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Found 6 results

  1. “Awoken, I have been granted power by the void through rigor and skill. Rewarding, wouldn’t you say, Errant?” - Avenel Synalli, Court Sorcerer of Savoy New to the world, the Transcendents are an inferior version of the Arcane Revenant. Rumors travel fast however. Traveler to traveler, a tale of something odd: How a fellow sought something and gained another in return. A fellow who sought communion with a greater being-- but instead, found himself gifted with power unbeknown to the likes of man-- to ascend through the arcane. The thought of these beings, to the travelers, were called Transcendents. “Man has sought immortality in many ways… sought to transcend mortality, yet none dared to touch the void.” - The Primarch , the first of the Archons. Legends written in decrepit tomes speak of a being who took upon power from the void unlike a typical magi, allowing it to transform them; gifting him boons with the cost of curses. Although many arcanists may have attempted such a transformation, all have failed. As far as it is known none still existed. Through no purposeful method had the Transcendents returned, only through a mistake and a failure. “Power… wrought with curses, much like living… how quaint.” - Avenel, Court Sorcerer of Savoy The Transcendents are the occurrence of something unnatural. The soul of a descendant is scarred by the void and veil-- fragments latching onto the soul, providing them with boons only granted by the void. Like a mortal, they still have their blood and bones, and infact, still suffer from feelings of stamina and hunger yet they cannot die of starvation, and some may choose to ignore it. The problem with such is that the muscle still requires some form of food intake, which can turn the being weaker than a master mage, making them easier to destroy. With their mortal form, mana rushes through their body, entwined with their flesh and blood, removing the fear of mortality and illness from the equation of the descendant, as well as taking the fear of dying by being in frigid tundras, or hot deserts. This state of being provides more than just the gift of immortality-- granting one a few boons of the arcane. The Transcendent has an easier time using the arcane magics far more than a normal mage, able to cast moderate spells with little difficulty, learn one more arcane magics than a standard mage, and learn the arcane more easier than a normal mage, taking three, instead of four months to reach adepthood and to become a teacher for the arcane. To add, the beings have some odd power with void magics, granting special abilities to the caster (we’ll be going over this soon). Even then, they can morph into their Transcendent form, removing their body and allowing the raw, direct mana that was once in them to act as their spectral body. All powers come with curses, and a Transcendent cannot escape said curses. The first of their curse, is that the Transcendent has extreme difficulty doing deific arts and dark arts, for the void has already claimed the soul of the transcendent, making soul puppetry and shade magic obsolete. Although a transcendent more so lives off the mana in its body, the being in their coil-form can still suffer from being drained from a necromancer and a bloodmage. The mana within them can be effected by alteration, should one come to understand what a Transcendent is, although it wouldn’t kill them, it will stagger them, and leave them for attack. A fi mage’s drain, while not able to slay the Transcendent, will cause pain should it drain from a cast spell, though the coil form is muted from the true full effect of fi. A Transcendent will die if too much mana and blood leaves the body or the head is severed and pierced, should the heart be pierced or if the arteries are severed, the mana infused blood will leak out, slowly but surely killing the Transcendent, lest the wound is mended. Tl;Dr: Transcendents are inferior versions to the Arcane Revenants, having their body and the ability to turn into their spectral form. The Transcendent gains immortality, an easier time doing magic, easier time learning magic, special abilities regarding magic, a second form (We’ll be discussing this later), and an extra slot for one Arcane Magic. The Downside is that they cannot practice soul affecting magics, in coil form they can still ‘die’ close to a mortal, they are able to be affected by genus and necrotic drains in their coil form, and in both forms they can be effected by Fi and Alteration. “Saw something odd.” Says a traveler, hunched over with his lackies over an ardent flame. His hands cling to the warmth as he peers up at the devouring orange and red. The folk about him give him disinterested glance, a silence rolling about the bonfire. “I swear!” The traveler rasps, “It’s true… I was walking along the road from Vandoria… the damned blizzard nearly killed me… and then, when thought I would die… I saw an Eldar walk forward, and the ground and air around him gave heat. “H-he helped me here!” “So what?” Called one of the other travelers, provoking the fellows attention. “You saw a mage. Nothing too important there.” A set of laughs escape around the bonfire. “That mage wasn’t ordinary, I tell ‘ye…” He glances downward, face contorting in confusion. He could only issue a sigh with his words, “Around him… there was blue fog, the color them Oren folk have on their plate… an’ he looked unaffected by the cold.” “And then what?” Another fellow inquires, “What then did your mystic do?” “I… I don’t recall.” The traveler mutters, rubbing his temples with his rough fingers. His gaze sets on the fire, “It went black from there-- that godsend must have done something…” “Or, ye were carried by some stink’n sod an’ you wer jus’ seeing things!” A dwarf barks, “T’erz nae such a t’ing of what yer gobb’n ‘bout.” The Traveler then fell silent, issuing a defeated sigh as he continued to stare at the devouring fires. - The Mad Traveler's Tale The creation involves the usage of an arcane trinket. This trinket is only able to be created by an elder Transcendent and used by one, anyone else would experience a feeling as if they are lost. For this to be used an elder Transcendent pours mana into it. For some strange reason, a Transcendent when in spectral form is able to physically lift the object, grasping it. This trinket holds a strong connection to the void, stronger than even the oldest and most powerful of Transcendents. Through unnatural means this object will twist and malform the soul of the victim, claiming it for the void. And then the victim falls unconscious, changes happening to their physical form. If one were to watch them during this period they would see mist falling out out of their physical frame, taking upon the color of their aura. This mist would seemingly enter and exit their physical frame, each time it does so the eyes would change tint slightly, skin paling. This process would continue for hours, the soon to be Transcendent very vulnerable. To become an Archon, one must be attuned to the void. They must have it affect their being, degrading muscle and tissue to the point of weakness; this would mean that an archon must be a master mage, having a mastery in a singular magic -- though it is advised a prospective archon learns more. Should they be made with a singular magic, the Archon will be limited in their field of power, only able to progress to late stage 1; however, should the archon learn more, they will be able to progress to the end stage. "Embrace the change." (Credit to Nino Vecia) As previously stated, the Archon’s transformation is decreased, and the effects of moving in and out are dampened. The Archon feels less pain when going into the form, though starting at something of a burning sensation, it will eventually become a surreal shift; likewise coming out will be less exhausting, and such things as limited abilities are altered, as well as the tell. When coming out of the archon form, the archon will have brighter, aura hued veins along their eyes, with their irises taking on a brighter color of their aura, and depending on their stage, they will have limited abilities for the duration of a set amount of actions. The transformation into the form is purely aesthetic, and doing so requires a great deal of focus. It must be uninterrupted for three to four actions, or else manifesting will result in failure. Examples: Becoming: Twitching, the figure clenches his teeth as gray veins surge along his face, and his eyes take on a darker gray color, leaving a gleaming silver in their centers. The flesh and bone about his veins sear and burn away to become mist, with extremities turning to fog as they begin to come off. The flesh-turned-gray-mist would cling to the position it was on, replacing it with arcane hide. The Archon continues to twitch and convulse, emitting a gutteral shriek as its body becomes packed mist and arcane. Its wispy head turns to scan the area, with trails of fog occasionally following. Reverting: The gray archon twists in its place, a harsh hiss permeating its newborn body as the foggy form becomes flesh, bone settling within, eventually completing the shape of a skeleton, entrapped by the fog. Flesh and sinew blossom from the bone like flowers, engulfing and eating away at the mist to manifest the figure’s coil once more. With a sudden shift in power, the newborn returns to his normal state, clutching his heart and wheezing from the strain. Progression and further information: Stage 1: The Archon, having just begun, will find that their magic, while potent in this form is rather limited, granted only the perpetual voidal connection. When entering the form, it will have pain akin to being baptised in fire; given time and experience of a week, it will subside to a stinging sensation as they turn into one. Going out of it would be akin to finishing a long work out, the user would be in a state similar to a long exercise, and show the effects of their return for nine actions, with limitations on their magic for ten actions; said limitations are: not having the augments in coil form, and magic being weakened by a tier. Stage 2: The Archon is fairly experienced, having two weeks under their belt. The Archon is able to further tap into the power of their hybrid soul, able to cast with more potence, though limited. Spells can last for longer, and be given more energy and time, even create more; so long as they do not break any specified redlines. Entering this form is less strenuous, being something of an odd sensation that is more of an out of body experience. When reverting, an Archon will be out of breathe at most, and show signs of reverting for seven actions, and being limited in their coil’s abilities for eight actions. Within a month, the Archon will feel more comfortable going into their new form, and reverting back will at most tire them to a degree, with signs of reverting lasting for six actions, and limitations lasting for seven. Stage 3: The Archon has become an Elder Archon via the writ of marking, or is the Primarch. The Elder Archon will have no additional benefits, save for subtracting an action from the signs and limitations. Susceptibilities: Thanhium: The reforged Archon is as greatly wounded as before, with thanhium alloy being able to carve through them like a hot knife through butter, and thanhic dusting disrupting and violently paining the creature, making it so large amounts of dusting (ie a chamber full) will cause the archon to dissipate, and creating immense pain to disrupt their magic; the pain will come to fade if the dusting leaves the body, however. Magically infused items (this does not mean a spell manipulating an item, ie druidic vines or transmutation but something like an enchanted item, a tainted sword, blessed weapons, etc): They would react like a normal item would to a person, meaning that if one were to stab into an archon with a magically infused sword, or smack them with an enchanted brick, the archon would be without its physical resistance. Warding/Abjuration: Should one come to understand the Archon, the use of abjuration can be used to weaken the Archon, with each abjuration leaving them without their augmented affinity for three actions, and in turn weakening their resistant hide by a half. Naturally, the sensation might be rather disorienting. Wards will only weaken the spell affinity some, and their resistant hide will suffer some weakness. Iconoclast: Antimagic, the bane of all magic, finds itself being one of the biggest threats to an Archon. The mists, if an Archon is within one, will remove their resistant hides and spell affinity, and within four actions of gradual, burning pain, the archon will become incapacitated in the mist. Further notes: -To be added Now Redacted Form/Transformation: "Varying qualities indeed. Perfect specimen." (Credit to Nino Vecia) While the transcended form is reforged, there are very little changes in aesthetic; whisps may still plume from the Archon, their beings may remain the color of their aura, or a dark being with auric energy swirling about, though parts of the creature can be far more detailed, if not their entire being. An Archon can form eyes, a maw even; their hands can be detailed, with lighter colors and various textures to represent parts of the body. That is not all however, for their coil form can take on some differences. Rather than having their irises be the color of their aura, the entire eye could be the color, or merely the flecks -- each still distinguishable. Previous Appearance: As a creature born of the void it is expected for them to hold a connection to such a realm perpetually; in a mother to child-esque relationship. Due to this, whilst they are in their transcendent form they will always have a connection to the void, omitting a need to connect every time magic is to be cast. Another interesting area of their changes is their improved capability when it comes to casting their voidal arts. Due to their increased attunement with the void they are able to control a few added factors in their arts. The changes to voidal arts when compared to default are detailed below: Evocation: Alteration: Illusion: The Archon, now with an adapted form, will handle transformation a little differently. Granted, being in the reforged form might feel a little more comfortable, or less comfortable for an Archon, as they transition to another form of being, one that feels more free in its movements and perhaps a bit closer to their own being. These sensations could empower the Archon, making them feel greater in their form, and potentially cause something to occur from such. Archons could have a sense of self that values them over others, or some might value themselves below others; it is up to the Archon, as each will deal with immortality in their own way. However, there is one thing that might influence their thought; The Archon would likely feel more distant and detached from descendent creatures, should they understand that they are no longer of the same. They are eternal, or perhaps close to it. Previous Behavior/Personality Lore: "Woes befall us to truly cherish our humanity.” (Symbaroum, masked stranger) Truly, humanity is the Archon’s greatest boon, for the replicated portion of their soul brought about by the void and veil (also known as the void scar) leaves them separated from mortal man. There are Archons who embrace their humanity and individuality, believing that without it -- they are nothing. Their power and minds mean nothing without their sense of selves. With each death, an Archon loses a piece of this, the replication growing every time they die. It is said that when an Archon dies seven times, they will truly lose who they are, and be unplayable. Naturally, with each death an Archon must wait to return, alternatively return soon to suffer consequences; with each wait, the replication subsides from the soul, reverting back to normal when an Archon has not died for six weeks, where they might undergo long travels -- pilgrimages one could say -- for self enlightenment, to heal. While an Archon might not remember how it died, the pain of death is still present, the calm of the endless slumber, only to be brought back through the rippling void, kicking and screaming, to return to the world via soul and catalyst, appearing in spots Archons typically make, fuming with high arcane energies. Such things can be maddening. Woe. Effectively, Archons have a death counter, as well as have to wait 1-2 days before playing their archon again when they die, alternatively, they can return within 2 hours to suffer a penalty: A cripping weakness in their magic, and lacking their augments. When an Archon reaches seven on their counter in roleplay deaths -- nothing involving PVP unless the Archon chooses -- the character will be PK’d. This can be subsided if the Archon does not die for six weeks straight. While personality wise, there are Archons that reject their humanity and become shadows of what once were, it is not similar to this transformation, where the void replication will practically consume the entire soul and wipe it. Previous Death lore: Redlines: -A Transcendent is not invulnerable in spectral form, they are easily affected by gold, fi magic, and wards with normal means affecting them to a limited extent. -Fi magic, when used against an Archon's spell casting will effect them in both forms. In Coil, it will feel more like a stinging sensation. In the Archon form, the pain will be intensified. -They still lose all memory of events leading up to death. -A Transcendent can only be made by an elder, and to be made an elder you must be crowned. Not all elders are aware of the way to make another an elder. -A player must follow the behaviors of being a Transcendent. -The effects of transforming between forms must be followed, and through no means can they be nulled. - Although the spectral form is spectral, you can’t phase through walls. Pros: -A means for a mage to transcend, allowing the character to stay neutral instead of choosing between light and dark. -Mechanical race set to spectre. - Able to learn arcane magics faster, so instead of requiring four months to reach adepthood and make a TA, it would take three. - Enhanced arcane ability. -A resistance to most physical forms of damage in spectral form. -The ability to have their descendant form. - A transcendent does not age. -One more ‘slot’ to learn an arcane magic. Cons: -Affected and can be harmed by fi magic in both normal and transcendent form. -Weak to alteration in both forms. Enchanted items hitting an Archon is akin to hitting a normal person with an object. If an echanted desk was to hit them, they'd be thrown back, if a sword was to cut them, they would be cut. Wards, should one understand what the Archon is and how they function, will stun them in their coil, and weaken their abilities/disorient the Archon in their transcendent form. -Weak to gold (albeit minor) and thanhic alloy in Transcendent form. -Unable to practice deity or dark arts. -The character would become introverted. -A ‘normal’ life for the character would become nearly impossible, the curse of immortality afflicting them eventually. -Are susceptible to necrotic and blood drains in their coil-form. -They must maintain their coil-form, else it becomes extremely weak and acrid. - The coil form is able to be harmed by mortal weapons and can be killed in a manner similar to a normal person. They still feel pain. Previous Weaknesses (naturally some still hold relevance): So, Transcendents are descendants that were scarred by the void via a ritual. The after effect of the ritual is that the descendant gains immortality, now running off of raw and direct mana which inhabits their mortal coil. They are granted powers and abilities through their ascension: They have an extra magic slot for arcane magic, enhanced magical abilities, and the ability to go into their spectral form. With spectral form, they warp away their body through a painful process, and gain some extra magical ability only accessible in their spectral form. The process of turning into Transcendent form is painful as you effectively pour all the mana out of your body and warp away your coil; when reverting back to mortal form, the process of bringing the coil back and sending the voidal energy back into body is strenuous on the Transcendent leaving them with an aching pain and the inability to use their coil’s enhanced abilities for a certain duration of time. Transcendents have quite a few drawbacks, both coil and spectral (Transcendent) form. Both forms are unable to use deific and dark arts. both forms are also harmed by alteration and fi magic. The weaknesses specific to Transcendent form are: They cannot directly interact with the world, they are greatly harmed by gold and thanhic alloy attacks, and the process to return back to coil-form brings drawbacks to the coil. The Coil’s specific weaknesses are: They can die by mortal weapons, they are susceptible to blood drains and necromancer drains, and the Coil’s form is high maintenance, although it cannot die of hunger, should the Transcendent not take care of their coil body, it will rot and weaken. Note: A mage DOES NOT need to follow one of these beings, let alone strive to become one, that is the player’s choice and the player’s choice only. Clarifications: https://docs.google.com/document/d/1uZERcIeWi5twJOoglFZU37AgDxL880VBRj15YSbP-Qc/edit Jax, who did a little bit of help in writing Elad, for the font Last but not least, Merrymoogle for creating the original revenant. If it weren't for him, this lore submission might not exist. Changelog - Removed Voidal Shifting quirk. - Debuffed Warding, and Telekinesis quirks. + Added prerequisite in the creation section + Added Additional Weaknesses + Added Clarifications: = Fully integrated "Changes to Archon Lore" https://docs.google.com/document/d/1uZERcIeWi5twJOoglFZU37AgDxL880VBRj15YSbP-Qc/edit
  2. The Loving Maiden Orphanage Are you a child with no place to call home? Are you a lady of the night with a child that’s making it difficult for you to work? Are you a nobleman with a bastard you fathered with a cousin? If so come over to the Loving Maiden orphanage where all unwanted and unloved children are welcome to play and be free with other terrible mistakes and accidents! Located in Al'Wahkrah, along the path to the right of the stairs in the city square, housed in the old Mages Guild house, we house any and all children, feed them, provide them with a roof over their heads, for now we only take on children and do not accept adoptions for the time being of course. If you wish to be free of your heavy burden of a mistake, or have already been discarded of and wish to stay, simply come by or send a bird to one of the co-owners, Reginald and some unimportant employees. We have an array of caring and loving adults that look after the children and act almost like mothers and fathers to them, we are self sufficient, though donations are welcome. Disclaimer: The Lusty Maiden Orphanage is not responsible for any wrongdoings or laws broken by children currently staying under our roof. OOC: Application, simple enough it's just so we know who you are and maybe why you're interested in staying at the orphanage. IGN: RP Name: Age: Short Bio: Why you're inteterested: Skype (PM if you want): (( P.S, not gonna be a normal orphanage, if you pretty much want to be a normal orphan at a loving orphanage this most likely isn’t for you, but if you like interesting and fun rp feel free to come by, or make a post on this page, anything more and it’ll ruin the surprise. ))
  3. General information Full name: Elvira Mantisuku nee Naromis (formally Terryal.) (Pronounced as ‘El-vee-ra Tear-ree-al’) (Prefers to use Elvi .) Name meaning: Elvira means ‘Truth, white or beautiful’. Ernestina means ‘serious or determined’. Naromis means ‘One with fire/flames’. Her old surname (Terryal) means ‘Reaper’. Nickname(s): Elvi (A common nickname she uses as her name – pronounced as 'El-vee'.) Buttons. Barkeep. Elli (by Ray). El (by Beth.). Vivi. Race: Half elf. (Half high elf, half human.) Status: Alive Description Weight: 190ilbs Height: 5’4ft Body build: Elvira is a slightly thin and small woman, her body figure is mostly smooth and a little curvy with a slightly flat chest (although she is growing). Her arms and legs are thin, although she should not be underestimated due to being a little strong despite her appearance. Shape of face: Elvira’s face is thin but smooth, she has a roundish chin and high cheekbones. Her nose and ears are average sized while her eyebrows are a little thin. Her lips are smooth and average sized, capable of becoming a soft and gentle smile. Diseases/illnesses: Although unseen, Elvira is infertile, meaning she cannot have any children. However, this was not caused because she may have an elven family member, this was caused when she received a mass amount of electricity through her body during her past. The electricity had damaged her reproductive system, leaving her incapable of bearing children. When Elvira discovered this, she was devastated. Skin tone and accessories (tattoos, scars, etc) : White. Half of her face and both her hands are noticeably scarred from electricity, although now faintly scarred due to Ramza healing them to a better condition. She also has a huge scar that covers the whole of her back (skinned off by Lorien) which causes one or two small pains to her. The scar on the left side of her cheek (earned during bandit attack on her parents.) is no longer noticeable. Eye colour: A vivid green that seems to be filled with calmness and peace. Hair: Elvira’s hair is a fair blond colour, her hair is straight, also silky and soft to touch. Her hair tends to reach her waist, her fringe rests on the right side of her face. Currently, her hair is tied into a braided ponytail. Outfits: Normal outfit: A grey sleeveless shirt, covered by a white coat with gold lining and a hood. Dark grey trousers are on her legs and she wears white boots on her feet. She was one belt going around her waist, then two other belts that are crossing over her waist, keeping two small bags by her sides. A sheath is behind her, and a shield is mostly on her left arm. Armour: A blood red coat that covers a white tunic and black trousers. Above the coat, she wears a ferrum chestplate, shoulderplates, and vambraces. Around her waist is one belt going around her waist, while two other belts crossover each other. A tasset is over her waist while she wears armoured boots. Jewellery or accessories: Goggles – A pair of brass and thick leathered Alchemist goggles given to Elvi by Ser Dorian, a fatherly figure and friend of hers, before he died. It is Elvi's most prized possession. However, these goggles were eventually destroyed by Rajin Aetos when he tortured Elvi. Beth Rilann made Elvi a new pair but she only seems to wear them during Alchemy. Thick leather gloves – A pair of leather gloves that Elvi carries around with her, tends to wear them when gathering dangerous Alchemy symbols (ingredients.) Amethyst necklace – A necklace that was within the bundle that held Elvi when she was only a baby, the necklace is the only thing that Elvi has that of her parents. Diamond earrings - A pair of diamond earrings given to Elvi by Beth Rilann. Emerald bracelet - A single aurum bracelet with three emeralds. Given to her by Arradin Riff. Red scarf - A neatly made red scarf that smells of fresh herbs and roses - Elvi’s favourite smell. According to Elvi, this was a gift from Gris as her birthday was approaching at that time. This was eventually taken by Rajin Aetos but it seems as though Elvi may have got it back. Inventory: Shoulderbag - A bag that Elvira carries, it contains many pieces equipment from knives to jars. She also holds some potions and herbs in there, as well as a book and some food. Vials on belt - Elvira has some vials filled with potions on her waist, making them easy for her to reach and pull out. Personality Elvira is a calm and more mature woman. In most situations, she seems able to keep calm and can tolerate most behaviours. Aside from being calm, Elvira is kind and gentle, willing to lend a hand to anyone who is in need of aid or if they require her assistance. She is extremely loyal to her friends, willing to come to their aid and stand by their side although she will break this loyalty if she truly needs to. However, she shows a lot of loyalty and dedication to her duty as a cleric, understanding her duty comes first before all. She is patient, allowing people time and she can wait. Aside from this, Elvira is confident and more mature, she knows the right from wrong, when to act and how to act. She does not allow herself to be controlled by others and will fight if she has to. However, Elvira isn't the best at making decisions, she is too afraid that a single decision she makes can cause a large negative effect to not just her, but to others. In other terms, Elvira hates changes to others. Additionally, Elvira is still a little sensitive about her past, almost unwilling to talk about it and would stiffen a little at the mention of it. Lastly, Elvira may seem calmer now but her anger still lingers, but not at a large rate. This anger is small but if pushed too far, Elvira may eventually bring this anger back up. Life Style Alignment*: Neutral good. Deity*: Tahariae Religion: Doesn’t really follow a religion but does follow the cleric traditions. Alliance/Nation/Home: Aeroch’Nor. Destati Isle (Base of the Curatrix) Job/Class: Alchemist and Cleric. Title(s): 'Bartender of the Drunken Monk' - Has this title when she worked at the Drunken Monk Tavern during Athera. 'Mentor Alchemist' - Earned this title when she became an official Alchemist and could teach others. 'Chef' - A self-given title due to Elvi's good cooking skills. 'Tea Master' - A self given title that Elvi once proclaimed she had earned due to making some surprisingly good tea for a customer. 'The Flirter' - Turns out Elvi is learning one or two flirting lessons from Guarger. ‘Curatrix Cleric’ - A title that shows she is a Cleric of the Curatrix, Ramza’s order. Profession(s): Alchemist and cleric. Strength(s): Cooking - Elvi is shown to be a surprisingly good cook, being able to make the finest bread and soup around. She is also good at creating her own new recipes, such as a combination of Desert Bush Berries and strawberries in a drink and a pancake with a mixed berry topping. Ser Dorian had taught Elvi how to cook, stating to her that - "Alchemy and cooking are more alike than we think: We must prepare the symbols and ingredients and make sure we find the right ingredients to use to make the potion or dish a successful piece of work. Cooking is a preparation to make an Alchemist ready to prepare ingredients when the time comes.' - Ser Dorian. Alchemy - Ever since being trained by Daniel Nodal, Elvi has shown she is quite a skilled Alchemist. She tends to make mistakes rarely and she is skilled when it comes to preparing symbols (thanks to Ser Dorian teaching her how to cook). When questioned about what the four elements could represent, Elvi gave a few well chosen replies. How she remembers the representations is by: "Imagine each element as a person: Fire would be someone who is destructive and full of anger, yet warmth and love. Water would be someone who is balanced and focuses on healing, and one who is needed most in Alchemy (Bases). Earth would be someone strong, powerful and enduring, yet someone who enjoys life and agriculture. Lastly, Air would be someone who is fast and excellent at travelling, also full of intelligence and knowledge.' - Elvi. Fighting - A skill Elvi earned from a mix of surviving on her own, being taught by Ser Dorian, and a range of other people.. Elvi has shown to be skilled at using a sword and shield, often using the two in a good combination. She also uses her small size and speed to gain the upper-hand through quick thrusts and stabs then dodging. Elvi takes great pride in her fighting, despite that she never uses it against another person unless truly necessary. Drawing - Elvi doesn't tend to draw often but she is quite good at doing sketches. She tends to sketch out anything she needs to remember the appearance of, such as Alchemy symbols or someone who looks fairly suspicious. She doesn't tend to show her drawings to other people. Assisting others - Although not one to lead, Elvi is someone who can assist in helping. She will immediately get something someone needs and can remain somewhat calm if the situation is dire. She does her very best not to mess up. Flaw(s): Decision making - Elvi is shown to not be very good at decision making, being unable to tell the wrong from right. Her poor decision making even led her close to gaining a dark magic but with the help of Daniel and Guarger, she realised her mistake and immediately stopped herself. However, Elvi is gradually becoming better at making decisions and making the right choices. Using two-handed swords - Although excellent with sing a rapier, Elvi is not good when it comes to using two-handed swords. The swords are mostly too heavy or Elvi isn't use to wielding a sword with both hands. According to Elvi, she prefers to use one-handed swords and use her other hand to keep her stance balanced or to block any incoming blows. She especially prefers if the sword is light and thin, allowing her to be fast and swift. Swimming - Elvi is fairly good at swimming in shallow water but when it comes to deep water, it's a different story. Elvi begins to panic badly when he feet leave the ground, leaving it up to someone to help her or for herself to quickly get back to shallow water. However, Elvi seems to be slowly overcoming this fear, especially when it came to the Athin lesson with Daniel. Not losing her temper - Elvi has a habit of losing her temper once or twice with her allies. This could leave her in a mood for a little bit or make her lose her anger completely, meaning she may accidentally harm someone. There have been times where Elvi has killed someone due to losing her anger. Elvi is, however, attempting to gain control over her anger and become much calmer through meditating. A little uneducated - Due to her past Elvi is quite uneducated. However, Ser Dorian had taught Elvi most things she needs to know, such as how to survive, cook, use items and so on. However, Elvi isn't that educated on the history of the wars and events of before, and she isn't good with other languages. Thankfully, she can read and write. Hobbies: Cooking, Alchemy, travelling, reading, relaxing, meditating, being with friends and allies, drawing and sleeping. Plays a musical instrument? Elvi knows how to play the flute, sometimes playing it when bored. How she would spend a rainy day: Mostly in the tavern, serving customers. If not, most likely reading, sleeping or meditating, or creating potions. Spending habits: Elvi tends to be good when it comes to saving minas. She tends to think carefully about what she wants to buy and considers whenever or not something is worth the price it is being sold at. Smokes: Elvi doesn’t smoke, she explains that it can damage her body and she doesn’t enjoy the smell some pipes give off. Drinks: Elvi, although not a drinker herself, has had one or two glasses of alcohol before. However, she once had a drinking contest where she lasted eight mugs before eventually falling asleep. Needless to say, she didn’t enjoy vomiting all the alcohol up repeatedly. Elvi stated that she prefers wine more than ale and mead. Other drugs: None. What does she do too much of: Being the worried type of person, getting angry, stressing out, dwelling in the past. What does she do too little of: Being calm, relaxed and looking more towards the future. Extremely skilled at: Cooking and fighting. Extremely unskilled at: Not losing her temper. Magic Current Status: Training. Arch-type: Cleric Priest Healing (Light is silver with a red tint to it) Sub-Type: N/A Rank: Tier 4. Weakness(es): Low Mana pool (8% less). Strength(s): Elvira can easily get use to using a magic, and can get quite creative with her magic if she wishes to do so. Current Spell(s): None so far. Note: Elvira used to use fire magic until she was connected. She understands how fire magic works, knows how to teach it, and also how connecting to the void can affect someone. Weaponry Fighting Style: Elvira's fighting style revolves the use of the Flowing Sun martial art, taught to her by Meta and Neci. At the start of the fight, Elvira doesn’t immediately use this art, instead, she simply slices, stabs, and blocks to test her opponent, see how strong they are and determine if she should use the art on them. If she does use the art, she mostly uses two of the four stances - Wild Inferno: Fire Stance, and Dance of the Gale: Wind Stance. She uses the wind stance in order to swiftly approach her opponent, before unleashing a hail of vicious attacks with the fire stance, then quickly falling back into the wind stance to widen the distance between her and her opponent. She doesn’t use the other two stances (Terra's Embrace: Earth Stance and Calming Tide: Water Stance) often but will fall into using them if she needs to block an incoming attack, or if she needs to become calm and more reliant on natural instinct. Additionally, Elvira uses Alchemy in combat. She keeps a range of speed, strength and any other potion that may enable her to gain the upperhand in a fight. However, Elvira uses these potions as a pure last resort, as drinking them will extremely exhaust her and may even break a bone or a muscle due to her body not fully being adapted to survive the speed, weight, etc. She tends to try and keep her distance at first when throwing potions or applying them to other weapons. Pros in combat: Speed as she is small and quite light on her feet, dodging since she is quite flexible and finds it easier to try and dodge than block, wearing a very small amount of armour in order to allow more movement and becoming light. Cons in combat: Strength as Elvira isn’t fully muscle and not strong enough to do some powerful strikes, blocking as she tends to struggle keeping grasp of her sword and also blocking powerful blows (hence why she bears the shield), wearing a very small amount of armour will make her more vulnerable to attacks and easier to take down. Trained Weapon: Sabre and knife. Favored Weapon: Rapier: An aurum rapier that was crafted and enhanced for Elvira during her time recovering from a poltergeist attack. Paranoid that she would be attacked again, she became nervous about heading back outside. In order to held her, Guarger forged the aurum rapier for her, before Abluson enhanced the rapier so that fire engulfs the blade when Elvira commands it to. Since then, Elvira has recovered from the attack and now keeps the rapier, in case she needs to face against a ghost or any creature weak against aurum. The rapier’s name is Rugna (meaning ‘flames’). Marked on the blade are the words: ‘Nightmares don’t last.’ How Elvira activates the enchantment is by saying ‘Curvia amis rugna (‘Awaken my flames’). Elvira was taught how to wield a rapier previously by Ser Dorian Naromis. Image of rapier Sabre: The main weapon that Elvi uses. The sabre she has is a double edged sabre made from a metal that the Doomforge clan are good at using. The sabre’s name is Pura'Lux (means ‘Pure light’). Image of sabre Aurum knife: A knife Elvi carries mostly to handle ghosts and dark beings Archery: Elvi is somewhat good at archery, although not as accurate as some people. Family Mother: Unknown. Relationship with her: Elvira’s mother is either alive or dead. However, Elvira does not remember what she looks like and such. Father: Mr Terryal. (Deceased) Relationship with him: Elvi’s father died during a bandit attack on a trip to Polaris with his wife. Elvi does not remember her father clearly but does remember his eyes being similar to hers. Siblings: None. Relationship with them: N/A Spouse: N/A Relationship with him/her: N/A Children: N/A Relationship with them: N/A Other important family members: N/A Pet(s): Ventus the Mountain Kestrel. Aithne the Desert Kestrel. Four Kestrel hatchlings. Relationship with pet(s): Elvira and Ventus have a very close bond as Ventus knew Elvira from the moment he was born. His coven was attacked by a group of hawks, leaving his egg left alone but close to hatching. Thankfully, Elvira, Ser Dorian and Gris were nearby and discovered the egg, which Elvi looked after. Since then, the two have been inseparable. Elvira is protective over Ventus, and vise-versa, and she is mostly seen stroking the bird or having him on her shoulder. However, recently, Ventus has passed away from defending his nest from a group of hawks, Elvira now looks after his mate, Aithne, and their four hatchlings Others Role: Elvira is more of the teacher and guardian at times, she ensures others are taught things they may to know, and ensures that they are safe. However, there may be times where she’ll have to take charge of a situation Symbol: Elvira’s symbol, or Naromis symbol, is what she uses to show if something belongs to her. It is a tribal fire with white and grey on the inside, while red on the outside. This symbol is mostly seen on anything written or made by Elvi. Vice:Wrath - Seeing that she is easy to anger at times, Wrath would be Elvi’s vice. Virtue: Kindness. Theme song: Battle theme: History Artwork Before Rajin's attack After Rajin's attack
  4. Excerpts from the studies of the sparsely-known Knave of Graves found themselves across the shelves of Athera by some mysterious means and without notice; at least until the pages themselves, scrolled in yellowed parchment, would be found by the curious. This theorem would provide the following information: “... the forces of the unexplored or otherwise forgotten outer-realms (or, in other words, realms yet to be occupied) have been undocumented for some time. However, through-out a sum of years dedicated to the search of the legendary ancient Wraiths that the King Olivier de Savoie had been assigned to hunt down as per the offer of my venerated Lord, I have been allowed to make extensive studies and observations regarding the status of the lands beyond the known world’s borders- specifically what is not known, not what was left behind. My searches had led me far from the mainland of Athera and into the unknown - the northern steppes, the southern wilds, and far into the east and west that only hold ruins of civilizations that I, in earnest, cannot truthfully care enough for to pillage and search for what treasures they may hold. In my travels, I have witnessed men (mostly of humane blood) wander these very untouched wilds, often on their lonesome, and likely with intention to wander. I followed them for at most months at a time, individually, and it was not until my later observations of these various men and women that I realized that something was not right with them. Initial intrigue had sparked when I found myself dumbfounded at the study of an elder adventurer who, likely in some bout of senile reason, decided to dedicate his last years to exploration, likely until his life was taken by age. I searched his crude encampments during his time away to hunt, discovering his age and purpose amidst notebooks and old scrolls. I watched this man for five years - this man, at the age of one-hundred and twenty three (123)- and at no point in time had I seen his health falter as per the high and taxing count of his age. His hair remained grey, and did not become any more white as it had been as I first saw him. He did not go bald, nor did his brittle frame further deteriorate under the stress of time. His distraction of adventure led to receiving a variety of wounds, certainly, but beyond these few points in time, the old man had retained a status of health that was perpetual and barely dissimilar to when he first embarked on his journey. The conclusion of the elder’s adventure had rewarded him with sparse treasures. After five years, he made the same trail back to the mainlands of Athera, where civilization still thrived. I dedicated two more years to my likely questionable and distant observation of the old man’s twilight years, and upon the end of these very same years, the old man succumbed to age and passed away peacefully. In this time his health eroded as the Curse of Horen would normally inflict. This had only brought confusion, initially, but I had made the vague realization that some force beyond the borders of inhabited land had kept the old gentleman alive. I was incorrect (partly) in this assumption, for the old man was not kept alive - it was time that paused for him, as if it forgot he existed. I applied my crude theories to small observations of various other travelers who challenged the wilds farthest from the borders of Athera - individuals and groups. Primary targets, being humans that were nearing their “graying ages”, displayed similar effects to the old man. A restless swordsman of fifty years left to wander the wilds, and the sparse wrinkles upon his worn features and the rare gray hairs failed to intensify as he lingered beyond the domain(s) of the four races for a time of three years, marking him to be fifty-three (53) upon his return to Athera. A year after his return, the effects of age, continued to progress, and the progression of his “graying age” continued naturally. This very example repeated with others, even for those of younger years, whom while they did not display the effects of elderly features, did not progress in the complete maturity of weathering of their mortal coil as per the passing of time. It all continued when they returned to the land in which all people still lived. Traveling far from Athera had allowed me to discover a small number of simple tribes, often human, that were likely established shortly after the occupation of the land itself. Their territory was marked far from the kingdoms of the four races, as deep in the east, west, north and south as the travelers I observed for so long. However, their abundant numbers were not affected by this strange stall in time. Still, the farther I traveled from them, and the smaller of groups of people I found, the more prominent this disfunction of time had I seen. I returned to mainland Athera later on and sought information on societies that existed beyond Athera; studying histories and peoples such as the Mori’quessir, Kharajyr, and more intensively the kingdoms of Aeldin. All of these societies bore records of their people succumbing to the toll of age - again, more frequently for Aeldin as per it’s humane rule - and passed it off as normalcy just as much as the folk of Athera always had. There is no suggestion of a lack of aging beyond their borders; only the fact that many who wander away into the unknown become lost, and do not return. Building upon these studies, I may now acutely establish the “theorem of the midpoint”; the suggestion that time itself is unstable and uncertain beyond the lands that had not been tamed by prosperous, abundant peoples. To further layer this theory, it is apparent that there is no single midpoint, such as the one that keeps the lands of Athera accurate and aligned with the complicated process of chronological time. The larger the civilization, the stronger the midpoint becomes. Otherwise, those who travel in small packs or alone, endlessly, often remain stuck in the same state they left civilization in. However, there had been a number of observations I made where some individuals were still aligned with time, and had succumbed to age alone. Any other deaths within the wilds, or the lands untouched by these midpoints, were likely caused by wildlife or haphazard, dangerous choices. Whatever keeps the process of time ticking and consistent seems to focus more on lands more relevant to peoples who settle there in abundance, and not those who wander into the emptiness of the wilds, where the accuracy and understanding of chronology is, in other words, broken and unmoving.” --- This is essentially an extensively explanation and justification on why some characters are able to wander off into the unknown (ie, become unused or “shelved”) and return in the same state as they left, if the player chooses. This does not prevent exceptions where some characters still age while being away. I leave the ambiguous nature of the “distorted, broken chronology” concept to handle that.
  5. The Proud Banner of Arcmouth “Valensmen” The Banner of Arcmouth is a levy formed on 11 of Malin’s Welcome, to guard the lands and holdings of House Valentine. Their auxiliary purpose is to fight the encroaching threat of the Storm King. The levy is led by Wesley Valentine and supported by it’s patron, Baron Marvin. Uniform and Regimen: Rank Structure Code: Application IC: Name: Age & Gender: Previous Occupation: Ties: Skills: If seeking an auxiliary position, put it here: OOC: MC name: Skype(?): Do you use TS?:
  6. *A flier is pinned at the Cloud Temple.* The Black Blades Since the beginning of any known time that could be thought of. There was one problem that could always struck. It could be branched from just one minor problem. Or the start to a revolution. This problem, human corruption. This is what the Black Blades tend to prevent in the new Realm of Athera. They aim to keep the people of the lands in check. Civilized. Helping to whom diverse it. Order. This is what they want to achieve. They believe in equality and freedom. But of course not complete freedom. Every society needs rules and regulations. No, you don't have to be a hero. A noble. Or anything great. All you need is the heart to help others. You can be a farmer, a mail-man, a tax-collector. Et cetera. Even the smallest of people can help a cause. Archetypes The people of the Black Blades are split up into different categories. These categories tell of their professions. Work. And missions. Note. Teamwork for objectives is the best approach. Knight The knights are trained in the line of combat. Tactics. And make up of a good handful of the people. These are the main foot-soldiers of the Black Blades. They adorn not too heavy armo(u)r. And wield a whole different arsenal of weaponry. Chosen by the Knight. The new recruits of the Knights are positioned outside the home of the Black Blade. For guarding. Thief The thieves are trained in listening, stealth and of course, stealing. They will not steal from people in help, or selfish greed. They will not wear what will give them away. (I.E all black.) They do not kill. The thieves are meant to,- take information. Steal important items of interest (from the corrupt/aggressors.) And take said findings back to the Blades. This position could be many in numbers. As it's mostly safer than the others. Gatherers Like the rangers. They gather food. But this is job is for farming, chopping, whatever you can think of that has to do with obtaining. They can be farming humans, or mining dwarves. This archetype can also be chosen by artisans for buildings and such. Safest archetype. (Accidents may vary.) Rangers The rangers of the Black Blades are the hunters. Being taught in patience, hiding, masking and ranged weaponry. The rangers are the main gatherers of the Blades, and are sometimes tasked into finding, and feeding the needy. And (rarely, very very rarely) will help the assassin(s.) They go under the same jobs as the knights, too. Scouting. Recon-work. Tracking and protecting. Assassin The assassin(s) will ONLY be used in dire situations. As in if a leader, or aggressor of any sort becomes way too out of hand. The assasin(s) will be tasked into dealing with such a person. The assassin(s) will be trained thoroughly. ((OOC note. We are not allowing the assassin(s) to be extremely strong.)) Getting associated There are two ways into getting accepted into the Black Blade. Either sending a letter to the leader. (L0rdT0mas). Or filling out the application. (Not as recommended.) (If L0rdT0mas is not on. And you are sending a note. Post it in this thread. <3) *A stack of small papers are pinned to the bottom of the flier, with the format.* The application Name: Race: Age: Profession: ((OOC)) Mcname: Skype (Not needed) (Can be PM'd to L0rdT0mas or me, squeak0711): ---------------------------------------------------------------------------------------------------- After being accepted/written back. You will undergo training. Varies from archetype. OOC note We are a group to focused on the People V. People to the server. Not the People V undead. We also don't want to be seen as 'the edgy helpers'. And are made to be more enjoyable and less 'oh you dun goofed. Stab.' Or just try to kill all the bad guys. Instead. Work on other ways to defeat said enemy/conflicted/minor-antagonist. We are not going to be super-duper white knights. All training will be held IC. And not 'I joined. I'm a master.' No Mary/Gary Sues. Having hindrances are good. Will perfect later.
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