Pursuit of the Crystals - A Final Fantasy RP [Interest & Signup Thread]

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Doc Gnosis

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[HEADING=2]Pursuit of the Crystals - A Final Fantasy RP[/HEADING]​

The Crystals have always been a part of the Kingdom of Halvor; its prosperity; its protection; and its tranquility. But with such blessings came dangers as forces within Halvor and without sought dominion over them. Whether from the Gravelords in the Necrohol of Ersyr or the Sleipnir Hordes from beyond the Frontier, or from within the Kingdom's heart, foes coveted the power the Crystals wielded and wage their own wars against Halvor to claim them. And yet after all these attempts they are still in the custody of the royal family. This peace had been since time immemorial. But that peace would not last forever.

Not long ago, a change took hold of the land. The air started to grow thick with mana and new ways to channel magic began to surface. Spellcraft; weaponry; manufacturing; the innovations and possibilities were near-endless for the minds of Halvor. But with these benefits came dangers as the threats to the kingdom grew in magnitude; the undead grew in number and ferocity; the hordes used Halvor's technology to strengthen their raids. And now spies had came with reports of a large structure in the north. And the Crystals have been glowing a strange color...

King Theodoric saw too many coincidences in these events and sanctioned a pre-emptive strike on that structure, believing it to be another group who wants control of the crystals. The best and brightest of the Halvorian military was brought forward and a call was made throughout Halvor for warriors to bolster their ranks. Before the Company left spirits were high. Upon arriving near the structure however morale was withering before endless hordes of fiends, machinae that no man had ever seen before, and comrades-in-arms and innocents repurposed as slaves. Yet the tower fell all the same, but now a new threat came after its destruction.

A new enemy boarded their ship and unleashed hell on the soldiers and and brave adventurers from; and then another airship that dwarfed the one the company flew in appeared before their eyes. What came later was a mad blur as the Company fled to the enemy's craft with the hope of fooling the larger ship. Then the colossal airship fired a beam of light at the Company's old ship, and then the rest was a blur...


[hr]

Welcome to Pursuit of the Crystals, a 'sequel' to Protectors of the Crystals [http://www.escapistmagazine.com/forums/read/540.842956-Protectors-of-the-Crystals-a-Final-Fantasy-RP-Closed-started?page=1]. For those who?ve played in the last one, this will pick up where it left off? mostly. If you?ve played in the previous RP and want your character back in, you need only say so unless you want to play as a different character. The only exceptions to that rule are PrinceOfShapeir & SkyeNeko; you'll need to submit new people if you two want back in. For those who want an abridgement of events or something to just set the scene, just open the first spoiler below.


The world's going to be a pastiche of the games, though I am going to favor VI, IX, the Ivalice Alliance, and Crystal Chronicles. If you want to learn more of Halvor, follow the link to the old RP, but I must warn that you won?t be seeing Halvor again for a while. I will accept characters from races outside the described games, but I will put a small restriction on manufactured races like Black Mages from FFIX; you?ll need to sell me a good character if you want to write as one.

For all you newcomers the premise of the story so far goes as follows: you were part of a mission from the king to destroy people who wanted to steal the Crystals - the cultural and magical lifestream of your home. The whole way was plagued with endless swaths of fiends while your commanding officer, Mira Highwind along with a cadre of other adventurers entered the enemy stronghold. You have no idea what they did or how, but they had managed to destroy the stronghold; what came afterwards was something that could only lurk in your nightmares. Upon your trip home you were ambushed by an army of blue soldiers who were barely getting an edge over you. Then came a colossal ship bigger than anything you?ve ever seen closing in on you and the battle. The Commander called a full retreat to escape from the oncoming onslaught. As you escaped with the surviving men and women the giant ship fired a beam of light at the battlefield, and everyone collapsed.
[hr]

Name: Obvious.
Age: Min: 18
Gender: Obvious.

Race: You can choose from any existing Final Fantasy race you want so long as they aren't anything like espers or monsters.
Class: See Classes available below.

Magic: See magic list and classes that can use magic below. Obviously write down the magic spells your character knows if your character can use magic. Only add this if your class actually uses magic.

Appearance: Be descriptive. Describe their hair, eyes, build, clothes, possible armor, anything you can think of that others will see that may not already be in the above section. Describe what weapons they carry if anything; etc

Personality: How does your character act around others, by themselves, in different situations? Those aren't the only examples, though. Figure out how your character is.

Inventory: Aside from weapons and armor, tell us what your character is carrying. Whether it's gil, curative items such as Potions and Antidote, jewelry they got from somewhere or anything else you feel should be here, mention it here. No numbers for the amount of gil they carry is needed.

Backstory: How did your character grow up to be the person they are today? Do be descriptive, and have it be of a fair amount. 2 - 3 paragraphs minimum, with a reasonable amount in each paragraph. Also, I don't want anyone to be from an outside country or Alexia. Your character's parents can be, but your character has to be from somewhere in Halvor so long as they aren't from Alexia.
Other: Optional. Anything additional you want to add about your character that doesn't fit in the other categories.

Knight - Engages the enemy in close range, often using heavy armor and weapons to both slay the enemy and protect their comrades. Often their most powerful members learn to wield White Magic.

Thief - Agile and quick on their feet, able to steal with little difficulty.

Monk - Focuses power into their fists and feet which they use to attack their foes. They prefer no weapon at all, but can use claws and knuckles that strap onto their hands.

White Mage - Primarily a healer, they often need the protection of others in order to be the most efficient.

Black Mage - Uses powerful magic to destroy the enemy.

Red Mage - Can use a lot of the same spells as White and Black Mages, but not the high tier ones. Also uses a few exclusive spells not used by White and Black Mages.

Ranger - Uses a long range weapon to attack their enemies and stays back due to lack of being unable to defend themselves in close-range combat.

Dragoons - Warriors who wield lances and use their impressive acrobatic capabilities in battle. Their strongest members often learn to wield Black Magic.

Knight - Cure

White Mage - Cure, Raise, Protect, Shell, Esuna *choose three*

Black Mage - Fire, Blizzard, Thunder, Blind, Silence *choose three*

Red Mage - Cure, Fire, Blizzard, Thunder, Water *choose four*

Summons - *trade one of your free picks for only one*

Dragoon - Aero *only one available*

[hr]

#1: There will be no God Modding, Mary Sueing, Marty Stueing, trenchcoating or anything like those. Players who make characters like that will be rejected and characters who act like that will be kicked out.

#2: The GM's word is final. Feel free to bring up any issues you have with me, but I do not want any arguing. If we say something is final, it is.

#3: When you're making your sheet, keep them in third person. Make sure that you use proper grammar and finish the sheet before you post it. And I want to see unique characters. No copying someone else's character.

#4: I don't want to see short posts. No one or two lines in posts. Keep them to at least a reasonable length if you can't think of anything more to add to them.

#5: I'll be allowing romance between two characters if anyone should be interested, but I want things to be kept to a minimum. Any mature content should be kept out of the RP and taken to PMs, especially when the Escapist tries to remain PG-13 at all times.

#6: Should you be accepted, it would be quite good if you got yourself Skype if you don't already have it. It's worked well for me, my Escapist friends and others that I've RPed with, working better than the Escapist groups themselves in terms of communication between players and how fast the communication can happen.
 

Lambi

Yuki-Onna
Oct 20, 2009
30,217
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I'm gonna go ahead and apply with my character from the other one. With some editing to fit here, of course.

Name: Yuria Mitsuri

Age: 25

Gender: Female

Race: Mithra

Class: Red Mage

Weapons and Armor: Yuria wields a sword decorated with red lines going in crosses up and down the blade, seemingly blended into the metal instead of painted on it. The blade itself, aside from the red crosses, is dark in color. It's kept sharp whenever Yuria can, it isn't easily dulled and for her, it feels rather light, making for fast swings with it. If she were to poke the ground with it, it would reach up to her waist, hilt included. The hilt is red in color as well, something Yuria specified when getting it made. Underneath her normal clothes she wears a chainmail so that she isn't too vulnerable and also gives her enough flexibility to swing her sword without too much restriction.

Magic: Cure, Fire, Blizzard, Thunder.

Appearance: Being a Mithra, Yuria has cat ears on top of her head and a tail at the bottom of her spine. The tail has caused her to need to make some adjustments on armor and clothing, but she's always been able to do it. Normal amongst her race, she's got violet eyes which matches her equally violet hair, making her seem kind of staring if she's looking at someone or something which is in equal parts due to her tendency to not blink often until she needs to. Her violet hair reaches down around shoulder length, since she dislikes growing her hair out longer than that. She's got two violet stripes on her cheeks that join together near the sides of her face and reach up and over her eyes, ending on the bridge of her nose. Being a Mithra also comes with having short and soft fur all over her body, being kind of light brown and almost hides her skin color which is kind of tan. Her nose is cat like in appearance and her nails, which are more like claws, are kind of sharp since she maintains them like that as she's used to it by now.

Her attire usually consists of what you'd think a Red Mage typically wears. A red cap with a white feather in it with holes for her ears to go through at the front of it, red coat with two black stripes going vertically on the front and back, a red cape that goes over her shoulders and is tied together at the front, a pair of red trousers that, like the coat, has a slim black stripe going vertically across the front and back of each leg, and brown boots that reach a little higher than normal shoes.

Personality: Yuria is curious about most everything around her if she doesn't already know about it. She wants to know more about the world, so she asks if there's something that interests her. At times, she can appear bubbly, but if you make fun of her for being a Mithra, you're getting a face full of claws. She can be friendly and helpful when she wants to, and she usually is like that unless she's in a foul mood, of course. Due to how much she admires her father, she can sometimes act more like a man than a woman, a subconscious thing for her.

Inventory: Yuria carries around a fair amount of gil in a small pouch on the inside of her clothes over her chest so no one can take it. She also has a necklace with a crimson jewel in it around her neck, a gift from her mother when she was younger. She also carries in her pockets two vials of Potions, a vial of Antidote, a vial of Eye Drops and a single Echo Screen.

Backstory: Yuria is originally from the city of Byron, being born and raised there her whole life before her time in Durakia. She didn't know her father personally since he had been apparently too busy to ever be able to meet her, but her mother told her stories of how great her father had been when they were younger. He had apparently been a skilled Red Mage in his days, and had now gone traveling around the world for adventure, having no time to actually be a father, although he did send the occasional letters to them to let them know how he was doing. The stories her mother told her made Yuria feel proud of her father, but sad that he couldn't be with them. However, they had each other and that was enough for them.

She felt safe in Byron, despite the attacks they occasionally had from pirates and smugglers. From what she knew, cities and towns in Halvor were generally well guarded, so it wasn't like she needed to worry. She would play with any friends she had, and if they played as adventurers exploring Byron, Yuria always wanted to play a Red Mage. She knew enough about them from her mother's stories about her father to have a general idea of them. No one opposed to that since no one else had an interest in playing a Red Mage. That was how her childhood was mostly spent.

Little of interest happened until she reached the age of 16, when she gained the age of independence and was allowed to go and study whatever it was she wanted to become, since most everyone who reached the age of 16 were told they should learn for whatever they wanted to become. Of course, for Yuria, this wasn't even a question as she mentioned that she wanted to become a Red Mage. It wasn't an easy study since becoming a Red Mage required one to actually have the potential to wield both Black and White magic. But she felt she could do it. She'd have to, if she were to become like her father.

Saying goodbye to her mother, after her mother gave her the family heirloom which was a necklace with a crimson jewel on it, Yuria set forth towards Durakia on the local train since otherwise it would become a long travel and she'd rather be able to study at full strength. The trip took her about three days, since Halvor was a fairly large country. She stepped off the train with all her belongings, which wasn't all that much to be honest, and headed for the academy in Durakia. There, she requested to study at it to become a Red Mage. The principal there was glad to get such an eager student to become what was arguably the hardest school of magic to learn. She said that she wanted to really become one and that she would study hard. The principal allowed her to study there and from then on, Yuria would be on her way to try and live up to her father's name. Even if only her mother and she knew of her father's accomplishments.

For six long years, Yuria trained and learned as best she could to become a Red Mage. They weren't kidding when they said that Red Mages were arguably the hardest school of magic. Since White Mages and Black Mages only had to focus on one school of magic, they didn't have much trouble learning their respective school and each one generally only took three years as opposed to the Red Mage's six years. However, the few Red Mages that were there were only able to keep going because they all had the potential to become a Red Mage. During Yuria's first two years, she found out that you don't actually find out your potential on the first year right away. She was simply lucky that she had the potential, possibly due to her father, since she didn't know what else she would want to become.

She found out that each of the Red Mages had some kind of specialty, albeit only divided into three. Some were better with White Magic than Black Magic, others vice versa to that and the third were equally good with both, although of course everyone could use both. Yuria found out that she herself handled Black Magic better than White Magic, and in all her years of studying she managed to learn three Black Magic spells and a single White Magic spell, although it wasn't surprising since every Red Mage was taught Fire and Cure at the start of their studies to be able to find out their potential with each school of magic. When offered to learn to summon an Esper, she was intrigued by it, but refused the offer. If there was an Esper out there that'd allow her to summon them once she was out in the real world and not just at school, she'd find them there and then, but now as not the time.

While at the academy, since she was studying to become a Red Mage, she was offered a few more options for weapons than a White Mage or a Black Mage would get. Looking over her options, she chose a sword like she knew her father had. However, she wanted hers to be a bit more special to her so she asked if she could have one custom made, and indeed it could be done. She described how she wanted it, and seeing as there was always the option for a metal weapon to be made, there was a blacksmith with a smithy nearby there. He didn't have much to do generally, but he did get a few requests each year from the Red Mages who studied there. He got the note about how Yuria wanted her sword and started on working on it. It took some time, but once it was finished and ready to be picked up, Yuria was sent after to pick it up. Once she arrived, the blacksmith handed her the sword and Yuria swung it around to get a feel for it. She was very pleased with it and thanked the blacksmith for it.

Once she finished her studies, she went back to her mother's to see her and show her what she had become. Her mother hadn't changed much these six years that had passed and was glad to see her daughter again. And wouldn't you know it, it appeared that her father had taken time out from his adventuring to see his little daughter all grown up and starting out as a Red Mage. He was proud of her for becoming a Red Mage and so gave her a Red Mage's outfit in order to make her a proper Red Mage. The reason he knew about it was because of the letters Yuria's mother had sent to him and had mentioned how Yuria was learning to become a Red Mage. He couldn't stay long, but he wanted to be there to see his daughter become a Red Mage.

A year later, word was spread around Byron that warriors were needed in order to help with keeping the crystals who had helped them live easier lives safe. Yuria figured she should do what she could for Halvor and, after saying goodbye to her mother for a second time, she headed with a train towards Alexia. She wasn't the only warrior on the train, but it wasn't like a specific number of warriors had been asked for.
 

PrinceOfShapeir

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Mar 27, 2011
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Name: Lilienne Deremont
Age: 24
Gender: Female

Race: Elezen

Class: Thief

Appearance: Lilienne is like most Elezen very tall, with a willowy build - she stands at roughly 6'5, with a toned but slender musculature. Her skin is extremely pale, contrasting her long jet black hair, generally worn loose and green, almond-shaped eyes.

She dresses in common street clothing in dark shades - a close-fitting red-brown deerskin jacket, gray cotton shirt, and soft, flexible brown pants, with soft-soled shoes.

Personality: Lilienne is full of contradictions - honorable but ruthless, proud yet sneaky, assimilated yet xenophobic. Her behavior is governed by a half-forgotten code of conduct, and most of the time even Lilienne suspects she might just be making it up as she goes along. She's a lost soul, desperately searching for a purpose to her existence beyond just survival, an outcast from her ancestral home and an outsider in her current home, with no place to stand and nowhere to go.

Inventory: Lilienne's most prized possessions are the Deremont blades, a Katana and Wakizashi. While not notable examples of the art in their home country they are to Lilienne's knowledge unique within Halvor. The Deremonts have maintained the weapons since their exile, and they bear few marks or scratches. The blades are bright but unmarked steel, the grips wrapped in sheepskin. The tsuba - handguards - have been defaced, the only remnants of the markings a discolored smear. Both blades are sheathed on her right hip in black lacquered scabbards, attached to her belt by a pair of cords.

Lilienne is a veritable arsenal besides that - she openly has a typical Halvorian dagger thrust through the front of her belt, and under her sleeves bears an additional pair weighted for throwing, and a fourth strapped to her right calf. Her pockets always have a pinch of sand or dirt in them for a dirty trick, a strand of silk wrapped around her left arm - apparently decorative - actually is a garrote cord.

Besides her arsenal Lilienne has few possessions - the clothes on her back, a deck of divination cards, a set of dice, charcoal pencils and a notebook, and a jar of lampblack.

Backstory: The Deremonts - once known as the Tanaka Clan - trace their origins far from Halvor, to a distant island nation not known on the maps. Three centuries ago the Tanaka were spies and assassins for the rulers of that nation, but court upheaval resulted in their exile, and over the decades since then have spread across the world, a branch coming to find a home in Halvor and taking the name of the people around them. Within the tents and wagons of these nomads they passed on their ancient skills to their descendants.

Lilienne is the last of the Tanaka in Halvor, their own xenophobia having doomed them to a slow death as their strong refusal to mix blood with the foreign Halvorians denies them any other options. Long lifespans are all that has saved them to this point.

Trained in the arts of the Clan, the ancient Jutsus, she has set out across the world, nominally an adventurer but all too often resorting to petty thievery and skullduggery, until she found an opportunity as the Crystals Crisis began and the Alexander needed warriors.
 

Drummodino

Can't Stop the Bop
Jan 2, 2011
2,862
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I'm interested, will have a sheet up soon.

EDIT: Here ya go.

Name: D'khen Tia

Age: 26

Gender: Male

Race: Miqo'te

Class: Dragoon

Magic: None

Appearance: As a Miqo'te D'khen has a pair of pointed cat ears with thick tufts of hair and a long thin tail. Dark blue hair covers his tail and head, which is cut short and swept back. His eyes are sharp and narrow, with thin vertical slits for pupils and irises a lighter shade of blue to his hair. His skin is smooth and lightly tanned.

Lithe, graceful and tall for a Miqo'te, D'khen is still shorter than most human males. In excellent physical condition, his leg muscles are well-defined and powerful and he stands lightly on his feet, ready to move at a moment's notice.

A Dragoon by trade D'khen wears flexible scale armour, designed to provide good protection while still allowing full mobility and speed. The armour is custom made to accommodate his ears and tail and it is dyed a deep black, with stylised spikes and blades giving it an intimidating appearance.

Personality: D'khen is friendly and charming to most people, capable of disarming them with a winning smile and friendly banter. He is fond of the simple pleasures in life, food, stories, sparring and the like. Despite this friendly nature he is quite cunning and self-centred, he won't dive into a lost cause or stick his neck out without a damn good reason to. He also hates relying on others and leaving things to chance, preferring to handle things by himself.

Magic is something that D'khen is rather disdainful of, although he will begrudgingly admit it has its uses. He has much more respect for those who fight and accomplish their goals with their own physical and mental prowess.

Inventory: A long wickedly barbed spear is D'khen's primary weapon, with a black steel head that matches his armour. Aside from that he carries a small number of fire and ice gems to use in combat and a moderate amount of gil in his coin purse. He also wears a plain silver ring on a chain around his neck.

Backstory: Born in Lumalna to a penniless immigrant from across the sea, D'khen lived in poverty for his first few years, his mother continually losing any money they could scrape together to shady underground gambling rings. One day when D'khen was around the age of five she simply stopped coming home, to this day he does not know whether she died or simply abandoned him.

Left to fend for himself D'ken became a street urchin, fighting with the other orphans and beggars day by day to survive. Some of the criminal gangs in the city used them as cheap messengers and spies, offering food in exchange for their service. D'khen proved to be a natural at this work, his heightened sense of smell, quick reflexes and speed pushing him above the rest. As he grew older he was recruited by a gang known as the Blue Eels as a bodyguard and thug, running security at meetings and collecting debts from those who owed his employers.

While most of the men and women in his position wasted their money gambling and carousing, D'khen was smarter. Hoarding away his meagre earnings, he patiently waited for a chance to get out of the city and escape the gang's control on his life. Eventually he managed to sign on as a caravan guard for a convoy headed to Arnetis and left Lumalna behind. In Arnetis he learned the way of the spear, proving to be a naturally talented Dragoon. Once he was satisfied that he'd learnt enough there, D'khen set out as a mercenary, willing to work for anyone with the gil to pay.

For a time this went well for D'ken, he was earning good money for doing something he enjoyed and was skilled at. It was not to last however. The Blue Eels do not take kindly to desertion and a squad of their hitmen eventually tracked him down. Escaping by the skin of his teeth D'khen fled to Alexia and signed up for the King's quest. Not even the Blue Eels would be able to take him out there, or so he hoped.
 

TheIronRuler

New member
Mar 18, 2011
4,283
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My humble submission:
Name: Frier Tuck, 'Preacher'

Age: 43

Gender: Male

Race: Human

Class: Monk

Appearance: Tuck is somewhat past him prime, but he's not old yet. A short and stout man, Tuck appears the harmless Preacher for most bystanders. HIs barrel-chested and muscular physique is hidden underneath his brown robes, and give him the appearance of a fat, beer loving and friendly Monk. It's not the case - Tuck is a mead kind of man.

His brown eyes, graying and receding hair, hooked and veiny nose, a single hairy eyebrow and an often red face give him the allure of friendliness, harmlessness and make him out a comical and pious monk.

His brown robes cover him from head to toe, and a piece of robe ties it around his waist. His coarse feet treat the ground below and have been doing so for the last twenty years. He carries a quarterstaff to ease his travels and occaisionally crack skulls.

Personality: Tuck is a lovable, upbeat and quite pious believer whose interests include the scripture, proselyting, visiting the local brothel and a lovely game of poker. He loves to drink and be merry, cares heartily for the poor and the disadvantaged, harbors a die-hard hatred for the establishment and the privileged and loves to hear heretics scream in agony at his punishment when they've pissed him off. Tuck is a renowned swindler and holy-man, who had left hundreds of fatherless children and broke lords in his path. Tuck is a man of contradictions - he preaches purity, yet frequents the local brothel, he preaches for peace and tolerance, yet he has a violent and merciless character. He is a monk - but also an expert con-man, a drunk, a heavy-gambler, a horny old man and a shameless thief. He never refuses a drink, knows the holy texts by heart and could give a cardinal a run for his money. He is full of good, and full of evil - but he is mostly what's in between.

Inventory: Tuck carries with him an alchemical kit, with an assortment of materials, and a selection of potions. He mostly cares for his fine liquor, which also serves as a base for his potions. He hides rolling tobacco and matches underneath his robea. He has a jingling purse of cash which he often empties at the first site of a taven. He has a simple necklace, a silver cross dangling beneath his chin and under his robes. His mule 'Cargo' does most of the heavy lifting.

Backstory: Tuck was a member of a monastery since he was eight, following a bought with the local market guards where he preferred a lifetime of chastity instead of losing an arm. Being the innocent child he was, a terrible thief and the bane of all candy vendors in the city he dwelt, he had no idea what 'carnal knowledge of women' meant. He never knew a women, he lived alone on the roof of a blacksmith's hovel. He never knew his mother, or the blacksmith's wife for that matter. All of the women he saw always shooed him away and yelled at him to pay for what he took.

Between the ages of eight and fifteen, Tuck learned the divine secrets of the world, became the monastery's undeniable master of coin and completely emptied the city's treasury. Tuck's keen eye for coin, experience as a street urchin and renowned sense of business made him a rising star in the religious community. His passion for money was only exceeded by his passion for god - oh, and breaking things. You see, Tuck was a desciple of a rather perculiar monk whose name he never learned that taught him the secrets of the technique to 'The God Hand'. Being the curious boy that he was, Tuck studied the technique religiously and became a fearsome warrior by his own rights.

At the age of sixteen he was offered the position of bishop, one which oversaw all of the region's chapels and monasteries, and denied the position. Instead he emptied the secret vaults of his monastery, spent nearly all of his coin in the city's brothel and left the following day to pursue a life of purity, prayer and sex. He became a wandering monk, swore off his leather shoes and cursed himself to walk the earth till his feet bleed open all of his sins.

Twenty years have passed and the monk Tuck became a living legend. He stole from the rich and gave to the poor (and himself). He stole from the poor and gave to himself. He was an outright bastard and a lovable chap, always leaving a despoiled virgin right after giving a sermon about chastity. He walks alone with his quarterstaff and a poor, overworked donkey carrying his spoils for him. Tuck preaches the gospel wherever he goes, only asking for lodgings, a warm meal and a lot of booze in return. His knack for money-making had made him a renowned figure. He dabbles in Alchemy and between trying to make gold and give himself immortality he focuses his work on creating the perfect beer.

Other: His nickname is 'Preacher', since he is known as the Preaching Monk.
 

That Annoying Guy

New member
Feb 21, 2012
121
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Here is my submission, if it needs any editing let me know. Not my best work but not bad for working on it for 2 hours till 4 a.m.
Name: Leo Weirich
Age: 19
Gender: Male

Race: Hyur (Human)
Class: White Mage

Magic: Cure, Raise, and Esuna

Appearance: Leo is a short lad even for his age, he's a light skinned thin young man standing no taller than 5'5" (five feet, five inches) with little muscle tone. He has a burn scar on the back of his left when a red hot piece of metal fell on it during the time his house caught fire. Behind his round framed glasses are a pair of faint blue-ish grey eyes, while his mud-brown hair is cut short and parted to the side but curls slightly at the tip.
The young white mage wears a white and red cloak/jacket with long sleeves and a rather large hood that usually is never worn up. The cloak/jacket reaches from the bottom of his neck, all the way down to his waist and then splits into two pieces that follow each leg down to the knee's length; the pants are black with brown leather boots that come up just below the knee.
Leo's preferred weapon is his willow staff, it's roughly six feet long, is a light beige-brown color with red leather strap tightly wrapped around (where Leo's hand usually is) for a handle. The top of the staff splits into two (much like a Y) and twists three times surrounding a blue glowing crystal.

Personality: Leo never really had friends of any sort to which made him incredibly lonely, though when in the company of even just one person his personality can switch from lonely, serious and depressive to upbeat, careless and cheerful at the drop of a hat. He seems to trust people he just met far more than he should but luckily it has yet to do him harm.

Inventory: In his bag (with his church's emblem on the flap) he carries one (rare) phoenix down feather (when he found as a child), a small amount of gil, a map, three (home-brewed, slightly alchoholic) potions (claims their better than store bought ones though this has yet to be seen), a small bag of smeeling salts (one pinch), and two ethers.

Backstory: From what he can remember, which isn't much, Leo was born on the outskirts of Durakia. one day his house had lit ablaze for a seemingly unknown reason(s) and his Mother parished in the blaze leaving Leo's father in a state of ruin. Eventually Leo's father, after a few days of pan-handling, began to starve but not only himself but his child as well. So for the betterment of his son, Leo's father left him, no more than a baby, to be taken care of by his old womanizing friend, a parish priest named Father Gauden Weirich; of whom's surname he also inherited. He was never heard from or seen again, it is believed he has since passed away.

For most of his life all Leo knew was religion, the parish he was taken into, and dreams in his head while he stared out the window enjoying the view of the rooftops and the locals beneath him, "Busy as ever always, something to do." he would think to himself. While he lived at the church Leo was schooled by a regular church goer (who had happened to secretly be royalty) for many years teaching him to read and write, history and map graphing, as well as regale the boy with idle fantasies and stories of dragons and kings, swords and spirits; some true, some not quite so. Due to this development he began reading out of leisure and fun, and now loves reading books of any sort and style, from child's fiction to classical literature of kingdoms past; his love for books has gotten him into slight trouble with the royal library but he never was punished for the ill deed (particularly due to a certain benefactor)... Not by the authorities anyway, though the rage of Gauden Weirich was something that Leo believed could possibly frighten the dead back to life only to scare them to death once more.

He never wondered much about his parents he'd always just figured they just up and left him here one day, but every once in a while, with his curiosity growing evermore he would plead with the Father; attempting to siphon any information about his parents or any other relatives that may still be alive. The answers were usually the same, they died due to sickness and disease, or war. So eventually the young boy just lost interest. Finally when Leo Weirich was 13 years old, Father Weirich summoned him to the frail old man's study. It was there that Leo first learned about white magic, something that had been a staple in the old church's history for generations and now it was his turn to bear that torch one day as a white mage of the parish's order to heal and defend the land if needed, from any and all evil. The training was tough on his body and spirit, everyday he trained and practiced. it took quite some time before any improvement could be seen, but all that training and studying had finally began to bare fruit. He began learning how to heal others and himself, moving on to more advanced mwhite magic(s) whilst training mana and his mind. Once Leo turned 19 news struck the parish's order that the king requested urgent help from the parish and Darukia, in fact from the entire country! Since Gauden, like most member's of the order, was far too old for this sort of business, Leo was sent in their stead much to his excitement and dread, not quite knowing what to expect. After tearful goodbyes and farewells the newly minted White Mage Leo Weirich boarded his train thinking how it felt like he was inside one of the many stories he'd read.
Side-Note/off topic: Also for some reason none of my browsers will allow me to open up spoilers so I have to open them on my phone so if my responses are a little delayed my apologies.
 

SirDerpy

New member
May 4, 2013
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Hmm, looks interesting...

Name: Serena Perempi

Age: 23

Gender: Female

Race: Viera

Class: Red Mage

Magic: Water, Thunder, Fire, Cure.

Appearance: The first step in winning wars is to deceive your enemies. Taking this advice to heart, Serena dons the flowing and light cloak that is the trademark of white magi everywhere, mildly protective against magic. Directly beneath, she wears her standard clothing: loose brown linen slacks, and a very fancy-looking coat, light and dark gray affair with golden buttons and lining, magically reinforced against both magic and tearing, although a simple enchantment won't do much good against a heavy sword. As with all Viera, her feet rest on a pair of stilettos, specially designed for ease of movement across rough terrain. Thin white gloves protect her hands. On rare occasions, she sheds the white robe, donning instead a long, blue overcoat.

As white mages are rarely seen to bear weapons, Serena is rather limited in her armament choices. To keep up her appearances, she carries about an average, shorter stave (a bit shorter than a meter and a half) tipped with a large cut, light green peridot crystal. Specifically built for white magic, it is surprisingly adept channeling black magic as well, though not quite as good as more specialized rods. However, her real weapon lies concealed beneath the facade of her white robe: a terrible Tonberrion dagger, thick yet surprisingly light, wickedly jagged and sharp, taken from a slain Tonberry. Some might call it evil, being associated with the despised Tonberry, but Serena prefers it above all others in spite of such connotations.

Beyond her clothing, Serena has two long, light brown ears typical of viera, above long, flowing silver hair, also typical of viera. In fact, most of her could be summed up as your average viera: rather tall, tan fur, lithe limbs, everything. Except for her eyes. They're gray like many others, but with a distinct red tinge, as if startlingly bright blood was slowly seeping into her iris.

Personality: Serena bounces between icy, quiet, and a general downer to being unnaturally happy, boisterous, and optimistic with surprising speed. This is usually dependent on when she last killed something. However, regardless of mood, she is sharp and aware at all times, and oddly enough, kind in a strange way to those she would call her friends. She also seems to lack any kind of instinct for self-preservation; she fears wolves, she fears curses and black trees in the dead of night, she fears the sound of guns and cannon, yet she has a total apathy towards the prospect of death itself.

Inventory: Small amounts of gil (how can one even survive in today's world without it?), a rag encrusted and stained with dried blood, two pieces of echo grass, and a cocktail of combined potions and antidotes.

Backstory: Tonberries are cursed creatures. Anybody can tell you that. From the way they skulk in the shadows, glaring with hate and malice filled eyes at lone travelers, to the way they cruelly and gruesomely slaughter their victims, they are easily the boogeymen that all should fear. Which was why, of course, Serena was one in a thousand, being blessed with the stupid amounts of nerve to face one down at age seventeen.

Born to two average Viera parents right outside of Durakia, she led a perfectly average life, with a perfectly average life plan: at age 15, Serena would enroll in an academy for Red Magic, the field of study most suited to her, as her parents agreed. After she graduated, she would find work in Alexia, and she would figure it out from there. It was a good plan, for a normal viera girl. It's unfortunate that it didn't work out, exactly.

At age seventeen, her class took a trip outside of the city, into the mountains for a week to strengthen mind and body. It was during that week that a lone, fabled Tonberry stalked into their camp in the dead of night. The panic was immediate. Although nobody had died, nor was to die that night, they fled from the terrible sight of the Tonberry like fish from a bloodied shark. All except Serena. Whether she was extremely stupid or possessed incredible nerve, it is unclear to this day. She, however, stood her ground, almost arrogantly confident in her magicks, and faced off against the demon. She would've certainly died, had her display of courage not compelled her friends to overcome their fear to stand by her. For the majority of the night, they retreated as they fired spell after spell at the demon, and finally it died, having suffered far too much damage. From this encounter, Serena took as a souvenir the knife of the Tonberry, special to her as the first monster she had defeated (though not alone) with her magic.

Tonberries are cursed creatures. Anybody can tell you that. Her parents ordered her to dispose of the dagger, but Serena steadfastly refused. It was a precious memento, and the load of bunk called superstition would not convince her to release it. Whether it is true that the Tonberrion daggers carry with them a curse is still unknown. The happening did teach Serena one thing about herself, though: that she had a love for slaying monsters. In her free time on weekends, she would go out into the wilderness and seek stray monsters looking for an easy lunch. She worked as a monster hunter on the side, taking on any jobs she could find in Durakia. Yet, as time went on, Serena realized that killing monsters with magic wasn't quite the fun it used to be. So she set out on an experimental adventure, to see if she had it in her to take down monsters with her dagger. What followed was unclear, but all of a sudden, she found herself mutilating the still-living body of the malboro. The Tonberrion was slick with its blood, and she rather enjoyed the feeling. Yet even the cruel torture of her creatures faded in intensity and enjoyability, soon enough. The next step in repressing her morality came as she, on a whim, as natural as one might decide to pick up the piano, she decided to go and kill one of the humans in Durakia. That felt nice. It was very enjoyable.

Then her parents found out. They were naturally unsettled and furious. They physically threw her out of their home, and disowned her. They, at least, had the kindness to fail to turn her in to the law. Serena was distraught; society seemed simply incompatible with her. As she drifted farther away from her hometown, she retreated within herself, becoming colder, bitter. She repressed her desire to kill, cursing it for upending her life just like that. In self-punishment, she forbid herself from even killing monsters. Yet to fight against yourself is always a losing battle, and she grew more and more depressed as the years rolled by.

When the call to arms came, Serena was making ends meet as a mildly inept white mage for a monastery somewhere. It was like the hint of a dream in the darkest nightmare: Halvor would pay good gold for people to come and kill in their name. By this time, she was close to giving up and just letting herself go; the opportunity was golden. A job specially for killing enemies, yet at the same time serving for the greater good, reconciled with all her beliefs, and she couldn't sign up soon enough.
 

Malbourne

Ari!
Sep 4, 2013
1,183
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Oh, this is why nobody writes the older characters...I throw my (invisible) hat into the game!

Name: Gojo Eremel

Age: 86

Gender: Male

Race: Bangaa [http://finalfantasy.wikia.com/wiki/Bangaa]

Class: Knight

Magic: Cure

Appearance: The Bangaa warrior stands at an average 6'1", his breadth of chest and towering silhouette rivalling that of many well-toned humans. Like most Bangaa, Gojo has distinctive characteristics: a long, pointed snout; rough scales covering the majority of the skin; long, slightly fuzzy ears drooping from either side of the head; pointed teeth and triple-fingered claws; and finally, a lengthy, lizard-like tail. Gojo boasts corded muscles and sturdy limbs (though not as impressive as some warriors, given his lack of discipline and training). His skin has a largely olive pallor from snout to tail excepting his belly, which is of a lighter beige hue. Matted white hair hangs from his head, snout, and chin, giving him a somewhat bearded appearance. His one good eye glows yellow like a rattlesnakes, ringed by wrinkles and topped by a bushy eyebrow. His other is swathed in an ornamental headwrap - white cloth embroidered in golden swirls - which functions as an eyepatch.

Piercing his left ear is a row of four golden bangles, which jingle lightly when he swings his head. His clawed hands are plated with metal for some slight protection, as is his right arm (his main fighting arm). The rest of his garb is equally functional: a leather half-breastplate, steel epaulette, light steel anklets, and a heavy kilt stitched with cultural runes (with appropriate accommodations for a tail, of course). Besides the golden ornamentation, most of Gojo's attire is rather simple and unimpressive, such as an open tunic and leather belt.

Personality: In spite of his age, reserved speech, and grave demeanor, Gojo is perhaps one of the less serious of his species. His deadpan manner is often laced with subtle jabs at people who annoy him (or, even, those who don't). That said, he has an undying respect for people who display strength, whether of wit, arm, or conviction. He won't hesitate to rush to the aid of his friends, few as they are, but often stays out of fights that don't concern him otherwise.

He has a flippant view of turmoil, giving him a calm, if uncaring, perspective with which to approach large problems. He defers to those more clever or intelligent than he when it comes to complicated affairs or politics and he offers advice if asked for it, albeit in a somewhat effacing manner.

Most of his joy comes from smithing of armor and weaponry and, by extension, the creation of art in general. He fancies himself a connoisseur of paintings and sculptures (though his expertise hardly extends beyond that of an amateur). Gojo also detests baths, preferring instead to clean himself, the rare times that he does, with perfumes or scented oils.

Inventory: Gojo totes his well-worn war hammer, strapped about his shoulders to his back. The curved head resembles a flattened beak, and the hooked end is carved in the ornamental resemblance of a bird's eyes and feathers. The hammer has survived almost a decade, though this comes as no surprise given how little use it has seen.

His money pouch is bone-dry (perhaps spent on a delicious course at the last inn or gourmet restaurant Gojo attended).

Backstory: Raised among one of the proud Bangaa clans in the city of Detbrogo, the Eremel family, Gojo grew up bathed in the idealistic environment of warriors. Of course, Detbrogo being the cultural and industrial hub that it was, Gojo got a sample from both ends of the spectrum of honor and chivalry. His mother was a respected warrior in her own right, serving as the personal captain of the guard to a nobleman. His father, having lost a hand in the course of battle, took up armor-smithing as his trade and served the city government.

As a child, Gojo adopted the spirit of combat with vigor. He found great joy in learning the intricacies of swinging a hammer, clashing great swords, and butting shields. When he reached the teenage years, he took up guard duties and other jobs that required muscle, expanding his repertoire as a skilled fighter, building a talent for wielding heavy weaponry, and fostering a love for cuisine and art.

It was when he was about twenty-six that a Nu Mou elite by the name of Capple Hydrangeis arrived in the city to inherit his brother's banking business. The Hydrang Bank controlled roughly a quarter of the liquid assets of Detbrogo, but Capple, seeking to expand his control, began muscling out smaller banks, gangpressing businesses, and making connections amongst the nobility. Two years of scheming netted the Hydrangeis estate a tidy income and half the city, thanks in part to a reluctance (or inability) of the guilds to form a coalition against the bank.

The smithing business of Gojo's family came under pressure in time, and mounting disputes between his mother and father created a rift that pushed the senior smith to move east, where businesses were more strictly regulated. Gojo's mother remained in the employ of the noble, much to the youthful Gojo's irritation. He came into the company of a wandering mercenary group and soon after left the city. Odd jobs fell to the group, and members came and went as time dragged on. After about six years as one of the more respected warriors in the organization, Gojo took issue with the heir to the leadership and departed, ending up in his home city once more.

He found his former house repurposed as an inn of sorts and his father?s forge now a dining hall. Rumor had it that his mother had left the employ of the nobility several years ago and flew the coop; nobody knew where Gojo's immediate family was any more. He tracked down his clan and discovered most of the members had disbanded, becoming raiders or mercenaries as he had. What few remained were now hired security for the businesses that sprang up or vanished every week.

The once-proud Bangaa realized much of the tradition and honor he'd been taught to live by had been swallowed up by the city's own progress. Seeing little point in resisting, he became a bodyguard and, after several years, the head of security for a prominent businessman. His fighting prowess saw a great deal of work as he escorted trade caravans, deflected bandits (some of them familiar), and engaged in booze-infused brawls on some weekends (it was during one of these that he lost his eye, embarrassingly, to an errant bottle rather than an opponent). It wasn't until many years later, when he turned sixty-five, that his role as chief of security began to eat away at his time for sparring. His tastes turned back to fine art and fine dining, and he settled into the more leisurely life of a tradesman by hammering out equipment in his spare time.

In his eighth decade of life, Gojo had an unexpected visitor: his father, wizened and graying, returning on a trade mission. The reunion was short-lived, as neither seemed eager for a drawn-out heart-to-heart. Gojo and his father parted ways after a week of reconnecting, and the younger Bangaa resumed his life of desk work. Now, however, a wanderlust began tugging away at his mind every day as the years passed, until a unique opportunity came down the grapevine: the king was uniting soldiers for a special mission. Seeking to rekindle the warrior spirit that had shaped so much of his early life, Gojo signed on to the army of Halvar, war hammer in hand, and left his home city for good.
 

UnusualStranger

Keep a hat handy
Jan 23, 2010
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Name: Roderic Fouillel

Age: 32

Gender: Male

Race: Duskwight Elezen
http://finalfantasy.wikia.com/wiki/Elezen

Class: Thief

Weapons and Armor: Roderic holds to the idea of being well armed to make sure that if you are caught, you are not "caught" quite yet. Roderic keeps a collection of knives on him. Twelve knives, all of which are stashed in different spots for 'ease of use', in his terms. One of the knives, his favorite, is fire enchanted. He has 'collected' this particular knife for a selection of reasons, first being that it has proven to be able to start fires to keep the cold away, and second because most people back up when a comrade is lit aflame.

The armor that Roderic uses is a Black Garb, largely to assist in more night work as a thief always works best under the cover of night. Of course, that doesn't mean that Roderic doesn't also practice his craft during the day, using his speed to get whatever he needs when he needs it. The garb has no obvious modifications, as being a thief means there isn't any room for getting fancy. He even tends to wear a blue robe over the clothes so as to have something covering himself for the weather.

Appearance: Roderic stands around 6' 2" , an average size for his race. With dark blue eyes, and short black hair, kept generally in a slight messas it keeps patted down due to the constant exposure to the elements. In keeping with his kind, he has also kept to being slim, limber, and a small form of refinement, which has always been useful in getting into fancier parties. With longer limbs, and a generally contemplative gaze, Roderic can't help but always seem like there is something at the edge of his tongue, but doesn't know what to say.

Overall, Roderic has kept his appearance generally clean and unremarkable, and as long as he has his say he plans to keep it that way.

Personality: Roderic is confident, blunt, and when it comes down to it not all that worried about the world around him. Attempting to treat him like a criminal has only increased his boldness in his work, and also has led to a certain stoicism to how he presents himself. Roderic isn't above leaving some behind in order to get things done, but by no means does it make him a terrible being...to himself at least. He takes the answers that he has, and he runs with them.

Inventory: Roderic carries about a small assortment of Antidotes and potions, largely to go along with his travelling nature and the need to be prepared for what problems he could encounter along the way. Along with the survival gear, he also has on him a set of thieves tools for those things that prove just too difficult for a small pin and deft work with his hands.

Backstory: Roderic felt that his calling when he found himself catching things that fell, or better yet starting to heft things off of nearby passerbys. His skills seemed to only multiply from there, going from simply grabbing a few coins from a random walker, to collecting some gems for a girl, to sneaking into mansions to get an 'overdue payment'. As Roderic continued to develop his skills, he felt that he had begun to get too good in the city...and attract some unwanted attention.

With his collection of knives made, Roderic made his way out of town and on his own. From there, it was a collection of hard knocks of learning to survive in an even rougher world than the city which would rob or kill you, as the wild wouldn't care about payments for later. After four years of scraping out an existence, Roderic earned his confident style as he found himself surviving where other bones showed their failure.

After his wildlife adventures, Roderic found himself in the city of Victus. While he couldn't claim to be a scientist, he could appreciate the interesting security that they had there. Even more so could he appreciate the amazing tools that he hoped to one day be able to afford...or acquire through other means. However, after two years of trying to acquire the interesting technology, he heard the interesting call from the kingdom of Halvor. With that, Roderic decided he could use a nice change in pace and that his years long attempts were not making the progress he wanted. He made his way towards the castle, but not entirely confident in simply taking the front door approach.

His talents payed off, and he made his way to blending in with the crew, and even managing to make it into the tower with Mira's boarding party. It was there that he learned quite a bit, with his skills helping the group find a way in, and his knives proving to be an even more handy part against some of the creatures and machines in the tower. Also learning that they had been taking people from their patrols, and homes and...turning them against everyone. Making his way back was a feat in itself, and with the mission done, he was more than happy to leave that world behind. Of course, being caught unawares with ships bigger than he had ever seen before wasn't exactly letting him leave.
 

Doc Gnosis

Elite Member
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Sep 16, 2010
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SirDerpy said:
As much as the character concept fascinates me, Serena's is just too uncanny for this RP. I think there's a lot of things you can play with, but I don't think any character would in good faith be comfortable with her. Reading your sheet it gives the impression that her killings are known and that people may know who she is, and that she would probably be arrested on the spot if she showed up. And as much effort as you put in or this; I cannot in good faith accept this sheet as it is.

Perhaps if you have her personality be as she was hunting monsters before she started killing people for thrills would I be more receptive of Serena. Either that or downplay the murderous part of her; make her victims monsters in their own ways. I have no problems with a blood knight, but this is just over the top.
 

CharrHearted

New member
Aug 20, 2010
681
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Name: Veltis Arunda.

Age: 22

Gender: Male

Race: Burmecian

Class: Ranger

weapon:

Ebilis Lanquis: A large black dragon scaled greatbow fitted with a mithril string and adorned with phoenix feathers, The Ebilis Lanquis uses large arrows in order to destroy opponents from afar, fitted more for taking out larger monsters like wyverns or other creatures, this strong, durable weapon his Aldo's most favourite possession.


Magic: N/A

Appearance: A standard white furred Burmecian, standing at 6 feet tall and having a slim yet athletic build, supporting a silver set of flowing waist length straight hair, having heterochromia, his left eye is a brilliant gold, while his right is a brightly lit green, both eyes giving off a beautiful glow. Veltis is equipped with a golden head bangle adorned with a unicorns horn, which spikes upwards, his large rat like ears are pierced with golden beautiful rings all the way around the tip of the ears. Wearing a white dyed lizard scaled midriff revealing jacket, tail coated at the back, golden trimmed, golden buttoned and supporting golden cuffs.

Something along the lines of this, except made of white scales, and trimmed gold. etc: http://www.liquiwork.com/punkcoatjacket/jpg/11401227_2.jpg

Wearing a set of long blue dyed leggings, supporting silver armor along it to give better protection against strikes, and no boots or footwear of any kind, though wears golden anklets.
He also supports a large box on his back which holds his large arrows.

Personality: Veltis was raised to be a gentleman, raised to always put others before himself in order to please and be accepted by others for who he is, not shying away from answering or asking questions, he tries to befriend others with his kind attitude and humbleness, hoping to let others see that he's a man who will go an extra mile for them and not be some moocher who is only after them for something they have. Though pretty child, he is incredibly flamboyant, and rather feminine in the way he moves and speaks, having a large amount of grace with his movements, making himself appear comedic at times. When it comes to serious scenarios, Veltis tries his best to help in any way he can, it pains him to see his comrades or innocent strangers feeling depressed or conflicted and it brings him joy to just be able to help them ease their pain, if he can. Veltis can be rather stubborn however when it comes to helping others, which can get him into some trouble, but believes that if he doesn't keep trying, then there's no point to his existence. Believing that everyone should band together in equal unison to bring the world forward, he loves giving people compliments to raise moral among his allies.

Inventory:
Gil, pocket watch, perfume, An assortment of trinkets collected over the years which he keeps in his pockets, arrows w/ large boxed quiver.

Backstory:

Veltis was lucky enough to be born into a family of nobility though not of royalty. Born in Byron, Veltis was born into what many people where who were born inside Byron were, born into a family of traders and merchants, his mother and father both sold an assortment of goods and made strides in profit by assisting the most pleasing markets, while most merchants try to sell their goods to the most profitable market, as most merchants believe they would rather make no money than some money if they cannot make all the money, Veltis' mother and father took the chance they got, and sold to the markets which many thought were to be unprofitable, and ironically become profitable for them as nobody was selling to the niche markets in Halvor. Due to their ingenious plans and their business potential, they became a rising trade and worked up enough to see them through to the end of their days with bales of gil left to spare. They were never greedy folk, always granting fair prices and always to the ones who desired it for non violent or nefarious reasons and so, when Veltis was born, his parents taught him of the value of speech, of talking to others and helping others to help not only themselves but to help everyone who wasn't cruel equally.

When growing up, his mother and father with their intellectual minds, raised him and granted him the knowledge that only nobles could pay for, while using their merchandising skills to knock the prices of his tutoring off a few notches. Veltis was taught many things about the world such as culture, civilisation, history, the lore of magic, arts, the military, the views of the people, language, and other topics, and because of so much knowledge, Veltis would grow up to become intelligent himself, and due to his gentlemanly nature, would desire to spread his knowledge to the people who wouldn't be able to afford it.

While living in Byron, because of Veltis' good willed nature, his desire to assist others often gets him into trouble with the local guard for standing up for peasants who steal for having nothing to eat or for standing up for his beliefs against racism, sex and his other beliefs. He was well received by many others his age because he was so outgoing, playful and trustworthy, never breaking a promise with his childhood friends and never going against their backs, Veltis would always make sure to seek out those who have nobody to be friends with and become their friend so nobody would be alone to him, displaying his kindness openly like so.

While growing up, gaining a great education, sharing such education and gaining allies because of his personality and the way he was raised, one thing that was needed for Veltis to learn was to defend himself. Though he was not tutored in the arts of self defence like he was with his knowledge, his father was actually once known as a very skilled marksman, skilled in the use of large Greatbows, Veltis was trained to use the bow, but started off using smaller more efficient bows for practice and slowly building it up from there, countless training exercises to build his physique to give him the strength to weild a large bow like his father, in the middle of his days playing with his friends and getting his education, he made sure to practice and learn every single day with his father from an early age, and from building up his strength from his consistent training regimes, the noble young child born into his merchant family had now grown up, A strong and kind man of twenty years of age, his education had been fully completed, his training though incredibly hard and painful had came to an end with his abilities in using the Greatbow excelling those of his father now, due to his old age, with his skills, and was given the weapon used by his father, the Ebilis Lanquis, a greatbow heirloom passed down from generations.

Veltis has become a very strong individual, though not perfect, he is not a master of the greatbow, he cannot use swords and is unable to use magic, but he is a strong individual who is not afraid to put his life on the line for his ideals. From having grown up and seen many walks of life, he only wants the best for the people of the world and gear in hand, sets off to see that his ideals are met, and has set off around the Halvor succeeding in helping those less fortunate than himself, in the two years after his leave from Byron, Veltis has made a positive name for himself, not recognized everywhere he is still well known by the nickname "The Argentate Seraph" by many common folk, giving him a reputation with those around him, now at the age of twenty two, because of his well known reputation, he was personally hired by the king to protect the crystals, due to his good nature, he bowed before him and accepted the offer and went with his new commanding officer along with many others to stop the fiends, though they appeared to have failed, Veltis tried to save as many lives as he could during their retreat but not much could be done before the beam of light engulfed the battlefield, and Veltis succumbed to unconsciousness.

Other: I'm not sure I have anything I need to put in here! Though please if my bio is lacking in anything, please notify me, spelling, grammar, etc. I'm a dyslexic guy with autism so, i'm severely lacking in my grammar and spelling skills, and if anything is out of place, i'l be happy to change it, i hope you accept me!
 

Neuromancer

Endless Struggle
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Mar 16, 2012
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This would be my character sheet. Let me know if you find anything that you wish changed, expanded or cut down.

Name: Zarbranth IV Sagramor

Age: 27

Gender: Male.

Race: Human.

Class:Knight

Spells: None.

Appearance: Standing 185 centimetres tall, with a muscular build. Broad-faced with a downward scar going from forehead to cheek. Shoulder-length black hair on the back and cheek-length hair on front. Usually has the hair loose, but during combat scenarios he turns it into a top knit. Brown eyes. Has a stubble which he plans on turning into a beard.

Wearing plain plate armour, he gives off the appearance of a common rank and file soldier. The one thing setting him apart is the family greatsword, Mediator, he carries on his back.

The pommel, decorated in yellow gold, has a teal blue gem at its end, making it look like a large shard of ice.The grip is blackish gray and plain, so as to not intrude with the wielding of the weapon.The guard of the weapon is also decorated in yellow gold, with an aquamarine gem in the center.

The blade itself is quite different from the hilt. Black in colour with sharp edges and point, it has a much more brutal look.

Though the weapon is decorated, it is not overly so, giving the weapon an air of prestige while avoiding inviting brashness.

Personality: Jolly and dependable, Zarbranth is the kind of person that will gladly put himself in harm's way if it means his allies are safe. Despite being well educated from his nobleman origins, he enjoys the simple pleasures in life. In particular, he has a love for drinking, and is usually pretty reluctant to pass on an opportunity to have a good drink.

In battle he is much more serious and collected, making use of his good perception and training to try and devise courses of action that may benefit his allies.

Despite all that, Zarbranth has very low self-esteem, a fear of letting down his comrades, as well as doubts on whether or not he?ll live up to his family's legacy. Even so, he tries his best to not let his doubts show.

Inventory: Other than his plate armour and greatsword, Zarbranth carries a heater shield along with a standard longsword, a pouch of gil, a few potions and a picture of his sister.

Backstory: Zarbranth was born to the Noble House Sagramor, also known as the "Pilgrim House".
It was known so after the founder of the House, Zarbranth I, forsook most earthly treasures and swore an oath to the king of the time that he and his successors would travel the land and mete out justice where needed. Armed with only the family sword, Mediator, Zarbranth I would travel to the cities and countryside of the Kingdom, and right what he saw as wrong, be it battling criminals, hunting beasts, helping rebuild what was destroyed or feeding the poor. Zarbranth would only settle down after his firstborn son was born, and spent the rest of his life teaching him his values along with his fighting technique. Since then, the wandering of the head of House Sagramor is known as the Pilgrimage. The House motto is "True Justice Above All" and its sigil a sword with scales on its guard on a grey background.


Following his example, House Sagramor has held a tradition of temperance and martial prowess, known to not stay in one place for too long.

Zarbranth's father, Gargabaath, was a proud follower of family tradition. His mother, Oslith Lindor, was a member of the militia of Ersyr, where she met Gargabaath during his pilgrimage.

After Zarbranth's birth they settled down in the city of Arnetis to help train not only his son but also those that wanted to learn to defend themselves and those they hold dear.

Though Zarbranth turned out to be a natural-born warrior, he did not, to Gargabaath?s dismay, quite hold the family tradition to high esteem, preferring to spend his days living carefree rather than helping his father with their duties.
It all came to a head during Zarbranth's coming of age ceremony, when, rather than pick up Mediator and wander the land, Zarbranth brazenly refused, being perfectly content with the life he was living. Enraged, his father disowned him and told him never to return.

Two weeks passed, during which Zarbranth took shelter at an inn with what money he was given secretly to him by his mother. With her urging, he decided to try and reconcile with his father in hopes they could reach some sort of compromise.

Unfortunately, the night he mustered enough courage to face him was the night the family house caught fire. Rushing into the house to try and save his family, Zarbranth found to his horror his father and mother dead, and his sister unconscious, her room mostly blocked by debris. With Mediator in hand, he cut his way through the burning debris and rescued his sister, who was left with a good deal of her body scarred from the burns.

Feeling ashamed for his foolish and childish behaviour, Zarbranth blamed himself for the death of his parents. Leaving his sister to the care of his uncle, he cast aside his name and went on to travel the world, not to spread justice, but to find what justice truly is. Calling himself Zack Hewley, he spent his years travelling the land and meeting different people in search for the truth, making a living through hunting marks. Hearing of the King?s Quest, Zarbranth set out to join the king?s army in hopes that if he involved himself in something this big, his search for the truth reach its end..

Notes: Though he carries Mediator on his back, he refuses to use it until he finds himself worthy of the family name again. Instead, Mediator serves as a reminder of his goal.
 

Pm0n3y

An emaciated shadow
Jul 29, 2009
6,344
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Sorry about the premature epostulation there, I pressed post when I meant to press preview.
Name: Ezra Cliffords
Age: 23
Gender: Male

Race: Human
Class: Dragoon

Magic: Aero (wishes to learn Thunder at some point, as he feels it could be a great accent to his Aero spell)

Appearance: Ezra would be considered a fair pick for someone of his class. In which I mean he's fairly tall, and very light. Ezra stands at about 6' flat, and weighs about 130 lbs soaking wet. Naturally, while his frame is adeptly toned and athletic, the boy's no more than skin and bones. Despite his job and hardy upbringing, Ezra's facial features are more soft than angular, giving him a bit of a baby face. His eyes (when you can actually see them) are colored a bright, shimmery greenish-hazel, a pleasant contrast to his light brown skin. His hair is usually much longer and straighter than anyone would expect, as the smooth black locks stop just an inch or three past his shoulders.

Other than the color scheme, his Dragoon getup is standard. The light scale armor shines of indigo hues in the light, as striking accents of turquoise and yellow give the armor a more ornate look. The sharp, dragon-shaped helm completes the look of this iconic armor, one of which he rarely takes off. So for the most part, his face is usually obscured.

His lance, the six foot tall mythril spear covered in dull tones of black and glimmering silver (and spikes and spokes and spurs and other assorted pointy bits), was a weapon passed down to him from his adopted father. Due to said lance's mystical mythril core, Ezra finds it much easier to perform his spells with it than with any other sort of weapon (specifically so the Aero spell he was taught during his training).

Also worth noting, is the appearance of his pet Wyvern, Moondragon. As she's but a few months old, the young wyvern is little less than a foot long, from snout to tail. She is covered in scales of emerald, with stripes of white lining her back and underbelly. Her wingspan currently maxes out at about two feet, as she has quite a bit of growing to cover before she could be considered a successful mount.

Personality: Ezra is a bit of a flower child. Reserved, modest, a little sheepish, and cares for the many forms of nature that flourish around him. But, don't let his soft spoken demeanor fool you, he's no pushover (Well, when it comes to fighting, anyway). Seeing as he's taken up the Dragoon mantle, one should know that he can easily put on a determined guise when its needed. This'll usually show when someone needs assistance, or when someone tries to test their luck against a dragon knight. That being said, if you can look past his initially intimidating armor, then Ezra's amusingly easy to approach.

Inventory: He usually doesn't need to carry much, and usually doesn't. Other than a bit of gil to spend at shops, and some emergency potions and antidotes, Ezra tends to keep his travelling pack light. Other than his lance and Moondragon, he doesn't hold on too long to material things.

Backstory: Orphaned at a very young age, Ezra was quickly adopted by a family of friends to his parents, The Cliffords. This was a big family, with about four boys and three girls already a part of their clan (and counting no less, Mama Cliffords was already expecting another baby boy when they took Ezra in), there was never a dull moment for the family of farmers living peacefully out of Malon.

Growing up, Ezra was quite persistently hounded by his adopted brothers and sisters when the parents weren't around. Usually about the small trivial things like his nasally high pitched voice, or his skinny stature. It was mostly in good fun, playful jabs that Ezra could easily shoulder, but it was the words of the eldest boy, Harvey, that got to him. Seeing as he was the only child to take the teasing to physical, punching levels, Ezra genuinely believed that Harvey hated him. He would constantly berate the boy on how weak he was, how their parents would never completely love him, how he'd never be a "real" part of the Cliffords family. When those words became too much for him, he would run off into the forests to console himself.

From then on out, he would hang close to Mama and Papa Cliffords, opting to be a help around the farm rather than hang around his adopted siblings. The work (along with his wanton wanders through the forest) would serve as something to help him clear his mind of all the teasing he'd have to deal with. From working alongside Papa (Robert) in the stables, to assisting Mama (Cecilia) in the chicken coops, Ezra always made sure to keep himself busy. And it was usually just him, too. Even with all the brothers and sisters, they'd all rather succumb to their own devices rather than help around the farm. Robert appreciated Ezra's constant help and developing integrity, growing closer to him more than any other son.

Reaching his young teens, Ezra had grown strong and fast from the constant help, his hands grown as calloused as his psyche. One day, Robert wanted to show Ezra something, and lead him into the stables he'd spent his years keeping clean. "This would've been something I would've shown Harvey when he was of age, but he's barely stepped foot into this stable, let alone proved to me that he could handle the title. But you Ezra, my son, you might've been ready the day you came up to me and told me you wanted to work!" With a chuckle he led the boy the back of the stable, and showed a secret panel. Within the compartment was a pristine suit of the Dragon Knight, and beside it an equally imposing black lance.

"Back in my prime, I was a Dragoon. A powerful knight capable of taking to the skies to drop in on my enemies. I lanced down my foes with my powerful spear. I utilized wind magics enhance my speed and agility, as well as to...sweep my wife off her feet." As he talked, he brought down the spear from its case, and presented it to the astonished youngster. "I will teach you all I know...if you'll let me." Robert gave a knowing smile. Ezra didn't hesitate to say yes.

Once he turned 20, Robert deemed him ready to don the armor (partially because he was tall enough to properly fit it). A proud moment for father and son alike, Ezra received his adopted father's blessing, and he in turn vowed to never let him down. Using his hard earned knowledge, Ezra was ready to venture out into Halvor, and to prove himself to be a great Dragon Knight.

Other: Moondragon is adorable.
 

SkyeNeko

New member
Dec 30, 2010
3,104
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Name: Kai Lacewell
Age: 30
Gender: Female

Race: Aegyl
Class: Monk

Appearance: Kai is 5'10", with curly lavender hair that goes down to her waist, and light blue eyes. She has an hourglass figure, with slender arms and strong legs. Her wings are large and white, but weak, and unfit for any long term flying. They're normally strapped up with leather belts to minimize the strain of holding them up. She wears a kimono top with flared sleeves for distraction and concealment, and plain, loose pants.

Personality: Some humans call Kai bipolar. Since she is an aegyl, she still suffers from the incomplete souls passed down by her ancestors. She experiences fits of anger and rage, but is truly trying her best to be a responsible, level headed adult for Lani. She's learning to control herself better, and between episodes, she is plesant, sociable, and hard working. She believes that everyone should feel part of the team, and valued, no matter how insignificant they might seem. She loves life, and is absolutely terrified about her looming expiration date. She always puts on a tough front, and seeks to inspire confidence and bravery in everyone she meets.

Inventory: Kai carries two claws, one pair consisting of straight blades that run parallel to her hands and grip, made for precise piercing, and a pair that sport hooked blades made to tear flesh. She keeps them in a brown pack, along with sharpening tools. She carries a few potions, very little gil (enough for a small meal), a thin blanket, and a flint.

Backstory: Kai's earliest memories are from Byron, of all the different peoples and races converging in the busy port city. She doesn't have any siblings she knows of, so she assumes she is either her parent's only child, or the youngest of an unknown brood. She didn't know her parents very long, they both died before she was a teenager, leaving her in the care of the monestary in Ersyr. There, they thought, she could be taught to manage her emotional outbursts. That she could be raised like a proper human, and not have to bear the curse of the aegyl.

When Kai was 18, a blooming young woman kept naive and gullible by the strict kitchen matron, she became enamoured with one of the mercenaries that occassionally passed through the area. One thing led to another, and 9 months later, there was Lani. Lani inspired waves of emotion foreign to Kai, the tiny baby girl's gurgles and cooes were enough to melt any ice in her heart. Kai forgave Lani's father for his absence, for what she had received in return.

With a new child to support, Kai began training as a monk, taking on more work in order to pay for their food and room. She had a knack for it, to say the least, and the endless hoarde of undead gave plenty of experience. Kai was almost famous among the monks: an inspiring angel on the harsh battlefield. But Kai felt the burden of her wings growing. She started to tire faster, and lines of gray streaked through her hair. Lani was growing strong, and starting to test her wings. Kai had to make a decision. In an effort to be able to raise her child, Kai left Ersyr, finding a place in Alexia. She took odd jobs, dangerous jobs, to try and at least leave Lani with enough money to make her own way after she died. That was how she ended up on the Alexander, with hopes of being able to pave Lani's future with gold.
 

CharrHearted

New member
Aug 20, 2010
681
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Uh... Is the OP still alive? I mean he hasn't checked the forums in like, 2 days... hello? o.o
 

Doc Gnosis

Elite Member
Legacy
Sep 16, 2010
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To demonstrate my proof of life: I'll be writing feedback for each character shortly.

Lambi said:
Yuria Mitsuri
Welcome back! Anyway, Yuria ultimately works for this RP, which I kinda expected since this was your RP originally. A lot of effort was put into this, and reading this over again, I'm hard pressed to find any nitpicks I have with her.

PrinceOfShapeir said:
Lilliene Deremont
Welcome back to the game! I gotta say this is a very complex character you have in terms of personality, but I know you're capable of pulling this off. The backstory works though I raise a few questions on Lilliene's personal history. How did she learn the jutsus? Who taught her how to use them? The way you mention her being the last of her line is she an orphan? And if that's the case, what happened? And judging by the personality you've set forward, does she suffer from some kind of amnesia?

These questions are kinda formed around how little I know of her, beyond her lineage. If all this is part of developing Lilliene over the course of the RP, I can understand if you don't want to answer them - I'm guilty of that as well. But stretching out her personal history wouldn't hurt you.

Drummodino said:
D'khen Tia
A fair comic character with a good backstory. I'd imagine coming back to Halvor in the RP would stir some mixed emotions in him.

This may be a petty thing but would you mind changing the race to Mithra? I don't play much of XI or XIV, but the Mithra and Miqo'te races strike me as being too similar to one another and to just treat them as ethnic groups makes more sense. You can keep the character's cultural identity however, or you can play around with difference between Mithra and Miqo'te - especially since there is a Mithra character in the pool.

TheIronRuler said:
"Preacher" Frier Tuck
I like the kind of character you have, especially since I've heard nothing from the previous Monk player in the last RP. The personality and most of the backstory works, though his sudden turn for the material is right out of left field. This isn't a bad thing, just plain random.

That Annoying Guy said:
Leo Weirich
I appreciate the effort that you put in on describing how he became a white mage and the sheet but Leo strikes me as a tad flat compared to a number of the others. Then again considering that he may be the youngest character of the pool so far so I may be nitpicking; that and he may serve as a counterbalance for the party considering the other apps here. Feel free to tweak the character if you wish.

SirDerpy said:
Serena Perempi
I see the changes you've made, and I like what you're trying to play with as I had said in the PM and in the post. My main concern is if you can handle this kind of character and if you're all right with the changes that needed to be made.

Malbourne said:
Gojo Eremel
First warrior of the bunch, and I'm sorely tempted to accept it by virtue of being a Bangaa and reeking of the Ivalice Alliance.

UnusualStranger said:
Roderic Fouillel
Welcome back! Having seen your character in action on the previous RP, I'd say you have a good chance of being back in the game. Especially since out of the pool of characters so far I only one more returning character. The only thing that may be working against you is how a lot of the characters are a bit snarky in their demeanour to start out.

CharrHearted said:
Veltis Arunda
I can see a lot of effort was put into fleshing out Veltis' personality and history, and I appreciate it. A minor nitpick I have is on how tricked out the greatbow he wields is. Compared to everyone else you've got something that would have been rare and expensive to get out in Byron. I don't know how a dragon's scales can be made into a bow - I may need to do some research - though the mythril string is something you'd notice compared to the iron and steel everyone is carrying.

My main worry is if posting for the RP may be a struggle for you. I'd be glad to have you but not if it's starting to turn into a second job.

Neuromancer said:
Zarbranth IV Sagramor
A decent character if a bit generic for my tastes. Like Leo, he could balance out the rest of the party with the pool I'm seeing. The character functions which is more than I can say for a lot of other characters I've seen that are not on the Escapist. On an aside, I'm not sure you needed to line Mediator's description in bullet points.

Pm0n3y said:
Ezra Cliffords
Ezra works as a character and I like the details you put in. I felt the character to be a tad generic but there's a folksy charm to his backstory.

SkyeNeko said:
Kai Lacewell
Welcome Back to the game! I'm intrigued that you're playing as an Aegyl especially at an age that's probably middle-aged by their standards, and I'm honestly going to feel very sorry for Kai and the shit she may have to bear with.
 

CharrHearted

New member
Aug 20, 2010
681
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Doc Gnosis said:
CharrHearted said:
Veltis Arunda
I can see a lot of effort was put into fleshing out Veltis' personality and history, and I appreciate it. A minor nitpick I have is on how tricked out the greatbow he wields is. Compared to everyone else you've got something that would have been rare and expensive to get out in Byron. I don't know how a dragon's scales can be made into a bow - I may need to do some research - though the mythril string is something you'd notice compared to the iron and steel everyone is carrying.

My main worry is if posting for the RP may be a struggle for you. I'd be glad to have you but not if it's starting to turn into a second job.
o.o Well it's just a fantasy I mean, it doesn't have to be wholesomely realistic, I mean final fantasy is laced with so much unrealistic garble, I thought it would fit right in I mean, I just assumed it could go along with all the other unrealistic weapon macguffins in final fantasy! XD Also, I didn't realize you have a busy life, I don't want you to make it into your second job or anything like that, sorry if it seemed like I was o.o I mean, I won't have any problems posting when everyone is ready, so please take your time, I've a plethora of other rps I could engage on while I wait for you to patiently reply whenever it suits you best, now that I know you're incredibly busy. Sorry if i seemed rude ^^; Can't wait till the rp begins though! x3
 

Drummodino

Can't Stop the Bop
Jan 2, 2011
2,862
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Doc Gnosis said:
Snippy snip
Thanks for the feedback (although in case you don't know, editing quotes into a post doesn't send a notification so not everyone may have seen it yet).

I've never played XI only XIV: ARR but from my wiki and google research the Mithra and Miqo'te had enough differences for me to justify playing one rather than converting him (he's based on my actual game character). The main reason is that male Mithra are apparently quite rare, they're a female dominated race while the Miqo'te are 50/50 gender split. Their culture, personalities and naming conventions are quite different too (Mithra live in jungle tribes who all answer to a Tribal Chieftainess , while Miqo'te are scattered across Eorzea in tribes of either Seekers of The Sun or Keepers of The Moon).

Physically they're different too, the Mithra are more cat-like with fur all over and feline noses, claws etc. Miqo'te are mostly humanoid with tails and longer, pointed ears.


Mithra


Miqo'te

I thought it would be cool to have both a Mithra and a Miqo'te in the same RP, their differences could lead to some interesting interactions. The reason I had D'khen's mother be an immigrant from across the sea was to imply that their were very few Miqo'te in this land and his father is not around since for Seekers of The Sun only one male has the right to breed with the females in each tribe.

EDIT: Forgot to mention that I am happy to change to Mithra if you would still prefer though :)