community when he needs to, although it usually ends up with him being somewhat of an outsider.

Character Appearance: Jem’es has a light-tan skinned Human Half with blue eyes and brown hair, and his Horse Half has dark brown fur that is white near the hooves. He carries his Longbow and Longsword on opposite sides of his body, an Ironwood Quiver on his back, and wears an Indigo Tunic and a black cape that has a Tree motif and is fastened with a Polished Ironwood Pin that has a Leaf Design on it.

Character Theme: I’m going for a more Scientifically Curious, lone-wolfish, and diplomatic personality that is tempered by a honor-bound, battle-ready quickness.

Edited by K_H
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  • Support Squad

I decided to pass on the goo gril idea, I decided the best way for me to work it was as a one off Frankensteins monster kinda creation which didn't reeeally appeal to me. Anyway here is an overdue sign up sheet

Character name: Levaline *Lele" Shamil

Character age: 24

Character species: Dwarf Woman

Combat style: Utilising the skills of the Blood guild, Lele prefers a simple brawl, jumping into the fray and smacking some heads together. Of course she's only literally had to do that once or twice, but that's neither here nor there. She goes in, uses her superior speed and strenght to whack her foes and then should the lucky sods have gotten to hit her, she heals it away with the rest of her training, or going to the guild for any more substantial healing she may need. Lele always preferred the fighting side of the Blood guild over the healing, occasionally making her wonder if the Steel guild was a better fit.

Character background: Levaline Shamil is the daughter of a dwarven family whose pride comes from one of their two traditional occupations. Either they go to work on the Dwarven roads or they enter the Blood guild, many of the stronger men and women going off to study within the guild. Not one to enjoy what she saw as the monotonous and endless work that was mining, Lele opted to study within the Blood guild.

Character Personality: Lele is described best an optimist by everyone who knows her. A smile is quick to appear on her face, especially when she gets to learn or apply more of her trade. She doesn't enjoy the fighting so much as the literal practice of her magic. Levalne is typically friendly to most folks until they prove they don't deserve such treatment, which typically involves direct insults to her or her friends and family. Regardless, she never lets the unpleasant parts of life get to her, even if she has to don a poker face while they happen.

Character appearance: Short and stocky, Lele stands proudly at 4"4, her height made up for in her mind by the tough cordons of muscle she had honed during her time at the guild, she is quite confident she can beat anyone short of an Orc or her guild superiors in an arm wrestle without her magic. Lele holds her chestnut brown hair in a tight bun to hold it out of her eyes although one strand always seems to escape and settle exactly in front of her eyes, which are a striking azure blue. The rest of her face isn't nearly as striking, with a squashed nose, flat cheeks and a jaw that looks more masculine than feminine. Not that this ever bothers Lele (unless her mother is visiting). Typically Lele wears light leather armour when out on a job, she prefers ease of movement due to her preference for melee combat.

Character theme: I think Lele is a character who doesn't want to worry about the big things in life. The conflict lies in her being completely unable to do so and how she decides to deal with this reality. She can't just put on a stony face and beat the problem to death, she can't simply not acknowledge the problem and continue gazing through rose tinted lenses. She has to face it and overcome it with those around her if she wants to live her life.

Additional notes:

Was once involved in an experiment of a chronomancer which permanently halted the time of her facial hair follicles, thus preventing her from growing a beard.

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