It's the year 34000. Humanity was forced off the earth by an alien race over 10000 years ago and escaped to a distant planet on the other side off the galaxy. It was a peaceful planet, very much like Earth. Human's brought with them Dogs, cattle, fowl, lamb, and various other domesticated plants and animals. The humans that had escaped from Earth decided to live without weapons, without Television, without and home luxuries like that. Higher technology still existed, but not for warfare, other than small, personal use firearms such as pistols and hunting weapons, for making life somewhat easier. But the new planet, named Restil by the human pioneers, harboured a secret, a secret that humans only thought of in dreams, in Fantasies. This new planet held a way to harness magic. The previous inhabitants of the planet had found out how to use and manipulate magic, and the humans used it for themselves as well. Various forms of magicians were born. These humans used this magic to fight off invaders from other planets who wanted the secret of magic for themselves, and the humans always won. But there was the perplexing question that every human wanted to know... What happened to the previous inhabitants of Restil? Why did they leave this paradise of magic? ...Or were they destroyed by some unknown force... The time for destiny has come. Recently, Restil has noticed a string of hostile mosters, weilding magic, popping up all over the world. They are being held under control by various groups of Hunters, groups of mages who fight or tame these beasts. But the wheels of fate are turning... and it points to 6 individuals. The monsters attacks are increasing, and increasingly powerful monters are immerging from God knows where. It's time to find out what...
_____________________________________________________________________________________________________________________
After a few months, the last RP, Destiny's Pull, seemed to have died off, but my participants seemed to agree that the idea was very good and that we blame the death of it on both Player negligence and my own laziness.
So I'm going to add a few more perks to this and add a bit more detail for this one. So! I hope this one won't die like the last one and I hope we'll all have fun with this!
The old quiz Idea I had seemed like a waste of time... Sooo... None of that.
Here's the character sheet.
Name:
Age:
Gender:
Appearance:
Starting location:
Class:
Weapon:
Bio:
Notes:
Now, here are the starting locations
Fromard- A mountainous town of warlocks in the northeastern continent on Riggalia. Strong men and women are born here.
Spencer- A megalopolis of humans who have decided to work and act like present day megacities, using magic as a way to enhance their lives. The town is located in the heart of the south-western continent of Burga.
Aquaphecia- A tourist location at the bottom of the Forsh Ocean between the south western continent of Burga and the southern continent of Draka, named for the many dragons that have spawned there recently. Aquaphecia is able to be underwater do to a magic syphoning generator which syphons half of every inhabitants magic to seal the town in an indestructible bubble.
Hamur- A village of clerics residing in an archipelago the outstretches from the forbidden central continent of Garda. Many famous men and women have come from this quaint little town.
Cheshire- A prosperous mining town residing at the foot of the Frim mountains in the north western continent of Lerga. The people here tend to not use magic unless it is used for mining
Kiska- An town in the Marshlands of Draga. Dragons tend to not like marshlands so they keep away from the town. The people of this village are strong from hunting down the dragons.
Ventracia- A town drifting through the sky. The turbines that spin the fans that keep the town aloft are powered by the same kind of mechanism that keeps Aquaphecia underwater. The town has no definate location as it drifts with the wind, but it is currently over Draka's mountain ranges, where most of the dragons live. At this point in time, the turbines are set on hyperdrive so the town stays higher so the draons don't see them. This uses up 3/4ths of the townspeople's magic.
And finally, weapon perks. (Let me make something clear here. More than one person can have a type of weapon, EXCEPT the ones that have a * next to their name. Only one person may take those, not because they're any stronger, but because, in Excalibur's case, there is only one of them.)
Ventracian staff: A staff that focuses magic through 8 airholes in the pole. It gives the weilder the ability to fire blasts of air from each hole instead of the one that can be generated with anything else.
Aquaphecian mind: A rod that can fire unlimited amounts of water from the orb at the top.
Hamur's harp: Hamur's pride and joy, a harp that can heal all injuries, although, it requires an enormous amount of energy, most people would still die after using it, but it can heal others as well.
*Excalibur: Yes, the legendary sword that people thought was only part of their history back on earth actually DID have some magic potential. Makes the weilder adept in using a sword. (Did I say adept? I meant Unbeatable)
Wrought iron staff: Turns out Irons conducts magic very well. It amplifies all magic spells.
Double lance: Air magic generators that fire air from the backs, allowing the weilder to jump over freakin mountains... small ones. Are also Lances, sharp are sword.
Spencer tech staff: A transforming staff that can become anything when channeled with enough magic. (Please don't make it some fucking giant or a huge dragon unless you ABSOLUTELY need to to make the story epic.
, noting larger than a dragon.)
Halbard: Don't know why, but these things can make cutting air when you channel magic through it. That stuff can cut through solid rock.
Kiku-Ichimongi: Japanese warfare lives on! Can spew arcane energy through the ends.
Firebrand: Firebrand can be used to direct magic of many kinds down it's blade. It is indestructible and was forged from a newly discovered magic reinforced alloy. Firebrand bonds with it's user and glows with whatever energy they are using suiting for "Spell swords"
*Elder staff: Every game like this NEEDS an Elder something. Allows you to cast endlessly without tiring.
Kiskan Dragon slayer: A staff that fires bolts of flaming magic that reacts violently if it touches a dragon.
*Luna's Wraith: a silver Scythe imbued with moon magic, gives the user the ability to switch to the ethereal plain for a short time.
Withering Plague: two handed great axe coloured a deep purple at the blade's edges, the magic imbued in which induces a temporary state of decay in whatever it strikes, commonly used against dragons to wear down their scales for an easier kill, but can corrode most metals on touch at the user's will.
*Zulfigar: Ancient scimitar imbued with water magic in a way similar to the Raikou, one of a kind.
*Ryuuko / Dragon & Tiger: A unique set of claws, the main claw larger than the offhand claw, the main claw (dragon) leaves a trail of fire where it strikes and the offhand claw (Tiger) contains an amount of arcane magic which serves to greatly increase its striking force and power.
*Branch of Life: a Gnarled oak staff which has the ability to summon a beast of nature, be it a wood golem, a vine mosnter or a forest spirit, for a short amount of time, only one creature may be summoned at a time and a certain amount of time must pass between each use.
*Apollo's bow: a bow which curiously uses no arrows, the user channels a part of his/her magic power into the bow which creates either a curative arrow or a poisonous one.
*Mk.9: A very curious device that sees to be incredibly futuristic, evenwhen compared to the technology used by the humans who came from Earth to Restil. The device, when fired, shoots a burst of super heated energy at different powers, depending on how long the weapon is charged for. Because the device is more reliant on it's own, unknown, powersource than on the user's magical energy, it can only charged with very very sliht magical energy which only changes the type of shot fired (Normally, it shots a plasma shot, but say, putting a little bit of water magic into it, will shoot a blast of water at the same power as the plasma shot it would have originally fired.)
Earth Guantlets - The person who wields these gauntlets is granted earth based powers. He may strike the ground causing eathquakes, lift objects heavier than any man could carry, dig through the hardest of stone without tools, and even levitate objects made from the ground (metals, clays, rocks, etc.).
*Raikou - Raikou is a katana and sheath that personify the elements of lightning and thunder. The blade is fast and sharp, like the flash of lightning. By channeling magic into the blade the weilder can either create lighning on the blade or even call it down from the sky. Just as in nature though, thunder is always soon to follow. The sheath is solid and indestructable. When magic is channeled into it, it can create skockwaves or deal massive crushing damage to it's target, often resulting in a loud boom. The two work together in unison like a dance. The repels foes and stuns them while the blade takes advantage of those oppertunities to stike or chain lightning off of multiple foes with one swing.
Magic Channeling pistols: Just as their name implies, these babies are made of a special alloy that can easily channel magical enery and superchare the bullets with them. Bullets can have different effects based on what the user desires and what type of magic they channel into it.
And finally,
*Aether's command: All-powerful rod that resides in the forbbiden continent of Garda, but no one knows it for sure. Creates rifts in the space time continuum that can destroy most anything. (You can't start with this...)
*Amenonuhoko: A naginata blessed with a limited yet powerful control of Aether magic, created by the deities Izanagi and Izanami (not to start with)
Mage Classes:
Spellcaster: Quick spell slingers that fire off fast shots and can know spells for increasingg strength and speed. Knows low and medium level spells.
Warlocks/witches: Powerful mages that fire huge spells that deal massive damage, slow.
Know high power spells
Wizards: All-around characters.
Clerics: Know holy magics and healing spells, no defensive spells so their relatively weak.
Magus: Can super charge others with high leveled buffs, medium magic.
Knows high level buffs and medium level attack magics, pretty slow.
Summoners: Summoners have no attackingg or buffingg magic of their own, but they can summon amazing monsters for certain amounts of time. Stronger summons take a longer time to summon.
Drawing summoning circles both increases the time of the summon staying and shortens the time needed to summon a monster.
Magic types (This is just so you know wat types of magic there are. If you have any questions about the types of maagic, you can ask me.)
Arcane.
Fire.
Water.
Earth.
Wind.
Metal.
Sun: Magic drawn from the sun or any solar body. It's an enhanced version of Arcane magic with properties of the sun. Tends to be closely related to fire magic.
Moon.: Magic draw from the moon. It's an enhanced version of Arcane magic with properties of the moon. Tends to be closely related to water magic.
Light.
Dark.
*Aether: The magic of existence. It's what causes things to exist. Aether magic allows you to mess with reality itself, draw your energy from the things that exist around you and channel it into mana or fire it (Kind of like a spirit bomb). It allows you to supercharge things that exist.
*Null: The opposite of Aether. It's the magic of emptiness. It let's you draw your energy from the things around you, erasing them from existence as you do, and channel it into mana or fire it. It allows you to destroy anything that exists at an atomic level, completly eliminating it from existence. the size of the object you can destroy is based off your power.
Let me make this clear. NO ONE KNOWS AETHER OR NULL MAGIC STARTING OUT.
Just to make this more of a player driven RP, nothing here says that you all HAVE to follow the story. I'll have a storyline in here, but, for the beginning anyway, it will develop slowly, so you can all try what you like. Your character can explore, hunt for treasures, anything, really. When the main storyline begins to affect your characters and the RP world directly, NOTHING SAYS YOU HAVE TO JOIN THE GOOD SIDE. Your character can turn into an evil-black hearted plague upon the world, they can do absolutly nothing, they can join the side of light and fight for justice, whatever. The ending to the RP will be entirely based on what YOU as the character decide to do.
Any and ALL question you may have you can either ask me, or ask in the Group.
http://www.escapistmagazine.com/groups/view/Destiny-s-Pull-Rp-Group
Also, I've created a map of the world for you all, just so you know what's out there.
Now... Without further adeu...
Let's get those sheets in!
_____________________________________________________________________________________________________________________
After a few months, the last RP, Destiny's Pull, seemed to have died off, but my participants seemed to agree that the idea was very good and that we blame the death of it on both Player negligence and my own laziness.
So I'm going to add a few more perks to this and add a bit more detail for this one. So! I hope this one won't die like the last one and I hope we'll all have fun with this!
The old quiz Idea I had seemed like a waste of time... Sooo... None of that.
Here's the character sheet.
Name:
Age:
Gender:
Appearance:
Starting location:
Class:
Weapon:
Bio:
Notes:
Now, here are the starting locations
Fromard- A mountainous town of warlocks in the northeastern continent on Riggalia. Strong men and women are born here.
Spencer- A megalopolis of humans who have decided to work and act like present day megacities, using magic as a way to enhance their lives. The town is located in the heart of the south-western continent of Burga.
Aquaphecia- A tourist location at the bottom of the Forsh Ocean between the south western continent of Burga and the southern continent of Draka, named for the many dragons that have spawned there recently. Aquaphecia is able to be underwater do to a magic syphoning generator which syphons half of every inhabitants magic to seal the town in an indestructible bubble.
Hamur- A village of clerics residing in an archipelago the outstretches from the forbidden central continent of Garda. Many famous men and women have come from this quaint little town.
Cheshire- A prosperous mining town residing at the foot of the Frim mountains in the north western continent of Lerga. The people here tend to not use magic unless it is used for mining
Kiska- An town in the Marshlands of Draga. Dragons tend to not like marshlands so they keep away from the town. The people of this village are strong from hunting down the dragons.
Ventracia- A town drifting through the sky. The turbines that spin the fans that keep the town aloft are powered by the same kind of mechanism that keeps Aquaphecia underwater. The town has no definate location as it drifts with the wind, but it is currently over Draka's mountain ranges, where most of the dragons live. At this point in time, the turbines are set on hyperdrive so the town stays higher so the draons don't see them. This uses up 3/4ths of the townspeople's magic.
And finally, weapon perks. (Let me make something clear here. More than one person can have a type of weapon, EXCEPT the ones that have a * next to their name. Only one person may take those, not because they're any stronger, but because, in Excalibur's case, there is only one of them.)
Ventracian staff: A staff that focuses magic through 8 airholes in the pole. It gives the weilder the ability to fire blasts of air from each hole instead of the one that can be generated with anything else.
Aquaphecian mind: A rod that can fire unlimited amounts of water from the orb at the top.
Hamur's harp: Hamur's pride and joy, a harp that can heal all injuries, although, it requires an enormous amount of energy, most people would still die after using it, but it can heal others as well.
*Excalibur: Yes, the legendary sword that people thought was only part of their history back on earth actually DID have some magic potential. Makes the weilder adept in using a sword. (Did I say adept? I meant Unbeatable)
Wrought iron staff: Turns out Irons conducts magic very well. It amplifies all magic spells.
Double lance: Air magic generators that fire air from the backs, allowing the weilder to jump over freakin mountains... small ones. Are also Lances, sharp are sword.
Spencer tech staff: A transforming staff that can become anything when channeled with enough magic. (Please don't make it some fucking giant or a huge dragon unless you ABSOLUTELY need to to make the story epic.
Halbard: Don't know why, but these things can make cutting air when you channel magic through it. That stuff can cut through solid rock.
Kiku-Ichimongi: Japanese warfare lives on! Can spew arcane energy through the ends.
Firebrand: Firebrand can be used to direct magic of many kinds down it's blade. It is indestructible and was forged from a newly discovered magic reinforced alloy. Firebrand bonds with it's user and glows with whatever energy they are using suiting for "Spell swords"
*Elder staff: Every game like this NEEDS an Elder something. Allows you to cast endlessly without tiring.
Kiskan Dragon slayer: A staff that fires bolts of flaming magic that reacts violently if it touches a dragon.
*Luna's Wraith: a silver Scythe imbued with moon magic, gives the user the ability to switch to the ethereal plain for a short time.
Withering Plague: two handed great axe coloured a deep purple at the blade's edges, the magic imbued in which induces a temporary state of decay in whatever it strikes, commonly used against dragons to wear down their scales for an easier kill, but can corrode most metals on touch at the user's will.
*Zulfigar: Ancient scimitar imbued with water magic in a way similar to the Raikou, one of a kind.
*Ryuuko / Dragon & Tiger: A unique set of claws, the main claw larger than the offhand claw, the main claw (dragon) leaves a trail of fire where it strikes and the offhand claw (Tiger) contains an amount of arcane magic which serves to greatly increase its striking force and power.
*Branch of Life: a Gnarled oak staff which has the ability to summon a beast of nature, be it a wood golem, a vine mosnter or a forest spirit, for a short amount of time, only one creature may be summoned at a time and a certain amount of time must pass between each use.
*Apollo's bow: a bow which curiously uses no arrows, the user channels a part of his/her magic power into the bow which creates either a curative arrow or a poisonous one.
*Mk.9: A very curious device that sees to be incredibly futuristic, evenwhen compared to the technology used by the humans who came from Earth to Restil. The device, when fired, shoots a burst of super heated energy at different powers, depending on how long the weapon is charged for. Because the device is more reliant on it's own, unknown, powersource than on the user's magical energy, it can only charged with very very sliht magical energy which only changes the type of shot fired (Normally, it shots a plasma shot, but say, putting a little bit of water magic into it, will shoot a blast of water at the same power as the plasma shot it would have originally fired.)
Earth Guantlets - The person who wields these gauntlets is granted earth based powers. He may strike the ground causing eathquakes, lift objects heavier than any man could carry, dig through the hardest of stone without tools, and even levitate objects made from the ground (metals, clays, rocks, etc.).
*Raikou - Raikou is a katana and sheath that personify the elements of lightning and thunder. The blade is fast and sharp, like the flash of lightning. By channeling magic into the blade the weilder can either create lighning on the blade or even call it down from the sky. Just as in nature though, thunder is always soon to follow. The sheath is solid and indestructable. When magic is channeled into it, it can create skockwaves or deal massive crushing damage to it's target, often resulting in a loud boom. The two work together in unison like a dance. The repels foes and stuns them while the blade takes advantage of those oppertunities to stike or chain lightning off of multiple foes with one swing.
Magic Channeling pistols: Just as their name implies, these babies are made of a special alloy that can easily channel magical enery and superchare the bullets with them. Bullets can have different effects based on what the user desires and what type of magic they channel into it.
And finally,
*Aether's command: All-powerful rod that resides in the forbbiden continent of Garda, but no one knows it for sure. Creates rifts in the space time continuum that can destroy most anything. (You can't start with this...)
*Amenonuhoko: A naginata blessed with a limited yet powerful control of Aether magic, created by the deities Izanagi and Izanami (not to start with)
Mage Classes:
Spellcaster: Quick spell slingers that fire off fast shots and can know spells for increasingg strength and speed. Knows low and medium level spells.
Warlocks/witches: Powerful mages that fire huge spells that deal massive damage, slow.
Know high power spells
Wizards: All-around characters.
Clerics: Know holy magics and healing spells, no defensive spells so their relatively weak.
Magus: Can super charge others with high leveled buffs, medium magic.
Knows high level buffs and medium level attack magics, pretty slow.
Summoners: Summoners have no attackingg or buffingg magic of their own, but they can summon amazing monsters for certain amounts of time. Stronger summons take a longer time to summon.
Drawing summoning circles both increases the time of the summon staying and shortens the time needed to summon a monster.
Magic types (This is just so you know wat types of magic there are. If you have any questions about the types of maagic, you can ask me.)
Arcane.
Fire.
Water.
Earth.
Wind.
Metal.
Sun: Magic drawn from the sun or any solar body. It's an enhanced version of Arcane magic with properties of the sun. Tends to be closely related to fire magic.
Moon.: Magic draw from the moon. It's an enhanced version of Arcane magic with properties of the moon. Tends to be closely related to water magic.
Light.
Dark.
*Aether: The magic of existence. It's what causes things to exist. Aether magic allows you to mess with reality itself, draw your energy from the things that exist around you and channel it into mana or fire it (Kind of like a spirit bomb). It allows you to supercharge things that exist.
*Null: The opposite of Aether. It's the magic of emptiness. It let's you draw your energy from the things around you, erasing them from existence as you do, and channel it into mana or fire it. It allows you to destroy anything that exists at an atomic level, completly eliminating it from existence. the size of the object you can destroy is based off your power.
Let me make this clear. NO ONE KNOWS AETHER OR NULL MAGIC STARTING OUT.
Just to make this more of a player driven RP, nothing here says that you all HAVE to follow the story. I'll have a storyline in here, but, for the beginning anyway, it will develop slowly, so you can all try what you like. Your character can explore, hunt for treasures, anything, really. When the main storyline begins to affect your characters and the RP world directly, NOTHING SAYS YOU HAVE TO JOIN THE GOOD SIDE. Your character can turn into an evil-black hearted plague upon the world, they can do absolutly nothing, they can join the side of light and fight for justice, whatever. The ending to the RP will be entirely based on what YOU as the character decide to do.
Any and ALL question you may have you can either ask me, or ask in the Group.
http://www.escapistmagazine.com/groups/view/Destiny-s-Pull-Rp-Group
Also, I've created a map of the world for you all, just so you know what's out there.
Now... Without further adeu...
Let's get those sheets in!
Name: Durm Mindweaver.
Age: 63.
Gender: M.
Appearance: Durm's face is weathered. His eyes are a light blue and the same color is tattooed all over his chest and the left side of his face reaching into his neck-long white hair. His fingers are bony but his figure looks quite normal. He's about 5'7 and wears a white robe embroidered with crimson and steel blue markings on the cuffs and waistline. Across his waist he has tied a black leather belt that holds his purse and book of incantations.
Starting location: Hamur.
Class: Magus.
Weapon: Elder Staff.
Bio: Born and raised in Hamur, Durm is the offspring of Albea and Domicus Mindweaver. The Mindweaver family has lived in Hamur for decades, so growing up he was considered to be the last leg of a dying legacy. As suspected, his parents died without giving birth to another child, leaving Durm alone in the world as the last of the Mindweavers at only the age of 17. However, seeing the need to preserve such a long-lasting family, and old family friend by the name of Gregar took Durm in and became like an uncle to him in his years of growing up.
But Gregar had other plans for Durm rather than just to grow up. He wanted him educated to the rank of Scholar, so that he could master the powers of magic quickly and father a son to keep the bloodline.
Later on in his life, Durm discovered that Gregar was actually his uncle. A relative that had been cut off from the family due to a horrible scandal involving theft of a family heirloom. However, Gregar died shortly after Durm found out, at the hands of an illness that took away his eyesight and speech at first, and then slowly, painfully, his life.
Driven by emotions, Durm became a Scholar at the Hamur Academy and studied to become a Magus after fathering a daughter with a lovely woman from Aquaphecia. The mother died in childbirth, but Durm's daughter, Albia, was sent off to Aquaphecia to be raised by her mother's parents there.
As Durm's years began to slowly seep away, he lost contact with his daughter and completely lost himself in his studies.
With no goal in his mind than to keep his bloodline going, he has prepared a journey to Aquaphecia to seek his daughter and find out if everything is alright.
Notes: Durm specializes in frost magic as well as knowledge seeking. His mind has slowly begun to wither and so he often suffers from severe shirt term memory loss.
Age: 63.
Gender: M.
Appearance: Durm's face is weathered. His eyes are a light blue and the same color is tattooed all over his chest and the left side of his face reaching into his neck-long white hair. His fingers are bony but his figure looks quite normal. He's about 5'7 and wears a white robe embroidered with crimson and steel blue markings on the cuffs and waistline. Across his waist he has tied a black leather belt that holds his purse and book of incantations.
Starting location: Hamur.
Class: Magus.
Weapon: Elder Staff.
Bio: Born and raised in Hamur, Durm is the offspring of Albea and Domicus Mindweaver. The Mindweaver family has lived in Hamur for decades, so growing up he was considered to be the last leg of a dying legacy. As suspected, his parents died without giving birth to another child, leaving Durm alone in the world as the last of the Mindweavers at only the age of 17. However, seeing the need to preserve such a long-lasting family, and old family friend by the name of Gregar took Durm in and became like an uncle to him in his years of growing up.
But Gregar had other plans for Durm rather than just to grow up. He wanted him educated to the rank of Scholar, so that he could master the powers of magic quickly and father a son to keep the bloodline.
Later on in his life, Durm discovered that Gregar was actually his uncle. A relative that had been cut off from the family due to a horrible scandal involving theft of a family heirloom. However, Gregar died shortly after Durm found out, at the hands of an illness that took away his eyesight and speech at first, and then slowly, painfully, his life.
Driven by emotions, Durm became a Scholar at the Hamur Academy and studied to become a Magus after fathering a daughter with a lovely woman from Aquaphecia. The mother died in childbirth, but Durm's daughter, Albia, was sent off to Aquaphecia to be raised by her mother's parents there.
As Durm's years began to slowly seep away, he lost contact with his daughter and completely lost himself in his studies.
With no goal in his mind than to keep his bloodline going, he has prepared a journey to Aquaphecia to seek his daughter and find out if everything is alright.
Notes: Durm specializes in frost magic as well as knowledge seeking. His mind has slowly begun to wither and so he often suffers from severe shirt term memory loss.
Name:Leinad Dale
Age:23
Gender:Male
Appearance:Leinad is 5,10 and has long untidy black hair, blue eyes and is extremely pale. He wears a black robe with a unknown symbol on its back.
Starting location:Spencer
Class:Wizard
Weapon: Magic Channeling pistols
Bio:Born into a wealthy family in Spencer Leinad had the best of everything. He spent his childhood being educated in common purposes until one day his mother was murdered. Leinad then decided to begin studying magic and he found he was rather adapt at such arts. One day when Leinad was studying his father walked in and was hit full force with a fire spell. This caused Leinad to flee his mansion and go into the city.
When he walked past a brick wall the symbol on his robes started glowing and the wall moved showing a long path. At the end of this path was a man who was trained in all aspects of magic and after a short introduction proceeded to show Leinad books for study and areas for training. It is here he now lives absorbed in his studys.
Notes: Leinad is most adapt in fire and ice. He also dislikes people interupting his studys
Age:23
Gender:Male
Appearance:Leinad is 5,10 and has long untidy black hair, blue eyes and is extremely pale. He wears a black robe with a unknown symbol on its back.
Starting location:Spencer
Class:Wizard
Weapon: Magic Channeling pistols
Bio:Born into a wealthy family in Spencer Leinad had the best of everything. He spent his childhood being educated in common purposes until one day his mother was murdered. Leinad then decided to begin studying magic and he found he was rather adapt at such arts. One day when Leinad was studying his father walked in and was hit full force with a fire spell. This caused Leinad to flee his mansion and go into the city.
When he walked past a brick wall the symbol on his robes started glowing and the wall moved showing a long path. At the end of this path was a man who was trained in all aspects of magic and after a short introduction proceeded to show Leinad books for study and areas for training. It is here he now lives absorbed in his studys.
Notes: Leinad is most adapt in fire and ice. He also dislikes people interupting his studys
Name: Ken Talow
Age: 20
Gender: Male
Appearance: Rather small and slim, Danum's blond hair is slightly long, reaching his ears and almost getting in his eyes, and constantly messy and wind-tossed. His skin is somewhat darkened due to the amount of time he spends out in the air. His face is rather slim with a slightly pronounced chin. He wears a simple tunic of uncolored cotton with badly tattered sleeves though he has recently also acquired a lightweight half-chest breastplate. The knees of his pants awe well patched over but you can't see most of it since the patches have now been covered by a pair of leather knee-pads. He often wears a bracer of hardened leather on his right arm.
Starting location: Ventracia
Class: Summoners
Weapon: Double lance
Bio: Born the 6th child to a poor working family in Ventracia, Ken was often left to amuse himself and generally be on his own. However, he had few problems with this as it gave him plenty of time to do what he loved: go to the edge of the city and feel the wind. Ken knew every windy place and exposed drop in the entire city and was constantly drawn to them. Ken loved the wind; the feel, the sound, the thrill that it brought. His one dream was to be able to fly through it like the birds that he watched almost every day.
Perhaps this natural draw was what caused his first spell to be summoning a grand white Pegasus that could carry him into the sky. Or perhaps the two phenomena were both caused by something else. Whatever the reason Ken loved his magic that let him ascend the sky as he had always wished to. Years passed and Ken would eventually join the elite guards of the city, by while most were content to send out their summons to fight alone or blast away with magic Ken learned to work with his summons, to ride and fight from their back either on the ground or in the air.
Notes: In addition to his summons, ken has some small talent with wind magic and protective spells.
Age: 20
Gender: Male
Appearance: Rather small and slim, Danum's blond hair is slightly long, reaching his ears and almost getting in his eyes, and constantly messy and wind-tossed. His skin is somewhat darkened due to the amount of time he spends out in the air. His face is rather slim with a slightly pronounced chin. He wears a simple tunic of uncolored cotton with badly tattered sleeves though he has recently also acquired a lightweight half-chest breastplate. The knees of his pants awe well patched over but you can't see most of it since the patches have now been covered by a pair of leather knee-pads. He often wears a bracer of hardened leather on his right arm.
Starting location: Ventracia
Class: Summoners
Weapon: Double lance
Bio: Born the 6th child to a poor working family in Ventracia, Ken was often left to amuse himself and generally be on his own. However, he had few problems with this as it gave him plenty of time to do what he loved: go to the edge of the city and feel the wind. Ken knew every windy place and exposed drop in the entire city and was constantly drawn to them. Ken loved the wind; the feel, the sound, the thrill that it brought. His one dream was to be able to fly through it like the birds that he watched almost every day.
Perhaps this natural draw was what caused his first spell to be summoning a grand white Pegasus that could carry him into the sky. Or perhaps the two phenomena were both caused by something else. Whatever the reason Ken loved his magic that let him ascend the sky as he had always wished to. Years passed and Ken would eventually join the elite guards of the city, by while most were content to send out their summons to fight alone or blast away with magic Ken learned to work with his summons, to ride and fight from their back either on the ground or in the air.
Notes: In addition to his summons, ken has some small talent with wind magic and protective spells.
Name: Luke Dune
Age: 25
Gender: Male
Starting location: Fromard
Class: Spellcaster
Weapon: Excalibur
Bio: Luke was born into a poor family. They didn't earn much and times were always tough, he wanted out of that life. He decided to follow the life of a mercenary. His parents did not approve of this, they wanted their son to live the same life as them believing that hard work makes you free. Luke ignored them, he didn't care anymore. These people had held him back his entire life, but no longer. He accepted any job for a reasonable price. He would slay men to dragons. Then he got what he became to call the turning point. He was told to slay his home.
He thought for a month. One long hard month. On one hand he held his humanity, in the other riches. He took the riches. He slew with no remorse, blood of innocents, including children, on his hands. When he came to his old home his parents stood outside cursing his very existance. In an act of rage he ripped them apart with his hands. From that day on on he became ruthless, unhuman and downright evil. He didn't care if he was killing children or dragons as long as he got paid the right price. With morals like he has he believes he can do anything and everything.
But deep down inside there lies a small shred of humanity, small and ragged but there. It is the sadness of the innocent people he has killed. He hears their cries in his sleep. A constant barrage of hatred and fear for himself. He is on the edge of becoming mad, clinging onto his final rag of humanity. But he knows he is lost, that their is no point. No one will forgive him, for good reason, and all hate him. He has become paranoid, ever watching his back for shadows of his past. And he has too many shadows to count.
So on the outside he only shows a monster, laughing at the pain of others as a temporary happiness. The pain of others has become a addictive drug to him. Slowly destroying him from the inside. He now finds himself where he is after completing a small job.
Age: 25
Gender: Male
Class: Spellcaster
Weapon: Excalibur
Bio: Luke was born into a poor family. They didn't earn much and times were always tough, he wanted out of that life. He decided to follow the life of a mercenary. His parents did not approve of this, they wanted their son to live the same life as them believing that hard work makes you free. Luke ignored them, he didn't care anymore. These people had held him back his entire life, but no longer. He accepted any job for a reasonable price. He would slay men to dragons. Then he got what he became to call the turning point. He was told to slay his home.
He thought for a month. One long hard month. On one hand he held his humanity, in the other riches. He took the riches. He slew with no remorse, blood of innocents, including children, on his hands. When he came to his old home his parents stood outside cursing his very existance. In an act of rage he ripped them apart with his hands. From that day on on he became ruthless, unhuman and downright evil. He didn't care if he was killing children or dragons as long as he got paid the right price. With morals like he has he believes he can do anything and everything.
But deep down inside there lies a small shred of humanity, small and ragged but there. It is the sadness of the innocent people he has killed. He hears their cries in his sleep. A constant barrage of hatred and fear for himself. He is on the edge of becoming mad, clinging onto his final rag of humanity. But he knows he is lost, that their is no point. No one will forgive him, for good reason, and all hate him. He has become paranoid, ever watching his back for shadows of his past. And he has too many shadows to count.
So on the outside he only shows a monster, laughing at the pain of others as a temporary happiness. The pain of others has become a addictive drug to him. Slowly destroying him from the inside. He now finds himself where he is after completing a small job.
Name:Sylvin Frillyn
Age:26
Gender:Male
Appearance:
The one on the left without glasses
Starting location:Spencer
Class:Spell caster
Weapon: Firebrand
Bio: Sylvin was abandoned on the doorstep of a noble family in Spencer, the noble family, the Frillyns who usually just put the baby in the orphanage decided to keep a baby because their son recently dying. Sylvin grew up, not the best in his classes but enough to pass. At the age of 14 his powers finally blossomed, after his parents examined him they classified him a spell caster. His father, Gregory Frillyn died 6 days before Sylvin's 16 birthday. At this time Sylvin was apprenticed to one of the forge masters of Spencer. His mother died when he was 18 after being robbed Sylvin grieved for her but was kept stable by his training being finished and him being able to become a smith himself. Sylvin inherited quite alot of Cyte and was able to start up a forge house. Sylvin quickly became a famous smith, renowned for imbuing magical properties into weapons and armor. Although many fathers have tried to convince him to marry their daughters Sylvin has said no, mainly because none of them really set off a "Spark" in him.
Notes:Sylvin is fairly good at using swords. His sword has his families crest, a dragon holding a spell tome in one claw and a hammer in the other and Frillyn on the blade.
Age:26
Gender:Male
Appearance:
The one on the left without glasses
Starting location:Spencer
Class:Spell caster
Weapon: Firebrand
Bio: Sylvin was abandoned on the doorstep of a noble family in Spencer, the noble family, the Frillyns who usually just put the baby in the orphanage decided to keep a baby because their son recently dying. Sylvin grew up, not the best in his classes but enough to pass. At the age of 14 his powers finally blossomed, after his parents examined him they classified him a spell caster. His father, Gregory Frillyn died 6 days before Sylvin's 16 birthday. At this time Sylvin was apprenticed to one of the forge masters of Spencer. His mother died when he was 18 after being robbed Sylvin grieved for her but was kept stable by his training being finished and him being able to become a smith himself. Sylvin inherited quite alot of Cyte and was able to start up a forge house. Sylvin quickly became a famous smith, renowned for imbuing magical properties into weapons and armor. Although many fathers have tried to convince him to marry their daughters Sylvin has said no, mainly because none of them really set off a "Spark" in him.
Notes:Sylvin is fairly good at using swords. His sword has his families crest, a dragon holding a spell tome in one claw and a hammer in the other and Frillyn on the blade.
Name: Lupus Greil
Age: 30
Gender: Male
Appearance: Around 5'6", light brown hair and green eyes, wears a dull white shirt with brown leather vest over the top, black trousers and brown leather boots, along with a dark red travel cloak over everything.
Starting location: Kiska
Class: Magus
Weapon: Kiku-Ichimongi, the blade of which has been reinforced with various alloys making the surface a sunset orange colour, engraved upon which is the runeword for 'Sol' which has no magical significance, Lupus just decided on it as a name for his sword.
Bio: Lupus was raised as an orphan in Kiska after his parents met with an accident while hunting, no one knows exactly what happened to them, they were found dead not far from the marshlands, their bodies torn up almost beyond recognition, it was unclear whether it was a dragon or not.
As a boy, Lupus was quiet, he didn't join in with other kids and generally sat out of the way, watching the world around, he wasn't bothered by others since everyone respected him as somebody who wouldn't take sides, if another kid was being picked on Lupus would defend him, if two friends fell out and fought, he'd intervene, all the time remaining a boy with few words.
As he grew older Lupus started his training to be a dragon hunter like a lot of townspeople did, in between sessions he'd help others out with chores and whatever needed to be done, he wasn't a remarkable person, he just helped out.
At the age of 26 Lupus left town to pursue the life of a wanderer, a man who lives by the natural world without concerns for modern society, every now and then he visits home, but only for a day or two.
Notes: As someone who travels alone Lupus isn't adept at spreading enhancement spells over a group, this is not true for his attack magic however.
Lupus generally mixes his attack magic and enhancement magic with his sword's abilities, giving him an edge in close and mid range combat but dulling his long range skill.
Age: 30
Gender: Male
Appearance: Around 5'6", light brown hair and green eyes, wears a dull white shirt with brown leather vest over the top, black trousers and brown leather boots, along with a dark red travel cloak over everything.
Starting location: Kiska
Class: Magus
Weapon: Kiku-Ichimongi, the blade of which has been reinforced with various alloys making the surface a sunset orange colour, engraved upon which is the runeword for 'Sol' which has no magical significance, Lupus just decided on it as a name for his sword.
Bio: Lupus was raised as an orphan in Kiska after his parents met with an accident while hunting, no one knows exactly what happened to them, they were found dead not far from the marshlands, their bodies torn up almost beyond recognition, it was unclear whether it was a dragon or not.
As a boy, Lupus was quiet, he didn't join in with other kids and generally sat out of the way, watching the world around, he wasn't bothered by others since everyone respected him as somebody who wouldn't take sides, if another kid was being picked on Lupus would defend him, if two friends fell out and fought, he'd intervene, all the time remaining a boy with few words.
As he grew older Lupus started his training to be a dragon hunter like a lot of townspeople did, in between sessions he'd help others out with chores and whatever needed to be done, he wasn't a remarkable person, he just helped out.
At the age of 26 Lupus left town to pursue the life of a wanderer, a man who lives by the natural world without concerns for modern society, every now and then he visits home, but only for a day or two.
Notes: As someone who travels alone Lupus isn't adept at spreading enhancement spells over a group, this is not true for his attack magic however.
Lupus generally mixes his attack magic and enhancement magic with his sword's abilities, giving him an edge in close and mid range combat but dulling his long range skill.
Name:Harmut Marlo
Age:27
Gender:Male
Appearance:
Starting Location:Fromard
Class:Warlock
Weapon:Wrought Iron Staff
Bio:Harmut was born in the town of Fromard to librarian parents. They had a vast expanse of books and were one of the largest libraries in the town. His parents tought him to read very young as they wanted him to continue keeping after the library. Since he was 4 years old Harmut spent most of his time in here, pouring over ancient books and tomes of all various size, but there was always one section of the library that was off limits to him. By the time he was seven he was pretty much deemed a loner, he hardly left the library at all and spent all of his time reading, from dawn to dusk he was reading one book or another.Years went by, he read shelf after shelf of books,but all the while an annoying nag in the back of his mind reminded him of the forbidden section, It tore at his mind until finally one night after his parents had went to bed he snuck out into the library, knowing every nook and cranny of the place so well he could navigate in the dark. He finally got to the section and tried wiggling the knob, to no avail, his father kept the key on his person at all times. Cursing at his own stupidity he turned to walk away when he felt a chill down his back, as he heard the door creak open behind him. Suprised, he ventured in carefully and took a quick look around, he couldnt really see any of the titles specifically but he chose a couple at random and shut the door, hoping his father wouldn't notice. He quickly rushed to his room and shoved the books under his bed, waiting until the morning to start to secretly read them. He climbed back into bed and tried to fall asleep, but found that he could not. He had the feeling someone was looking at him, and he just couldn't shake it. He waited the entire night until the sun rose, streaming light into his room, and the feeling vanished. He got out of bed quietly and checked under his bed for the books. He looked and realized that what he thought was a few books actually turned out to be one very thick book. He pulled it out and it was covered in dust, save where his hands had brushed against it when he picked it up. He blew on the cover and a cloud of dust went into the air, as he brushed the rest off. The book was non-descript, didn't have any print on the cover, just a pair of jaggedly cut eye shaped indents in the cover, which were painted red. His curiosity got the better of him as he opened the cover and to the first page, which contained three words."Your name here" In old fashioned text, almost looking hand written. He rushed downstairs quickly and grabbed a writing utensil and hurried back upstairs. He wrote his name in the book, It was his now, he didn't want to have to return it. As soon as he crossed the T in his name the book shut by itself, then reopened to reveal the first page again, but it had changed. Now the page read "Close your eyes, and wait, Young one." Harmut was giddy with excitement about his find, and he closed his eyes quickly. After that, nothing. He awoke again, this time outside, and he did not know where he was. All that remained around him was the book, facing toward him like the eyes were staring at him. He picked it up quickly and tucked it under his arm, and began to wander. He was walking down a lightly beaten path when he heard a voice behind him, calling out his name. He turned around quickly and saw that the book was laying there, out of his grasp, even though he had picked it up moments before. The book then opened, and a hand reached out of it, grasping Harmut's arm as a black energy traveled up his arm. Harmut yelled out in pain for just a moment, before the book was gone, the energy still coursing through him."Young Warlock, we have so much to do..." A demonic voice said in a foreboding way before he blacked out again. He woke up once more, this time in the library, his fathers dead body before him, brutally scarred save the face, and his mother sobbing next to the body. He yelled out in shock as he ran out of the library, never to go back. Years past, he grew more intune with the knowledge the book gave him, power of the darkness already inside of him. 10 years he lived as a wanderer, going from place to place, making no friendly connections with anyone, the voice keeping him distant, but also, teaching him it's ways. This is how he lives now, wandering from place to place, in search of knowledge he once had at the library, his only connection to the life he left behind.
Notes:The book just sparked his magic, and other than the occasional sentence from it, it doesn't do much.
Age:27
Gender:Male
Appearance:
Starting Location:Fromard
Class:Warlock
Weapon:Wrought Iron Staff
Bio:Harmut was born in the town of Fromard to librarian parents. They had a vast expanse of books and were one of the largest libraries in the town. His parents tought him to read very young as they wanted him to continue keeping after the library. Since he was 4 years old Harmut spent most of his time in here, pouring over ancient books and tomes of all various size, but there was always one section of the library that was off limits to him. By the time he was seven he was pretty much deemed a loner, he hardly left the library at all and spent all of his time reading, from dawn to dusk he was reading one book or another.Years went by, he read shelf after shelf of books,but all the while an annoying nag in the back of his mind reminded him of the forbidden section, It tore at his mind until finally one night after his parents had went to bed he snuck out into the library, knowing every nook and cranny of the place so well he could navigate in the dark. He finally got to the section and tried wiggling the knob, to no avail, his father kept the key on his person at all times. Cursing at his own stupidity he turned to walk away when he felt a chill down his back, as he heard the door creak open behind him. Suprised, he ventured in carefully and took a quick look around, he couldnt really see any of the titles specifically but he chose a couple at random and shut the door, hoping his father wouldn't notice. He quickly rushed to his room and shoved the books under his bed, waiting until the morning to start to secretly read them. He climbed back into bed and tried to fall asleep, but found that he could not. He had the feeling someone was looking at him, and he just couldn't shake it. He waited the entire night until the sun rose, streaming light into his room, and the feeling vanished. He got out of bed quietly and checked under his bed for the books. He looked and realized that what he thought was a few books actually turned out to be one very thick book. He pulled it out and it was covered in dust, save where his hands had brushed against it when he picked it up. He blew on the cover and a cloud of dust went into the air, as he brushed the rest off. The book was non-descript, didn't have any print on the cover, just a pair of jaggedly cut eye shaped indents in the cover, which were painted red. His curiosity got the better of him as he opened the cover and to the first page, which contained three words."Your name here" In old fashioned text, almost looking hand written. He rushed downstairs quickly and grabbed a writing utensil and hurried back upstairs. He wrote his name in the book, It was his now, he didn't want to have to return it. As soon as he crossed the T in his name the book shut by itself, then reopened to reveal the first page again, but it had changed. Now the page read "Close your eyes, and wait, Young one." Harmut was giddy with excitement about his find, and he closed his eyes quickly. After that, nothing. He awoke again, this time outside, and he did not know where he was. All that remained around him was the book, facing toward him like the eyes were staring at him. He picked it up quickly and tucked it under his arm, and began to wander. He was walking down a lightly beaten path when he heard a voice behind him, calling out his name. He turned around quickly and saw that the book was laying there, out of his grasp, even though he had picked it up moments before. The book then opened, and a hand reached out of it, grasping Harmut's arm as a black energy traveled up his arm. Harmut yelled out in pain for just a moment, before the book was gone, the energy still coursing through him."Young Warlock, we have so much to do..." A demonic voice said in a foreboding way before he blacked out again. He woke up once more, this time in the library, his fathers dead body before him, brutally scarred save the face, and his mother sobbing next to the body. He yelled out in shock as he ran out of the library, never to go back. Years past, he grew more intune with the knowledge the book gave him, power of the darkness already inside of him. 10 years he lived as a wanderer, going from place to place, making no friendly connections with anyone, the voice keeping him distant, but also, teaching him it's ways. This is how he lives now, wandering from place to place, in search of knowledge he once had at the library, his only connection to the life he left behind.
Notes:The book just sparked his magic, and other than the occasional sentence from it, it doesn't do much.
Name: Kimiko Kitsuku
Age: 18
Gender: Female
Appearance: Kimiko is short, skinny but athletic, pale, has medium-length, brown hair, and slanted eyes. Most every feature of her is average with exception to her eyes being a beautiful emerald-gray. Despite her plain physique, her garments and trinkets would speak otherwise, almost resonating nobility. The ensemble, made with magnificent seamstressing and adorned with tassels, necklaces, and cloth bracers, is painted colors of silver, jade, and black. Across her forehead is a silk bandana embroidered with a single, silver medallion bearing the crest of her family. Her tunic; smooth, light, elegantly decorated, and without a single wrinkle; extends down just above her knees. Her waist is tied with a fine, black silk sash, with jade colored rope woven in and out like a serpent swimming in an ocean of darkness. Tucked into her sash are several tanned hides with white fur on the underside, visible only near the edges. Slung from her hip is a single, worn katana with obvious aging and slightly wieldy for a girl her size. Its handle tattered, ornamented with a lone snow white tassel with a dark red tip. The guard and ornate scabbard riddled with dents and chips, antique in character. Matching the culturally rare katana at her side, her skirt is wide, loose, and stops inches above her feet; a trademark look to the warrior's battle dress from her family. To complete the look, her feet are wrapped tightly with hard leather sandals, strong enough for traveling without sacrificing comfort.
Starting Location: Ventracia
Class: Summoner
Weapon: Raikou
Bio: Kimiko is daughter of Posuke Kitsuku, a powerful and wealthy noble from Fromard, and his only heir. Posuke has always been more concerned about the family fortune, power, and appeance than being a good father or husband. Due to his priorities, Kimiko has been nothing more than the embarrasment of his life. Kimiko has spend most her childhood trying to please her father's impossible expectations. Her constant failure drove her to be a perfectionist, but still unable to please her father, strict punishment and abuse was common occurances. After years or dissappointment, Kimiko had finally had enough. At the age of 14 she confronted her father. Infuriated with her defiance, he banished her. In her rage she stole the family heirloom, Raikou, and fled.
Now 18, she has made her way to Ventracia, the city in the sky, and she has employed herself with the city's elite guard of summoners that protect the city from hostiles. She is still young and has much to learn, but she has made a name for herself among her comrades there with her natural ability to sense the particular spirits in the area, her speed at learning new things, and her skill with Raikou. Currently she is still training her endurance to be able to fight and have a summon out for an extened period of time, a requirement of all the elite guards of Ventracia
Now 18, she has made her way to Ventracia, the city in the sky, and she has employed herself with the city's elite guard of summoners that protect the city from hostiles. She is still young and has much to learn, but she has made a name for herself among her comrades there with her natural ability to sense the particular spirits in the area, her speed at learning new things, and her skill with Raikou. Currently she is still training her endurance to be able to fight and have a summon out for an extened period of time, a requirement of all the elite guards of Ventracia
Notes: One note about her summoning is that one particular spirit tends to follow her around. The spirit is that of the mage who created the sword Raikou. He was an extremely powerful lightning wielder. She currently can not summon him, but perhap when she is stronger he will be taking part in her battles as well.