Alrighty folks, as usual I got an idea and just started running with it, this time around I've tried to add a story arc to the RP
The dark green mass is a forest
As a bonus, I'll give a cookie to the most interesting character sheet to sweeten the deal
Magic, We've all heard stories of it. From the ten dollar and hour illusionist at your kid's birthday party to the old tales of one man demolishing entire mountains on a whim. Well my good friend, I'll tell you something, its all real. Hundreds of years ago, when the more clear minded wizards and magicians where fed up with the ignorance of society, the moved into the unpopulated areas of the world, unexplored territory, mountains, deserts, that sort of thing. They set up a new society hidden from our own and put an invisible barrier between the two. The barrier kept our society from discovering their own, to us the places they populate appear barren, inhospitable, or just not worth exploring. While our society kept moving forward, the superior power of magic was able to keep their society content and they stayed with technology of their time, imagine the world's largest renaissance fair times ten. The technology didn't completely keep at a stand still, modern fashion was adopted for comfort, and those untalented in magic and melee take up firearms for protection. The other races of the world, orcs, elves, that sort of thing, fled to this area of the world and where greeted with open arms as they where also victims of an intolerant society. The monsters of your worst nightmares where drawn also to the new society, the raw power of so much magic energy acting as a beacon, or a dinner bell, one of the two. While being hidden away, trips between worlds aren't unheard over, although you can only pass the border at specified locations or else.....well.......lets just say you get a bit of a shock.
On the outskirts of the magic society's area of the world, a scorched mountainous region named Cinder Falls, named after a waterfall that instead of water spits out volcanic ash, the world's end lay in wait. Once the new society hid itself from the rest of the world Cinder falls was given to the Demons, a term used for all the evil creatures that only could have originated from the very bowels of the Earth. The Demons where quiet content staying in Cinder Falls, they continued there monstrous ways while everything else steered clear of the scorched patch of Earth, yet within Cinder Falls a single Demon has decided he wants more. Zaratonin, a shape-shifting Demon, has begun a revolution in Cinder Falls, he has the full fledged support of his evil kin and has started to take the surrounding areas for himself, refusing to stop until both worlds are ruled by his iron fist. The Council, the ruling body over the hidden society, have waved off the threat, yet still periodically sends troops to "keep the peace" none of which ever come back.
1. No overpowered magicians, thats a given
2. I ask you keep this mainly in the hidden society's part of the world, and I'll add here no jumping into the regular society, blowing it halfway to hell, then popping back over
3. I also ask that your characters are not famous/political figures in the magic society, I think it makes the story more interesting when your not recognized by every single NPC in the game
2. I ask you keep this mainly in the hidden society's part of the world, and I'll add here no jumping into the regular society, blowing it halfway to hell, then popping back over
3. I also ask that your characters are not famous/political figures in the magic society, I think it makes the story more interesting when your not recognized by every single NPC in the game
Cinder Falls - home to all Demonic creatures and Zaratonin's army
Valamador - Capitol of the hidden world, home to The Council
Raven's Den - Port town, housed purely by thieves and other fugitive types, The Council deems it "out of their jurisdiction" as it lays close to one of the boundary lines
Ironwall - Fortress city, think Minis Tirith(Lord of the Rings) but surrounded by a big enchanted metal wall
Martarith - Underground city, mainly used as one huge market and a good place to get information
Zaratonin - Leader of the Demons of Cinder Falls, plans to conquer the world with his superior knowledge and shape-shifting abilities
The Council - Ruling body over the hidden world, mainly egotistical magicians that believe themselves superior beings to all others
Baroness Venich - Commander of the people of Ironwall, a very "down to Earth" scholar who is well trained in Pyromancy
Talon Redblade - Believed to be the leader in Raven's Den, although sources are unreliable
Valamador - Capitol of the hidden world, home to The Council
Raven's Den - Port town, housed purely by thieves and other fugitive types, The Council deems it "out of their jurisdiction" as it lays close to one of the boundary lines
Ironwall - Fortress city, think Minis Tirith(Lord of the Rings) but surrounded by a big enchanted metal wall
Martarith - Underground city, mainly used as one huge market and a good place to get information
Zaratonin - Leader of the Demons of Cinder Falls, plans to conquer the world with his superior knowledge and shape-shifting abilities
The Council - Ruling body over the hidden world, mainly egotistical magicians that believe themselves superior beings to all others
Baroness Venich - Commander of the people of Ironwall, a very "down to Earth" scholar who is well trained in Pyromancy
Talon Redblade - Believed to be the leader in Raven's Den, although sources are unreliable
The dark green mass is a forest
Name:
Race:
Age:
Profession
Feel free to make up your own)
Appearance:
Weapon of Choice
optional, includes weapons made through magic)
Bio:
Race:
Age:
Profession
Appearance:
Weapon of Choice
Bio:
Name: Tavek Conway
Race: Human
Age: 23
Profession: Necromantic Warrior, summons weapons and armor made of bones
Appearance: Long black hair, a small scar on his nose, grey eyes, 5'9, average build, usually wears a black hoodie with baggy jeans an sneakers, before a fight he binds his hair back in a ponytail with a bone ring
Weapon of Choice: dragon bone claymore
Bio: Growing up in Martarith, Tavek became cold and emotionless so that he could conduct business more efficiently, but money didn't interest him that much so he mainly blew it all on books. Around age 19 he found a old book about Necromancy, a rarely practiced art that he always found interesting. At age 20 he had started training as a Necromantic Warrior, an even rarer art he found hidden with in the pages of the old book and took him months to translate into English. He finally grew to weary of Martarith at 23 and left the underground city for good, hoping to strike up a living in the adventuring business but instead fines himself in a conflict between a power hungry demon and the pompous Council.
Race: Human
Age: 23
Profession: Necromantic Warrior, summons weapons and armor made of bones
Appearance: Long black hair, a small scar on his nose, grey eyes, 5'9, average build, usually wears a black hoodie with baggy jeans an sneakers, before a fight he binds his hair back in a ponytail with a bone ring
Weapon of Choice: dragon bone claymore
Bio: Growing up in Martarith, Tavek became cold and emotionless so that he could conduct business more efficiently, but money didn't interest him that much so he mainly blew it all on books. Around age 19 he found a old book about Necromancy, a rarely practiced art that he always found interesting. At age 20 he had started training as a Necromantic Warrior, an even rarer art he found hidden with in the pages of the old book and took him months to translate into English. He finally grew to weary of Martarith at 23 and left the underground city for good, hoping to strike up a living in the adventuring business but instead fines himself in a conflict between a power hungry demon and the pompous Council.
Name:Cyrak Johnston
Race:Human
Age:About 20
Profession:Council worker, information and prevention on Demons
Appearance:6' 1'', has a stubble and dark brown hair, quite short length. Wears a brown trenchcoat and jeans.
Magic power:Control of seismic and rock elements. Can manipulate rock and eath into shapes, such as barricades or weapons. However, it takes a lot of concentration and he cannot do anything else while he is doing this.
Weapon of Choice:A small dagger about 4'' long mainly used practically
Bio:Aspiring to work for the council, Cyrak applied for a field job. After many fights and reconaissance missions, he packed in when he saw his best friend murdered in front of him. He was demoted to and office job, and now lives in Ironwall. His compassion was shattered and now he has few social contacts, but he is still a good person. He still hunts for his friends killer.
Race:Human
Age:About 20
Profession:Council worker, information and prevention on Demons
Appearance:6' 1'', has a stubble and dark brown hair, quite short length. Wears a brown trenchcoat and jeans.
Magic power:Control of seismic and rock elements. Can manipulate rock and eath into shapes, such as barricades or weapons. However, it takes a lot of concentration and he cannot do anything else while he is doing this.
Weapon of Choice:A small dagger about 4'' long mainly used practically
Bio:Aspiring to work for the council, Cyrak applied for a field job. After many fights and reconaissance missions, he packed in when he saw his best friend murdered in front of him. He was demoted to and office job, and now lives in Ironwall. His compassion was shattered and now he has few social contacts, but he is still a good person. He still hunts for his friends killer.
Name: Solstice
Race: Demon
Age: 25
Profession: Ex-Demon Agent, good at sneaking, thieving, assassinating etc.
Appearance: Red eyes, lame, useless wings, long, black, straight hair, reddish-brown skin, 6'1" (short for a demon), charcoal clawed hands and feet, wears a torn, black, hooded cloak.
Magic power: Can control fire for short amounts of time, and can make things hover above the ground briefly.
Weapon of Choice: Night's Bane - a black sword, made out of a type of crystal only found deep inside Black Cave, which is a large cave found behind Cinder Falls.
Bio: Originating from Cinder Falls, he was an agent of Zaratonin, until unknown circumstances made him leave, and go on the run from the demons. He is relatively unknown, however, and is now rumoured to be forming a secret group called 'The Resistance' in Martarith. However, he has not yet been found, and so the demons' searches have now been ruled futile, and have been called off.
Race: Demon
Age: 25
Profession: Ex-Demon Agent, good at sneaking, thieving, assassinating etc.
Appearance: Red eyes, lame, useless wings, long, black, straight hair, reddish-brown skin, 6'1" (short for a demon), charcoal clawed hands and feet, wears a torn, black, hooded cloak.
Magic power: Can control fire for short amounts of time, and can make things hover above the ground briefly.
Weapon of Choice: Night's Bane - a black sword, made out of a type of crystal only found deep inside Black Cave, which is a large cave found behind Cinder Falls.
Bio: Originating from Cinder Falls, he was an agent of Zaratonin, until unknown circumstances made him leave, and go on the run from the demons. He is relatively unknown, however, and is now rumoured to be forming a secret group called 'The Resistance' in Martarith. However, he has not yet been found, and so the demons' searches have now been ruled futile, and have been called off.
Name: Ray Hazarel
Race: Human
Age: 24
Profession: Ice magic, Which he can use to freeze lakes, utilize as projectile attacks and make shields.
Appearance: A pale complexion, shining white hair that goes down to his shoulders, clear blue eyes, he is about 5'11 and very slender in build. His appearance as been somewhat altered to due to his abuse of ice magic, which also results in him being extremely cold all the time along with a noticeable facial marking that glows blue. He always wears a hooded white robe with various blue markings covering the robe, along with a pair of fingerless gloves.
Weapon of Choice: A steel short sword, with an 11 blade. It is covered in weird markings which don't do anything, but as Ray put it "It looks nice."
Bio: Ray has been dedicated to ice magic his entire life, his parents themselves were magicians themselves that wished him to practice his gift. At age 6 he had some control over his abilities in shooting, at age 13 he had control over shielding which proved useful later in life, by 19 he was able to freeze lakes. Everything was falling into place for Ray until his parents were murdered by a rival family who sported control of fire, which has resulted him to distrust all fire users. He soon fled his town and eventually found work among a group of traveling magicians were he had accumulated a large amount of money. Now 24 years of age he has headed towards the Iron Wall in hopes of finally being able to settle down.
Race: Human
Age: 24
Profession: Ice magic, Which he can use to freeze lakes, utilize as projectile attacks and make shields.
Appearance: A pale complexion, shining white hair that goes down to his shoulders, clear blue eyes, he is about 5'11 and very slender in build. His appearance as been somewhat altered to due to his abuse of ice magic, which also results in him being extremely cold all the time along with a noticeable facial marking that glows blue. He always wears a hooded white robe with various blue markings covering the robe, along with a pair of fingerless gloves.
Weapon of Choice: A steel short sword, with an 11 blade. It is covered in weird markings which don't do anything, but as Ray put it "It looks nice."
Bio: Ray has been dedicated to ice magic his entire life, his parents themselves were magicians themselves that wished him to practice his gift. At age 6 he had some control over his abilities in shooting, at age 13 he had control over shielding which proved useful later in life, by 19 he was able to freeze lakes. Everything was falling into place for Ray until his parents were murdered by a rival family who sported control of fire, which has resulted him to distrust all fire users. He soon fled his town and eventually found work among a group of traveling magicians were he had accumulated a large amount of money. Now 24 years of age he has headed towards the Iron Wall in hopes of finally being able to settle down.
Name
amien Lier
Race
rake (Humanoid cross between dragon and elf. Hope it's okay)
Chronological age: 192.
Biological age: 19
Profession: Berserker. uses Meteor magic to give himself enhanced speed and strength.
Weapons:Mainly uses claws and talons, but will occasionally use the Chaos Fang, a gravity-tempered broadsword that flares out at the end to give a wide, axe blade-like ending to the sword. covered in magical runes. Handed down through his family though generations, the blade is unbreakable and has powers that have not yet been discovered.
Appearance:6'7" with spiked, jet black hair and crimson eyes. Black Draconic scales start at his neck and continue down his body. Fingers end in dragonlike claws, and toes end in talons. (Think Aion-the Asmodians.)
Bio: Growing up in a violent society, Damien fought for the right to live everyday. Never knowing his mother nor his father, Damien lived on the generosity of the Elder. When Damien turned 160, and proved himself the strongest, the Elder gave him the Chaos Fang, telling Damien of his royal lineage. the next day, Damien went out on a journey to get a herb for his master, who had been assailed by a mysterious illness. When he came back, his village was in ruins, his people slaughtered. The murderers had kidnapped his love, Rosalia. Now he searches for the ones who dared to attack him and take that which he held dear. They would pay. They woud pay for every drop of blood they had spilled and every second of pain they caused tenfold.
Race
Chronological age: 192.
Biological age: 19
Profession: Berserker. uses Meteor magic to give himself enhanced speed and strength.
Weapons:Mainly uses claws and talons, but will occasionally use the Chaos Fang, a gravity-tempered broadsword that flares out at the end to give a wide, axe blade-like ending to the sword. covered in magical runes. Handed down through his family though generations, the blade is unbreakable and has powers that have not yet been discovered.
Appearance:6'7" with spiked, jet black hair and crimson eyes. Black Draconic scales start at his neck and continue down his body. Fingers end in dragonlike claws, and toes end in talons. (Think Aion-the Asmodians.)
Bio: Growing up in a violent society, Damien fought for the right to live everyday. Never knowing his mother nor his father, Damien lived on the generosity of the Elder. When Damien turned 160, and proved himself the strongest, the Elder gave him the Chaos Fang, telling Damien of his royal lineage. the next day, Damien went out on a journey to get a herb for his master, who had been assailed by a mysterious illness. When he came back, his village was in ruins, his people slaughtered. The murderers had kidnapped his love, Rosalia. Now he searches for the ones who dared to attack him and take that which he held dear. They would pay. They woud pay for every drop of blood they had spilled and every second of pain they caused tenfold.
Name: Shannow
Race: Faerie
Age:unknown, presumed hundreds
Profession: Diplomat. One chosen to leave to isolated faeries to interact with the rest of society.
Appearance: Tall and slim, with medium length hair that at times seems to disobey gravity, and seems to alternate between red, orange and brown. His eyes are sometimes blue, sometimes green, and sometimes both. In typical faerie style, he moves with perfect grace, and walks as if he only touches the ground by coincidence. Like all faeries, he wears anything he wants, confident in looking stunning
Weapon of Choice: Himself, being so deeply intertwined with magic that he has become unnaturally fast and strong.
Bio: The faeries are a strange race, whose very nature in uncertain. It widely held that they are of human descent, but many suspect that they have elven blood as well. What is know, however, is that the faeries took the Magicians split form the world one step further: they began to use magic so much, that they began to have no use for technology of any kind, eventually giving up both learning and tools in general. Now, several hundred years later, the result is a race of being who know next to nothing, and are physically unable to use any kind of artefact at all, shunning even clothes and buildings. By normal standards of magic society, they are totally mad to the point of being segregated to their own colonies.
However, the faeries are not retarded, nor have they lost any degree of intelligence. tough they teach nothing to their young, each faerie has a natural instinct for knowledge, and by the time they reach adolescence, know far more magic than the average human scholar. Their very bodies pulse with magic, enhancing their physical powers, protecting them form the elements better than any clothes, and supplying every want in life. On the downside, the magic seems to have effected the mindset of the entire race, and they follow morals, objectives and logic alien to all other races, making interaction between races nigh impossible.
To bridge the gap, some faeries are taken to be trained in the ways of humans, taught to wear clothes, to live in buildings, and to eat cooked meat. They are taught of human logic, to make them able to understand and be understood. However, this process dims the power of their magic, making them roughly halfway between faerie and human power.
Such is Shannow's role in life, sent to represent the interests of his kin. He does not know how old he is, for the faeries put no value into he count of years, nor in numbers at all, though he has learnt how to count, and how to read and write, though he still distrusts writing. In some ways, he is like a child, in others he is a genius. Little more in know of him, as conversations with him often go awry
Note: In order to make Shannow's power manageable, he often will not follow the same motives as the others, making him unlikely to focus his full might on an objective.
Race: Faerie
Age:unknown, presumed hundreds
Profession: Diplomat. One chosen to leave to isolated faeries to interact with the rest of society.
Appearance: Tall and slim, with medium length hair that at times seems to disobey gravity, and seems to alternate between red, orange and brown. His eyes are sometimes blue, sometimes green, and sometimes both. In typical faerie style, he moves with perfect grace, and walks as if he only touches the ground by coincidence. Like all faeries, he wears anything he wants, confident in looking stunning
Weapon of Choice: Himself, being so deeply intertwined with magic that he has become unnaturally fast and strong.
Bio: The faeries are a strange race, whose very nature in uncertain. It widely held that they are of human descent, but many suspect that they have elven blood as well. What is know, however, is that the faeries took the Magicians split form the world one step further: they began to use magic so much, that they began to have no use for technology of any kind, eventually giving up both learning and tools in general. Now, several hundred years later, the result is a race of being who know next to nothing, and are physically unable to use any kind of artefact at all, shunning even clothes and buildings. By normal standards of magic society, they are totally mad to the point of being segregated to their own colonies.
However, the faeries are not retarded, nor have they lost any degree of intelligence. tough they teach nothing to their young, each faerie has a natural instinct for knowledge, and by the time they reach adolescence, know far more magic than the average human scholar. Their very bodies pulse with magic, enhancing their physical powers, protecting them form the elements better than any clothes, and supplying every want in life. On the downside, the magic seems to have effected the mindset of the entire race, and they follow morals, objectives and logic alien to all other races, making interaction between races nigh impossible.
To bridge the gap, some faeries are taken to be trained in the ways of humans, taught to wear clothes, to live in buildings, and to eat cooked meat. They are taught of human logic, to make them able to understand and be understood. However, this process dims the power of their magic, making them roughly halfway between faerie and human power.
Such is Shannow's role in life, sent to represent the interests of his kin. He does not know how old he is, for the faeries put no value into he count of years, nor in numbers at all, though he has learnt how to count, and how to read and write, though he still distrusts writing. In some ways, he is like a child, in others he is a genius. Little more in know of him, as conversations with him often go awry
Note: In order to make Shannow's power manageable, he often will not follow the same motives as the others, making him unlikely to focus his full might on an objective.
Name: Illyru
Race: Sylph (air elemental)
Age: Unknown. Estimated: Approx. 600. Visual appearance would place her around her lower twenties in human years.
Profession: None. She requires nothing to survive, and lives through the earth.
Power: Her gift is natural for her species. Illyru is able to manipulate the air around her, meaning that she can direct strong gusts of wind to knock over or send back her opponents. She is also able to become a part of the air itself, where any object can pass through her body without harming her. This also grants her the ability to hover and fly, though it is much harder to fly against the natural wind.
Appearance: As an air elemental, Illyru takes heavily in appearance from her element. Her hair is naturally straight and exceptionally long, reaching her lower back, and is snow white in colour. Her face is small and delicate, with childishly large, grey eyes and exceptionally long, pointed ears. Though she has never brushed her teeth a day in her life, they remain a brilliant white shade. A birthmark located on her temple, as three small circles in the shape of the points on a triangle. Illyru is reasonably tall in height with a slim figure, like a sprinter's body.
Though she often moves as what appears to be a stream of cloud, when reverting to a more human state, her skin has a rather regular tone, if not a little pale. She wears a breezy white dress, but her feet always remain bare.
Weapon of Choice: Illyru is able to summon a bow from the air, as well as create arrows from air that, after striking their target with a devastating amount of pressure, vanish, leaving a hole straight through her target.
Bio: Illyru was never born- she was simply pulled into existence, gifted with the knowledge of her people and their abilities. For hundreds of years she has followed the Path. The Path, quite simply, is the routes in which the wind travels, where Sylphs wander and soar within it in blissful joy. Some Sylphs, however, such as Illyru, take a 'vacation' from the Path to stop and join those who dwell on the land and sea. This is a very disconcerting experience, having spent her life travelling hundreds of miles per hour, only to come to a halt. Not only that, but it is a perilous experience, for some Sylphs are unable to stop, and tumble into nonexistence.
Illyru was one of the lucky few. Arriving at a final halt, she fell near the borders of the hidden world, unconscious but alive. A faun found her and took the Sylph to Valamador, and restored her to health. Having observed the people on the surface world for so long, she had felt ready to become a part of that life, though she had forgotten one thing- a name. Since Sylphs bore names on the wind that normal beings could not hear, she had to abandon her own. The kind faun who had saved her renamed her Illyru, and helped her to grow accustomed to life on solid ground.
By this time, Illyru has spent almost four years on land. She has grown very adept at the arts, particularly playing the flute (given that she can provide a never ending stream of air to play it). She has grown into a cheerful young Sylph, who is often a little careless and forgetful with simple matters. She is friendly to most everyone she meets, and doesn't mind going out of her way to help another. Her curiousity for the things upon the land seems endless, so it is not uncommon for her to ask a multitude of questions about anything she sees.
Race: Sylph (air elemental)
Age: Unknown. Estimated: Approx. 600. Visual appearance would place her around her lower twenties in human years.
Profession: None. She requires nothing to survive, and lives through the earth.
Power: Her gift is natural for her species. Illyru is able to manipulate the air around her, meaning that she can direct strong gusts of wind to knock over or send back her opponents. She is also able to become a part of the air itself, where any object can pass through her body without harming her. This also grants her the ability to hover and fly, though it is much harder to fly against the natural wind.
Appearance: As an air elemental, Illyru takes heavily in appearance from her element. Her hair is naturally straight and exceptionally long, reaching her lower back, and is snow white in colour. Her face is small and delicate, with childishly large, grey eyes and exceptionally long, pointed ears. Though she has never brushed her teeth a day in her life, they remain a brilliant white shade. A birthmark located on her temple, as three small circles in the shape of the points on a triangle. Illyru is reasonably tall in height with a slim figure, like a sprinter's body.
Though she often moves as what appears to be a stream of cloud, when reverting to a more human state, her skin has a rather regular tone, if not a little pale. She wears a breezy white dress, but her feet always remain bare.
Weapon of Choice: Illyru is able to summon a bow from the air, as well as create arrows from air that, after striking their target with a devastating amount of pressure, vanish, leaving a hole straight through her target.
Bio: Illyru was never born- she was simply pulled into existence, gifted with the knowledge of her people and their abilities. For hundreds of years she has followed the Path. The Path, quite simply, is the routes in which the wind travels, where Sylphs wander and soar within it in blissful joy. Some Sylphs, however, such as Illyru, take a 'vacation' from the Path to stop and join those who dwell on the land and sea. This is a very disconcerting experience, having spent her life travelling hundreds of miles per hour, only to come to a halt. Not only that, but it is a perilous experience, for some Sylphs are unable to stop, and tumble into nonexistence.
Illyru was one of the lucky few. Arriving at a final halt, she fell near the borders of the hidden world, unconscious but alive. A faun found her and took the Sylph to Valamador, and restored her to health. Having observed the people on the surface world for so long, she had felt ready to become a part of that life, though she had forgotten one thing- a name. Since Sylphs bore names on the wind that normal beings could not hear, she had to abandon her own. The kind faun who had saved her renamed her Illyru, and helped her to grow accustomed to life on solid ground.
By this time, Illyru has spent almost four years on land. She has grown very adept at the arts, particularly playing the flute (given that she can provide a never ending stream of air to play it). She has grown into a cheerful young Sylph, who is often a little careless and forgetful with simple matters. She is friendly to most everyone she meets, and doesn't mind going out of her way to help another. Her curiousity for the things upon the land seems endless, so it is not uncommon for her to ask a multitude of questions about anything she sees.
Name: Deleross Piermoore
Race: Human
Age: 19
Profession: Summoner, Silver Class, works for the government's Magician Sect
Appearance: 5'11, slim build, lean facial features, always clean shaven. Wears a dark blue greatcoat with silver buttons, usually open to show off his designer silk shirts and the impressive gold medallion hanging around his neck. Black slacks, and a pair of pointy-toed, leather knee-high boots with shiny buckles running up the sides. His bright blonde hair is usually swept back, and ends just below his shoulder blades, with two braids hanging down over his shoulders.
Del thinks himself very fashionable and handsome, and carries himself thus, walking with a swagger and looking down snobily on those who wear 'simple beggar's cloths' and obviously haven't showered in decades.
Weapon of Choice: He avoids having to actually do any fighting, leaving the dirty work to his minions, but if he is forced into a situation that requires him to fight, he can summon into his hands any of the various weapons that he's enchanted to do just that. He's had the basic government provided combat training, but is by no means profficient.
Magical Powers: Summoners employ the use of various summoning circles to conjure up objects and creatures to do their bidding. The circles can be made with any type of tool on any surface, as long as the patterna are made. Summoning Glyphs, which are basically a small version of the circle etched on special types of paper with special types of ink, are often used so that the Summoner doesn't have to draw a circle every time he wants to conjure something up.
The Council have always been on edge regarding Summoners, since many of the beings that are brought forth could technically be labled 'demons', but they have kept a major role in the government largely due to their ability to summon Dopplegangers, entities which have played an essential role in Valamador's twisted politics. It is not an easy task, and most competent magicians have wards or enchanted objects to help prevent their Dopplegangers from being summoned, but it is possible, and thus the Summoners position in the Council has been solidified.
Bio: Del was born into an incredibly rich family that owned about a fifth of Valamador, that bankrupt shortly after his 9th birthday, leaving him a spoiled rotten brat living on the street, with no fancy cloths, toys, or food. He was taken in by a poor magician who offered to take care of him, in return for the boy helping him with chores, running errands, and going to the market to buy food, all of which the man, at 97 years old, was getting too old to do. Del hated doing all of these things, and instead would spend hours secretly reading the various 'magic books' scattered around the house. He became enamoured with having his own servant, who would do his work for him, and finally, at the age of 10, summoned his first minion.
Life became so much easier with the Imp doing all of his work for him, that Del decided magic was the way to go. He wanted his old life back, and it seemed the best way to do that was to become a magician. He told the old man about his servant, and asked to become his apprentice, after which he was promptly kicked back out on the streets for his tom-foolery. All was not lost, however, for one of his distant relatives, Gloricia, a second aunt thrice removed, who lived in Ironwall, had heard of the family's crisis and eventually come looking for him. She was a kind woman, and after taking him back to live with her at Ironwall, had used her rank and connections to give him access to the extensive government libraries there. He studied, and studied, and studied, for five years, and when he was ready, returned to Valamador.
Del aced the entrance exams, was allowed to skip several grades, and after only three semesters at the Lacaron Magician's Academy, graduated with flying colors. He applied for a position in the Magician Sect, was accepted, and spent the next few years rising in the ranks, through hard work, study, and a forked tongue coated in honey. At 19 years and 7 months, he was the youngest magician ever to recieve the Silver Class rank. Although he had to struggle immensly to reach his current position and deserves every ounce of credit that he gets from his peers, subordinates, and higher-ups, it has gone to his head, and added to his already spoiled, snobby nature, turned him into an arrogant prick who isn't much fun to be around.
Race: Human
Age: 19
Profession: Summoner, Silver Class, works for the government's Magician Sect
Appearance: 5'11, slim build, lean facial features, always clean shaven. Wears a dark blue greatcoat with silver buttons, usually open to show off his designer silk shirts and the impressive gold medallion hanging around his neck. Black slacks, and a pair of pointy-toed, leather knee-high boots with shiny buckles running up the sides. His bright blonde hair is usually swept back, and ends just below his shoulder blades, with two braids hanging down over his shoulders.
Del thinks himself very fashionable and handsome, and carries himself thus, walking with a swagger and looking down snobily on those who wear 'simple beggar's cloths' and obviously haven't showered in decades.
Weapon of Choice: He avoids having to actually do any fighting, leaving the dirty work to his minions, but if he is forced into a situation that requires him to fight, he can summon into his hands any of the various weapons that he's enchanted to do just that. He's had the basic government provided combat training, but is by no means profficient.
Magical Powers: Summoners employ the use of various summoning circles to conjure up objects and creatures to do their bidding. The circles can be made with any type of tool on any surface, as long as the patterna are made. Summoning Glyphs, which are basically a small version of the circle etched on special types of paper with special types of ink, are often used so that the Summoner doesn't have to draw a circle every time he wants to conjure something up.
The Council have always been on edge regarding Summoners, since many of the beings that are brought forth could technically be labled 'demons', but they have kept a major role in the government largely due to their ability to summon Dopplegangers, entities which have played an essential role in Valamador's twisted politics. It is not an easy task, and most competent magicians have wards or enchanted objects to help prevent their Dopplegangers from being summoned, but it is possible, and thus the Summoners position in the Council has been solidified.
Bio: Del was born into an incredibly rich family that owned about a fifth of Valamador, that bankrupt shortly after his 9th birthday, leaving him a spoiled rotten brat living on the street, with no fancy cloths, toys, or food. He was taken in by a poor magician who offered to take care of him, in return for the boy helping him with chores, running errands, and going to the market to buy food, all of which the man, at 97 years old, was getting too old to do. Del hated doing all of these things, and instead would spend hours secretly reading the various 'magic books' scattered around the house. He became enamoured with having his own servant, who would do his work for him, and finally, at the age of 10, summoned his first minion.
Life became so much easier with the Imp doing all of his work for him, that Del decided magic was the way to go. He wanted his old life back, and it seemed the best way to do that was to become a magician. He told the old man about his servant, and asked to become his apprentice, after which he was promptly kicked back out on the streets for his tom-foolery. All was not lost, however, for one of his distant relatives, Gloricia, a second aunt thrice removed, who lived in Ironwall, had heard of the family's crisis and eventually come looking for him. She was a kind woman, and after taking him back to live with her at Ironwall, had used her rank and connections to give him access to the extensive government libraries there. He studied, and studied, and studied, for five years, and when he was ready, returned to Valamador.
Del aced the entrance exams, was allowed to skip several grades, and after only three semesters at the Lacaron Magician's Academy, graduated with flying colors. He applied for a position in the Magician Sect, was accepted, and spent the next few years rising in the ranks, through hard work, study, and a forked tongue coated in honey. At 19 years and 7 months, he was the youngest magician ever to recieve the Silver Class rank. Although he had to struggle immensly to reach his current position and deserves every ounce of credit that he gets from his peers, subordinates, and higher-ups, it has gone to his head, and added to his already spoiled, snobby nature, turned him into an arrogant prick who isn't much fun to be around.
Name: Bellegarde Pasco
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Race: Human
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Age: 29
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Profession: Gun mage and peace keeper (travels from town to town hiring out his services as a sheriff)
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Appearance: Bellegarde Pasco is a tall, well built man with long thick unruly hair that goes to his shoulders which he usually wears back in a ponytail. He wears a white shirt under a black coat with embroidered neck line and cuffs. He wears loose black pants, hard leather work shoes, brown leather gloves and a black thick cloth jacket.
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Weapons of Choice:
Four percusion revolvers(two in belt holsters and two in underarm holsters):
( http://rick_oleson.tripod.com/dad/eig36.jpg )
And a Double barrel percussion shotgun called the 'Peace Keeper':
( http://www.metmuseum.org/toah/images/h2/h2_1993.415.jpg )
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Bio: Unlike most, if not all, of the people in the magic world Bellegarde was born on the outside, in the nonmagic world.
He was found on the steps of an orphanage as a baby and was taken in. Bellegarde did not have a good childhood he got into fights often and never followed the rules.
As soon as he was 18 he left the orphanage and traveled, often stealing just for a meal.
5 years later he was found dying of thurst in the desert by a old gun mage by the name of Bik Elms who taught him how to fight, how to use magic, how to survive in most climates, how to use and take care of his guns and how to get to the magic world.
Bellegarde traveled with Bik for 2 years untill he was killed by a group of minotaurs, Bellegarde was lucky to escape alive but managed to go back and take Bik's guns.
Since then Bellegarde has spent his time traveling around helping small villages for a small profit.
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Race: Human
.
Age: 29
.
Profession: Gun mage and peace keeper (travels from town to town hiring out his services as a sheriff)
.
Appearance: Bellegarde Pasco is a tall, well built man with long thick unruly hair that goes to his shoulders which he usually wears back in a ponytail. He wears a white shirt under a black coat with embroidered neck line and cuffs. He wears loose black pants, hard leather work shoes, brown leather gloves and a black thick cloth jacket.
.
Weapons of Choice:
Four percusion revolvers(two in belt holsters and two in underarm holsters):
( http://rick_oleson.tripod.com/dad/eig36.jpg )
And a Double barrel percussion shotgun called the 'Peace Keeper':
( http://www.metmuseum.org/toah/images/h2/h2_1993.415.jpg )
.
.
.
Bio: Unlike most, if not all, of the people in the magic world Bellegarde was born on the outside, in the nonmagic world.
He was found on the steps of an orphanage as a baby and was taken in. Bellegarde did not have a good childhood he got into fights often and never followed the rules.
As soon as he was 18 he left the orphanage and traveled, often stealing just for a meal.
5 years later he was found dying of thurst in the desert by a old gun mage by the name of Bik Elms who taught him how to fight, how to use magic, how to survive in most climates, how to use and take care of his guns and how to get to the magic world.
Bellegarde traveled with Bik for 2 years untill he was killed by a group of minotaurs, Bellegarde was lucky to escape alive but managed to go back and take Bik's guns.
Since then Bellegarde has spent his time traveling around helping small villages for a small profit.
Name: Ayas (pronounces Ai-ahs) Decoma
Race: Human
Age: 14
Profession: Apprentice golem maker
Appearance: She has a small height (around the 5 foot 2 range), back length black hair, caramel colored skin, icy blue eyes, and most importantly, no hands(childhood accident). She commonly wears a simple shirt and pants combo with no shoes and a pair of brown gloves, though when it becomes colder she will adopt a coat and some brown boots to this attire.
Magical power: Ayas's power reflects the general personality of her family, cold and cruel (though this cold personality seems to have skipped over her). This means she can summon and manipulate ice to her will, a power which she mainly uses to add ice to her gloves as so to manipulate them and use them in place of her old hands. She's also, at times when she has needed to protect herself, made weapon pieces that fit onto her arms, specifically where her hands once were, though they are easily broken or melt quickly. She is also fairly skilled at making golems, even being able to make them in mid-combat, though making them requires a bit of time and a lot of concentration to make and if that concentration is broken, depending on what she's making the golem from, it will fall apart and she'll have to start all over.
Ayas, like the rest of her clan, have the ability to communicate via telepathy (it should be noted that they cannot read minds, this power was purely made to communicate to others over the raging winds of things like storms) though she rarely uses it just out of politeness.
Weapon of Choice: Though it's not really a weapon so much as a tool to build golems with, she has a wrench with the name "Glimerick" on the handle. It actually converts her natural ice power into the ability to manipulate materials into golems. The downside to this is that this process of changing and building is very time consuming and takes a lot of concentration. Also it can act as a bashing weapon in desperate times.
Bio: Ayas doesn't talk much about where she was born and how she was raised, not that she has anything to hide, she's just more of the look to the future type of person. She was born and raised in a village close to Martarith and lived there happily for the first 11 years of her life before she moved away without her parents due to pressures in the village becoming to unbearable and family problems(a.k.a. she ran away). She joined up and became the golem maker Garison's apprentice after she got down to Ironwall and now lives in a shack on his property with her first and semi-best golem(a metallic wolf made from scrap metal that Garison had no use for) ever which she uses as a ride.
Pros: Can manipulate ice, can create golems, has a metal wolf for a ride, can communicate via telepathy.
Cons: Physically weak, doesn't have that much of a mind for battle, can be ignorant of what is happening around her.
Race: Human
Age: 14
Profession: Apprentice golem maker
Appearance: She has a small height (around the 5 foot 2 range), back length black hair, caramel colored skin, icy blue eyes, and most importantly, no hands(childhood accident). She commonly wears a simple shirt and pants combo with no shoes and a pair of brown gloves, though when it becomes colder she will adopt a coat and some brown boots to this attire.
Magical power: Ayas's power reflects the general personality of her family, cold and cruel (though this cold personality seems to have skipped over her). This means she can summon and manipulate ice to her will, a power which she mainly uses to add ice to her gloves as so to manipulate them and use them in place of her old hands. She's also, at times when she has needed to protect herself, made weapon pieces that fit onto her arms, specifically where her hands once were, though they are easily broken or melt quickly. She is also fairly skilled at making golems, even being able to make them in mid-combat, though making them requires a bit of time and a lot of concentration to make and if that concentration is broken, depending on what she's making the golem from, it will fall apart and she'll have to start all over.
Ayas, like the rest of her clan, have the ability to communicate via telepathy (it should be noted that they cannot read minds, this power was purely made to communicate to others over the raging winds of things like storms) though she rarely uses it just out of politeness.
Weapon of Choice: Though it's not really a weapon so much as a tool to build golems with, she has a wrench with the name "Glimerick" on the handle. It actually converts her natural ice power into the ability to manipulate materials into golems. The downside to this is that this process of changing and building is very time consuming and takes a lot of concentration. Also it can act as a bashing weapon in desperate times.
Bio: Ayas doesn't talk much about where she was born and how she was raised, not that she has anything to hide, she's just more of the look to the future type of person. She was born and raised in a village close to Martarith and lived there happily for the first 11 years of her life before she moved away without her parents due to pressures in the village becoming to unbearable and family problems(a.k.a. she ran away). She joined up and became the golem maker Garison's apprentice after she got down to Ironwall and now lives in a shack on his property with her first and semi-best golem(a metallic wolf made from scrap metal that Garison had no use for) ever which she uses as a ride.
Pros: Can manipulate ice, can create golems, has a metal wolf for a ride, can communicate via telepathy.
Cons: Physically weak, doesn't have that much of a mind for battle, can be ignorant of what is happening around her.
As a bonus, I'll give a cookie to the most interesting character sheet to sweeten the deal