The Heir Apparent: A Fantasy RP (Interest/Sign-up Thread -- APPLICATIONS CLOSED)

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CJ1145

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Jan 6, 2009
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Resting on the eastern shore of a continent built of frozen tundra and unforgiving high peaks, there is a swathe of land suitable for human habitation. A single nation, Hasthfold, occupies this zone. Blanketed in snow much of the year, with only fleeting springs and summers, it is a place of beauty tinged by a bitter chill. For centuries, the twelve duchies of Hathsfeld served faithfully as the vassals of the Royal Solari family, most recently King Vernon XII and his Queen, Macella. Alas, the King grew old, and though beloved he and his wife passed with no male heir. Only a single daughter, Lisbeth, was left to take the throne.

The girl was young, only eight years old, and met with suspicion by her subjects. Few felt such a child, passionate though she might be, was ready for the responsibility of ruling. None were more vocal in this matter than the Duke Colin of Faeborough. The head of the King's order of knights, and closer to Vernon's heart than any other, Colin felt that Lisbeth did not have the strength to hold their nation together. His protests grew more vocal, and soon others spoke alongside him.

Eventually, it came to a matter of arms. And the Duke was stronger.

Lisbeth was cast down from her throne, and fled into the far reaches of her nation, beyond the reach of her usurper. Now the Archduke, head of the twelve duchies, Colin set out to bring peace to his confused and frightened subjects and rule with the strength that his predecessor could not.

But some were not happy with this turn of events. Some questioned, "If there should be no King, no Queen, why should there be Dukes?"

The man who spoke this question the loudest was Renault Arche. Once a simple man, a mage risen to the rank of knight by his prowess at arms and his silver tongue. Now he found himself in a position to raise up all the downtrodden to the same level he had climbed to. He proposed a Parliament. A place where all people could come and be recognized as equals. His supporters swelled, and even several of the dukes came to fall under his sway. He went to war against the Archduke of Faeborough. A war that lasted ten long, bitter years. The kingdom felt the strain unto the point of breaking, until at the end Renault was backed to a corner. His supporters were battered and bruised, and ready to fall should the situation grow any more dire. But when the war seemed at its most inevitable conclusion, an unexpected combatant entered the fray.

The would-be Queen Lisbeth marched down from the mountains, with an army at her back. Fresh and eager, they laid waste to those who stood in their path, capturing a massive chunk of land in the first few weeks of battle. Blindsided and unable to fight a two-front war, both those of the Parliament and those of the Duchies entered a bitter truce, swearing no open conflict until Lisbeth was dead and her army broken. But this would not be an easy task. Lisbeth was a determined young woman, and had at her back many of the strongest knights in the kingdom, sworn in fealty to her and ready to help her reclaim her throne.

Among them is you.

Hi! I'm CJ1145, and with my co-GM Arcanist we'll be bringing you this RP, a fantasy setting focused on the three-way conflict focused on the throne of this isolated nation. Political games, open conflict and magics abound as you play a mage sworn to the service of the heir apparent, Lisbeth Solari, and fight her war.

There's a lot to go over about the locations and people and things of this RP. Almost too much to go over in a single post! So we'll try and give you everything you need to know about this.

In this RP, you won't be playing run of the mill soldiers. While there are certain advantages a mounted troop or an infantryman might possess, you are one of the blessed few who has dedicated themselves to mastering the arts of magic. While some would consider this to be the path of an intellectual--and they'd be right--it is not the path of the weak. It takes intense physical training to keep a body fit for fighting on the field of battle, and more importantly, to wield your Armor.

Mages in Hasthfold, as a rule, craft for themselves or are assisted in crafting a magnificent suit of armor, well beyond human size and of elegant shape. The Mage is suspended inside of the armor, usually within the torso, from which he can directly control its actions like a marionette. While cosmetic appearances vary based on the tastes of its creator, most Armors stand anywhere from twelve to twenty feet in height. An Armor is the product of both masterful craftsmanship and the magic potential of its occupant, making it a devastating weapon and the trump card of any military force that is capable of fielding them. How a Mage uses their armor varies depending on their training. Some use them as colossal knights, using melee weapons to tear through enemy ranks. Others prefer to channel their spells through it as a magnifier, becoming terrifying foes at range, spewing fire or whipping up hurricane-force winds.

While certainly the aces on the battlefield, Mages and their Armors are not the only combatants. A well-trained platoon can coordinate to bring down such a monster with concentration and a little luck, for example. And with the advent of gunpowder within the last century, cannons and even the first handheld firearms are making their way to the warzones. With a far greater punch than any crossbow can match, even Armors must be wary of these new weapons, though some have chosen to incorporate the technology to fight fire with fire, in a way.

Learning to use an Armor isn't easy, and it certainly isn't something somebody can do without guidance. Luckily, there are many traditions to teaching the use of these powerful weapons, for just about about any combat style imaginable. As a part of character creation, players need to choose which Order they belonged to before pledging themselves to reestablishing the Queen ? your skills and Armor didn't come from the Aether!

Listed below are the various Orders once established in defense of the Kingdom, as well as their style and their current status in the ongoing conflict.

The Chevaliers -- The most ubiquitous and fractured of the Orders, the Chevaliers are an order of mage-knights sworn to service, often under the auspice of a noble lord. Their code is one of honor and dignity - face all foes without fear. Protect those under your charge. Never go back on your word.
That last one, however, has caused quite a stir in their ranks since the war broke out. Many Chevaliers see their most important duty to be the protection of the common folk - the primary reason they joined the Order in the first place. However, all Chevaliers are required to take an oath of loyalty to the Knight-Commander, Archduke Colin. In light of this dissonance, many did the unthinkable: defied their commander?s orders and sided with the Parliamentarians, formally breaking all ties with their former brothers. The animosity between the two groups runs deep, each seeing the other as traitors, but to differing ideals.

The primary style of the Chevaliers is that of melee combat. Each Chevalier is trained in the use of a single weapon that is forged specifically for them, often a sword, but other melee weapons like flails, spears, and axes are not uncommon. The magic they wield is augmentory in nature, enhancing strength, endurance, and skill at arms.

The Shades -- The assassins, thieves, and spies in the employ of the old Crown, the Shades occupy an important niche: that of espionage. No war can be won through brute force alone. Somebody needs to keep tabs on enemy armies, liberate valuable artifacts, and dispose of annoying commanders. Nobody does these things better than a Shade, masters of misdirection and subterfuge. It?s said that you?ll only see a Shade coming if they want to be seen ? and that is, of course, nonsense. Because they never want to be seen. The Shades currently have most of their support in the Noble camp, as they can pay the most lucrative contracts and afford the best protection from the wrath of their targets. However, given the nature of their work, turncoats aren't unheard of. The Footpads are former Shades that have cut ties with their former employers to side with the Parliamentarians, often to settle personal vendettas against some noble or another.

The Shades eschew head-on confrontations for more subtle methods defeating foes. Though they often have extensive combat training, their Armors are light and are built for speed and mobility and can?t stand up in an extended fight. To that end, most Shades adopt a hit-and-run policy when fighting other mages, striking from the shadows, then retreating before a retaliation can be mounted.

The Diviners -- The wizards of King Vernon?s court, the Diviners have dedicated their lives to studying the mysteries of the boundless Fae, the source of all magic. Legend holds that their founding was ordained by the first King of Hasthfold, upon seeing that his Armors were inferior to those of his enemies. Their work is often secretive and done under the order of a wealthy patron, usually a member of the nobility. For that reason, most Diviners still work for the Nobles, but rumors abound of a small group of wealthy, self-sufficient Diviners working for the Parlimentarians.

The Diviners are the least focused on martial prowess, instead devoting their lives to creating Armors that enhance one?s ability to wield magic. On the battlefield, Diviners are often used in support roles as seers, healers, and siege weapon alike. In fact, it?s not unheard of for a Diviner?s armor to be immobile; an acceptable sacrifice to some for more power.

The Paragons -- An Order of priests and holy warriors dedicated to the Church of the White Sun, the Paragons are just that: a bastion of righteousness in a dark, unforgiving world. Their dogma -- if one could call it that -- is to protect the weak from the strong, to treat others with kindness, and to act as a light against the many evils of the world. They walk proud in gleaming white Armor, announcing to all their allegiance.

Unfettered by the oaths and hierarchy of the Chevaliers, the Paragons quickly took the side of the Parliamentarians. To them, the idea of a government -- nay, a society -- in which all stood equal and unburdened by their birth was the greatest chance Hasthfold had at achieving their ideal: a world without suffering. There are some, however, that break from this orthodoxy, and work with the Nobles(and even the Queen!), believing only a strong authority can curtail the worst of man?s evils. Such apostates are not held in contempt by their brothers, but are often looked upon with distrust. They?re enemies in a war, after all!

The Paragons are the most flexible in their training. Some dedicate their lives to learning healing magic, others to the sword so they may smite the evils of this world.


The Sheriffs -- The Sheriffs are the newest order to grace Hasthfold. The advent of gunpower has started to bring about a fundamental shift in the way war is waged. No longer can mere walls protect a settlement. The Sheriffs were formed as more and more mages began to incorporate this new technology into their Armor -- invariably, a group of bold trailblazers, considering the volatile nature of both gunpowder and magic. As their name suggests, they?re often employed to keep order and protect the public. In recent years, it?s not uncommon to see them patrol the streets of a busy city or the pastures of a farm town.

The first Sheriff will likely tell you all you need to know about their current allegiance: Renault Arche. The founder of the Sheriffs, he poured what little wealth he had into making it a fierce fighting machine with devastating results. Though they are not required to swear loyalty to any authority figure, who they invite to join their ranks is a carefully thought-out process; only those with both the wherewithal to handle a powerful gun and the character to remember who they truly serve -- the people -- are considered.

As you may have gathered, Sheriffs like guns. Some use pistols the size of cannons, others rifles with enough stopping power to crumble the mightiest wall. The magic they wield is often focused on getting more bang for their proverbial buck, or more bullets downwind.

The Outriders -- The Outriders were once the finest scouts, bowmen, and survivalists to run Hasthfold?s many wild places. Their magic was animist in nature, drawing on primal energies to make them devastating predators and potent mystics. They were feared and respected, their prowess unquestionable? until Vernon died. The Outriders sided with the Crown, remembering Vernon?s dedication in preserving the wild places of the world. As a result, they were one of Archduke Colin?s first targets, slaughtered in their Aerie-Fortress of Greyloft the week before Lisbeth was cast out.

As a result of their fall, their numbers are now few. Most have retreated deep into the wilderness, mourning the death of their brothers and sisters. Others have taken up mercenary work, offering their services to the highest bidder. As they are broken and no longer have a central governing body, they favor no faction, but most harbor a strong hatred towards Archduke Colin?s rule for his role in their downfall.

The Outriders focus their abilities on mobility, precision, and stealth, becoming the ultimate predators. All of them are peerless marksmen with a bow, crafted from the finest wood and held together with primal magic. Their Armor, much like those of the Shades, are not built tough enough to withstand prolonged melee combat, causing them to employ similar tactics in combat.

While embroiled in war, life in Hasthfold attempts to go on unimpeded. The land is divided into twelve separate duchies, of which two belong to the Parliamentarians, and ten to the forces of Archduke Colin, though one is currently almost entirely under the occupation of Queen Lisbeth. Moving from north to south, the Duchies are as follows:

The Loft: At the northern tip of Hasthfold, The Loft is the smallest duchy, and under the rule of Duke Edwin. In the shadows of the mountains it is a cold and bitter place where few things grow. The people here are hardy and primarily hunt for their food. Most people here are gathered in simple villages connected by family relations. The only stone construction is The Loft Upon the Mountain, a stone castle built directly into the side of a cliff face, some hundred feet off the ground.

The Viridian: Directly south and west of The Loft. Almost entirely made up of coniferous forests, this land belongs to Duke Robert, a portly man that has a love of hunting. He is in luck, as this forest is full of life, more-so than any other place in Hasthfold. When the spring arrives here, the sun shines on a verdant place of reds and browns and greens that is the pinnacle of nature. In the most minimal of clearings the towns of this duchy are made, only cutting down trees vital for survival and construction, and leaving the rest to the creatures. The Mossy Keep is nestled in the heart of the forest, where an earthen construction is hidden. Most of the castle is, in fact, underground. The beauty of this place has been soiled, as it is the staging ground of Lisbeth's invasion. Thousands of trees are lost to spreading fires with each passing week of conflict. The smoke can be seen from dozens of miles away.

Underland: The eastern neighbor to The Viridian is a place where the trees fade away into rolling plains of grass where majestic bison and gigantic elk roam. Sometimes called the golden sea, it is famed for the luster of its grasses which seem to shine like precious metals. These plains carry east out to the ocean, where the water from the vast tides laps against quiet beaches. Cities here are often located in stockaded, tiered groupings upon the highest hills for a good view and defense. The largest of these is known as the Old Home, and is fabled to be the first settlement of men in the land. It is there that Duke Percy the Lame dwells. There are several coastal towns that have reached a modernization more like their southern neighbors, with stone pathways and buildings common, and a booming fishing business. Right on the border between Underland and the duchy to the south is an enclave that is home to squat, briny-skinned seafarers known as the Dwarf Folk. Hailing from across the sea, they travel in colossal metal boats unlike anything Hasthfold has ever seen or produced. They are traders and explorers at heart, and are the only connection between this kingdom and the nations on the other side of this vast body of water.

Upperland: The southern brother region mentioned above, Upperland received its name before a proper understanding of direction was grasped by the folk here. As they'd come from Underland, and slowly watched the altitude climb as they traveled, they felt the name appropriate. Set in a higher place than Underland, the temperature is a tad cooler and is somewhat barren as a result. A few mountain peaks divide its southern half from the ocean, but fresh water flows down from it in refreshing rivers, alongside which rest many villages. The largest city in the northern half of the nation lies here, called Frederick's Town after the founder, also known as the First Chevalier. It is here that the Order traditionally made its home, though the war has caused it to move. This is the dwelling of Duke Belmont, a staunch supporter of the Parliamentarian uprising.

Heavensview: Near to the center of the kingdom, it is said that standing on the highest point of Heavensview will allow you to see every single place in Hasthfold from one spot. The center point of trade between the southern and northern duchies, as well as the enclave of the Dwarves, it is on occasion referred to as the Crossroads. A local superstition states that after losing a vital part of your life, be it home, family, or memory, one should come here before setting out on a new path. The Crossroads are a place where every potential outcome in your life intersects, and from this point you may choose any of these paths to travel on. Duke William II rules here from Castle Maybeline, named for his great-grandmother, the wife of the duke who ordered its construction. Its walls are rumored to have steel hidden beneath the stone that makes it up, like the hardy soul beneath the infamously sickly woman who inspired the place. The second supporter of the Parliamentarians among the Dukes.

The Grey Peak: West of Heavensview, and the last region to border the gargantuan mountains that encircle the northern half of the country. Dark, quiet forests and tundra dotted by walled towns slowly ascend to the mountain that the duchy is named for. The largest in the entire range, yet it is always grey, never white. No snow has ever fallen on the peak in any season. Though it was once the home of an order of Mages, the Aerie-Fortress Greyloft is now home to Duke Salisbury the Muddied, named for his upbringing in the swamps in the nation's southern reaches.

Advent: Southeast of The Grey Peak lies the illustrious capital city of Hasthfold, grand and proud in the sun. Twice the size of any other settlement with ease, this bastion of progress is paved with the smoothest stoned and lacquered in the finest marble. The spires of the castle keep at the center stretch high into the air. Mansions line the streets and capitalism springs abundantly as the economy fights on even in war to provide a place of splendor for residents and guests. This sprawling city is actually the smallest duchy, as it only makes up the city itself and a few miles of countryside and farmland surrounding. This was once the seat of power of the King, and only ruled in name by his close friend Duke Barnaby. But when Lisbeth was cast out, Barnaby was put to the sword and replaced by a more cooperative sort: his own son, Barnaby II. The city of Advent is the home of the finest inventors and is the first place to find any new technology.

Faeborough: The eastern lands stretching past Advent are the greenest places in the country. The home of the Archduke himself, this duchy is fit to burst with life. Whereas the fauna seem to flourish in The Viridian, the flora thrives here. An astounding variety of bountiful life grows, to the point that the towns do not even attempt to penetrate the massive forest that engulfs over half of the land. They simply let it be, as it grows back so quickly that no progress in building can be made. It is said that the Fae, the font from which all magic flows, reside within this forest. Archduke Colin prefers his birthplace, The Green Keep, to the capital city he could easily take for himself. The keep is named both for its proximity to the Faewoods, and for the brilliant emerald that sits in the circlet of the castle's ruler. It is an ancient headpiece passed down from the first ruler of the region, and is said to possess a powerful fate. The Diviners make their home here, as it is the best place to properly study the Fae... at least, they believe it is.

Hush: It is a simple name for a simple place, under the simple Duke Cal. There is only quiet in Hush. Nestled in a valley between higher lands right on the coast, and the duchy of Malshire to the west, there is no wind that passes through the land. Even in the loudest din of the busiest street, the place has a dreadful uneasiness about it to newcomers. Residents claim not to notice the oddity of it, though it is generally accepted that those from Hush have been touched by the Fae, and have grown immune to their whisperings that others hear upon the wind. Most tend to congregate in larger townships, as no one wishes to be alone in these dark forests. You are never truly alone in Hush. You must simply decide if your company is human or... something else.

Malshire: Directly west of Hush lies Malshire, a duchy that is, by name, under the rule of Duke Rolf. In practice, Renault Arche and his Parliamentarians have turned this land into their staging ground. The home of the revolutionary, Malshire is mostly simple farmland. Settlements are made up of loosely-connected gatherings of houses interspersed every few miles, with the occasional spot of forest to mix up the fields of crops. The most seasonally pleasant land in all of Hasthfold to be certain, the land has an aura of peace about it.

Wicketbog Marsh: These cold, swampy lands lie south of Hush and Malshire and are named for the sound made by the frogs that make up the majority of its population on the census. Only the unlucky, the deliberately hiding, and the clinically insane live in Wicketbog. It smells of things even the most resilient farmhand would hesitate to go near, and is home (in myth) to the Marsh Maidens. Muck-covered women that nonetheless smell of the sweetest aromas that lure distracted men into the marshes, where they are drowned in the muck and devoured. Settlements here tend to be on stilts to try and escape the smell. Some are even suspended from trees, living up in the canopy for comfort. Duke Willoughby Grant rules this land, which is famous for its hardy troops. Not even the most unpleasant experiences in war can faze them, as the only home they'd have to return to upon going AWOL... is Wicketbog Marsh.

The Frontier: Even further south than Wicketbog, only the truly senseless venture this far down. Well and truly isolated from the rest of the nation, it is often treated more as a territory than a true duchy, much to the displeasure of Duke Terrence, the plucky young man who was unfortunate to rule this place. Rocky, dark, colder than anywhere short of Loft, and backed right up against the mountains. The population of this region is made up of prospectors and their families who believe the legend that beyond the southern mountains is entirely untapped land full of limitless potential for whoever can reach it. Thousands have flocked here and use any tools they can gather to try and dig tunnels through the rock. To date, none have succeeded, and many have died.

Name: (Obvious)
Sex: (Are you a boy or a girl?)
Age: (How long until you croak and die, old man?)
Order: (What training has your character received?)
Appearance: (Give us an idea of what your character looks like, and what sort of equipment they carry. Preferably no images, please, just stick to text descriptions.)
Armor: (Give a description of your Armor. Same rules as Appearance apply here. This includes the equipment and weaponry your Armor uses.)
Personality: (Give us an idea of what your character acts like, at least at the beginning. Likes, dislikes, quirks, something to give them a little bit of a human touch.)
Bio: (No need to get into huge detail, but go ahead and explain what background your character comes from, and why they chose to join the Queen in her fight to retake the throne.)

Name: Mathias Jourdain

Sex: Male

Age: 29

Order: Outrider ? focusing less on mysticism and more on mobility/bowmanship

Appearance: Jourdain stands at a healthy 6? tall and has wood-brown hair and eyes. His build, though clearly fit, is unremarkable, being neither imposing nor slender. His eyes seem to dart every which way, as though constantly vigilant for trouble, but does not give a feeling of being paranoid ? merely wary.

The clothes he wears marks him as a man of the woods, if not immediately as an Outrider ? leather pants under a hide coat, with a quiver slung around his shoulder and a bow always at hand. His boots are well-worn but sturdy, a litany of the many places he?s trodden. A satchel completes his repertoire of earthly belongings, containing a journal, a compass, implements for his magic, and various other tools.

Armor: One of the slighter Armors, it only stands at 11 feet tall and is slender and graceful in appearance. Its surface contains many patterns to break up its profile, aiding in stealthy insertions, especially where foliage is thick. The metal from which it is forged is a burnished brown, like wood, but it is remarkably lightweight ? the entire suit can be carried, albeit with some difficulty, by a single person.

Like the Armor of most Outriders, Mathias has tuned his to be the epitome of agility and grace. It can leap great distances, run fast enough to put even most Shades to shame, and draw back even the toughest bow. Mathias can even use his magic to make himself all but imperceptible in natural environments, striking from some unknown angle, only to retreat before an enemy can even determine which direction it came from.

Its primary armament is a massive recurve bow, 10 feet long and carved from an unknown white wood. Though it can fire physical projectiles(and does, where the situation calls for it), it can fire arrows of pure magical energy, cutting through all but the toughest armor and striking true more often than not.

Personality: Carries a seething hatred of Archduke Colin and his ilk for ordering the sacking of Greyloft Fortress. As Mathias puts it, he has an arrow just for him, to be delivered personally when the time is right.

Aside from this grudge, however, Mathias is a welcoming and jovial sort. When he?s not out meditating in the wild or on a mission from the Queen, he can often be seen with other mages, swapping stories over a pint of ale.

Bio: Mathias was born in the shadow of the Grey Peak, a mysterious corner of Hasthfold that never sees snow, no matter the season. At its apex sits the great Aerie-Fortress of Greyloft, home of the famous Outriders. He was raised on tales of their many exploits ? scouting to save them from the many threats the nation faced, taming fearsome beasts, and communing with the wild spirits of the world. He was delighted, then, to have those same spirits whisper in his ear, revealing to him the primal magic that was the trademark of the Outriders.

He spent the entirety of his youth training for the day he would get the chance to be inducted into their order, hunting dangerous prey and practicing with a bow to the point he could hit a bullseye from two hundred paces. The proudest day of his life was the one where the Outriders tested him and found him not just acceptable, but remarkable. An Armor was forged for him, with a graceful white bow its centerpiece. As he trained further and his skills grew, it became clear that he was favored to take the reins of leadership from one of the aging scions of the Order.

Unfortunately for Mathias, that day never came. When Greyloft was attacked by Archduke Colin?s forces, he was out tracking a fae creature rumored to be near the fort, roused from his hunter?s trance only by the sound of explosions in the distance. He took a vantage point to see the fort at the mountain?s peak in flames, assaulted on all sides by the Chevaliers under Colin?s command. Fearing for his life, he fled, but the screams he heard that day haunt him still.

Drifting across Hasthfold, he eventually caught word that Queen Lisbeth was looking for mages to assist in retaking her crown. Jumping at the chance to see Colin brought to justice, he tracked her down and offered his services and one of the last Outriders.

If you have any questions, feel free to ask.
 

Ruedyn

New member
Jun 29, 2011
2,982
0
0
Name: Garath Brightlance

Sex: Male

Age: 21

Order: Paragon- Agile, defensive fighter

Appearance: Lithe, of average height (5'10), and with a fair complexion. His dirt brown hair is kept short, swept up over his head and neatly styled. He has no beard, but he does have long sideburns, reaching the bottom of his nose. His beautiful blue eyes show intelligence and boredom, and in combat they seem almost feral.

He usually doesn't wear armor, to help with his agile ambidextrous combat style, wearing a long blue vest over a fancy white shirt. He wears tan pants, knee-high brown boots with steel plates over the shins, and gloves with steel plates over his forearms. His weapons of choice is a thin rapier with a silver handle and black leather grip, and a flintlock in case he finds himself over his head in battle.
The one on the far left.

Armor: 15 feet tall, and made of what looks to be a storybook esque plate armor made of pure ivory, with golden trim, and silver mail running underneath the plate, allowing easy repair but makes it more fragile. It's made to be fast, and fast it is, as well as strong, making it an effective glass cannon. It uses two weapons, in tandem. A lance, gold handle with an ebony tip, used for defensive purposes, and a broadsword, ivory blade that matches his armor, with a silver handle and a brown leather grip, for aggressive counter attacks.

Personality: Intelligent, loyal, brave, as well as cynical, sarcastic, and arrogant, he makes an odd knight. Still, his good qualities override his distasteful ones for the most part. He is a very pious man due to his religion, but he does have a fondness for duels, and his heart has been smitten by the queen.

His reasons for fighting for the queen lie in more distrust in the Parliament system, and Collin. He distrusts people without protectors, knowing their evil comes out when left to rule themselves. The fact the queen is now 18, and quiet beautiful gave him another reason to fight for her, one he has tried to keep secret from everyone.

Bio: Born and raised in Advent, he was part of the higher class, his parents both creative, renown inventors. He was giving a very good education, though he had no mind for invention. That fact disappointed his parents greatly, but they remained quiet for the most part. His true talents lay in destruction, through swords and fire and armor. The last one interested him greatly, and he spent most of his childhood studying these.

He was accepted into the Order, due to his noble heritage and talent in warfare, as well as intelligence and blacksmith capabilities. He built his own armor, rather than let a blacksmith do the grunt work, creating something beautiful. He was given chance to test it, as well, in the civil war. And test it he did, becoming one of the scourges of the battle field, known for his talent in and out of his armor, though his spear quickly became the stuff of ghost stories for the Dukes forces. Still, he grew to dislike the Parliament system, fearing the result of people ruling themselves.

And so he ran, despite his blood lust not being truly sated. Eventually, he moved to Heavensview, in an attempt to figure out what to do with his life outside warfare.

When the Queen began recruiting, he was bored and joined with her, figuring this is what would be best for the kingdom, and its' people. Upon meeting her however, he gained another reason. Love at first sight struck him, hard, and now he will follow her to the ends of the earth if he needs to.

Criticisms given.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Name: Alexis Leveque d'Aur

Sex: Female

Age: 43

Order: The Chevaliers

Appearance: Alexis Leveque d'Aur is a tall woman with long blond hair, deep blue eyes, and pale white skin. Time has been good to her, allowing her look nearly a decade younger than she actually is. That said, her age is beginning to show in her thinning hair, the dark bands around her eyes, and her growing wrinkles. When not in battle, she wears clothing befitting a noblewoman - more as a point of honor than anything else. A massive cape hangs from her back, with her family's crest proudly emblazoned upon it. When expecting trouble or on duty, she wears a silver full-plate and carries a pair of shields in addition to her cape and a sword. Alexis has a long scar down the left of her face - a remnant of the retreat with Lisbeth from the Capital.

Armor: Alexis's armor is built to look like a Greek goddess statue in figure and is the color of finest Alabaster. She proudly displays the royal colors of Lisbeth as a sign of her devotion, along with her own coat of arms - a Fleur-de-lis flanked by a pair of lions. Befitting her style of fighting, her armor is designed for strength and durability above all else. Her armor carries no proper weapons, instead holding a pair of massive, spiked shields with which she augments his defense and bashes to attack. Her magic goes toward two tasks - increasing her defensive abilities to their utter maximum and pushing for enormous bursts of speed. Shee is built to move through the battlefield, protecting important people from harm at all costs. A massive cape hangs from the back of her armor; a copy of his normal cape on a much larger scale. The armor carries an appropriately sized longsword for emergencies.

Personality: Alexis is a woman driven by loyalty, honor, and pride. Her family has a long history of protecting the royal family; a tradition she lives up to at all times. She takes the code of chivalry as a matter of expectation, living her life to its precepts. Like most of her family before her, Alexis is prone to acts of arrogance, though never when she's in battle or when she's in the presence of someone of higher status (such as Queen Lisbeth)

Bio: The Leveque d'Aur family was originally a noble family from a faraway nation across the sea. After losing favor with the royalty of their homeland, the family fled north with all they had - including many of the secrets of Armor their family had acquired. These secrets however, could not be taken without a fight, and no matter how far they ran, the assassins of their homeland pursued them. All the nations they entered required they leave, unwilling to draw the wrath their homeland could bring to bear. Eventually, their pursuers caught up to them on the boarders of the land of Hasthfold. The family fought with all they had, but no matter their power as individuals, they couldn't win against the overwhelming numbers of their former home. They would have all perished that day, were it not for the army of Hasthfold arriving and fighting off the enemy forces.

The Leveque d'Aur's, though now significantly reduced in number, were saved; and by forces they had never met. The new leader of the family was taken to meet the then-king of Hasthfold and made a deal with him. They would give him the secrets they're family had and swear fealty to the Royal Family in return for their safety and the maintenance of their former family prestige. The good king, showing mercy, agreed. Hundreds of years later, the Leveque d'Aur's remained true to their pledge, with every member of their family joining the royal army in service to their new home and the family who'd saved them all.

Alexis was no different. She joined The Cavaliers when she was old enough and served proudly for years, until the death of the King and Queen. By then she'd become a member of the Royal Guard, and their death hurt her deeply. Still, she knew death was the natural order of things, and quickly made her new pledge to then-Queen Lisbeth. That was when Duke Colin of Faeborough began his quest. At first, the Leveque d'Aur saw little threat. Lisbeth was indeed too young to rule and so Duke Faeborough would become Regent until she came of age. Slowly however, the family became weary of the Duke and his machinations. Holding to their pledge, Count Leveque d'Aur approached the Duke to convince him to put an end to the madness. No one but the Duke knows exactly what happened in the meeting, but everyone knows the result. Count Leveque d'Aur was among the first casualties of the civil war.

When the Duke finally made his move, Alexis and the rest of the Leveque d'Aur family made theirs to aid in Lisbeth's escape. In the dead of night, as the Duke's assault was set to destroy them all, Alexis and the rest of the family pulled her to safety. The retreat was a long, bloody affair that left only a handful of her family alive. Even those who did survive were left with many scars (Alexis in particular). Still, the plan was a success, finally repaying in some small way the debt they will eternally owe Lisbeth and her family.

Shortly after the successful escape, Alexis - in an attempt to clear her mind of the recent disaster, went into the woods. She was going to build a small, grave marker for the countless who died in her family. She was going to renew her vow before their spirits to protect Lisbeth. She was going to promise their vengeance against the Duke and all he cared for. Instead, she found another warrior on the verge of suicide. Reacting as quickly as she could, she drew her blade and cut the rope that held her neck to the branch above. Using what she knew of field medicine, Alexis treated the young woman until she awoke.

The two spoke for a long time, with Alexis doing her best to convince her not to surrender. They'd both lost far too many people they cared for, and for a while Alexis thought the woman would hang herself the moment Alexis turned her back. It wasn't until she brought up the fact they'd both lost too many people; so many people that the only way to remember them was to keep living and keep fighting until the Duke had payed for his crimes.

Eventually Alexis learned the woman was one of the last Outriders; Mary Derleth. Since that day, Alexis has done what she could for Mary. She's tried to convince her living beyond the end of the war is better - that her outrider family wouldn't want to see her die - but to no avail. Alexis is at her wits end when it comes to helping the other woman and with the final stages of the Queen's return now underway, Alexis knows time is short. For now, all she can do is what she's always done; been her friend and protector.

Since then, Alexis had remained by Lisbeth's side as one of her most loyal knights. Alexis has sworn to return Lisbeth to the throne even if it costs her life.

Other: Alexis's training, like all members of the Leveque d'Aur family, focused on defense and endurance. She was trained how to protect those around her at all costs and how to move with supernatural speed to protect. Even outside her armor, Alexis is adept at protecting those around her. Though the invention of guns has threatened her training, her armor, shields, and defensive magics will not be broken so easily. That's not to mention her unshakable spirit so long as his mission will aid her Queen. Her hatred of Duke Faeborough runs deep; she can't wait to see the man pay for his crimes. She actually has little trouble with the Parliamentarians personally and would honestly rather come to a mutually beneficial truce with them if the world would allow it. That said, if her Queen order's her to kill them; then their deaths are what she will deliver without fear, regret, or sorrow.

Comments/Concerns/Criticism/Suggestions Welcome. If anyone has any ideas for a shared back-story, let me know and I'll be happy to work with you.
 

HellsingerAngel

New member
Jul 6, 2008
602
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0
Name: Ambrose Ausoman

Sex: Male

Age: 16

Order: The Sherrifs

Appearance: Ambrose would best be described as looking like the plucky young squire to an aged and grizzled knight. No taller than five and a half feet, he is not the most imposing of mages. His build is lean, his hands soft and dexterous from a life of city dwelling and tinkering. A disheveled mop of fair hair and deep blue eyes as wide as saucers only add to the youthfulness of his appearance giving him an air of wonderment and restrained enthusiasm.

His clothing is nothing of finer fare, preferring something simple yet stylish to keep himself able to work or fight at a moment's notice. A white linen shirt with an overlapping oil cured leather jerkin suits the boy just fine, though the vest has been tailored specifically with an inlay of pockets to store small machine parts and a more than decadent silver pocket watch. Matching coloured leather gloves protect his hands from the harsher tasks of his day to day life and are tucked into a similarly coloured doubled belt when not in use. The belt in question is lined with a myriad of clipped or buttoned pouches and satchels used to house various small bits and tools for adjusting the many pieces of his contraptions. A simple pair of faded brown trousers with deep pockets and a pair of knee high leather boots with a two inch doubled cuff finish off his somewhat plain ensemble. The only piece of any remarkable note are the goggles he keeps strapped to his forehead. The lenses are made of a special crystal that help magnify as well as filter light for welding.

Armor: Ambrose's Armour is an ever evolving work, built over the years from his own ingenuity from various sources of scrap metal, christening it Beatrix in honour of his late mother, though often refers to it as "Trixie". It is a monstrosity of progress, always in a constant state of change as breakthroughs and advances in design are discovered by the young mage. The majority of her parts are of the Mark VI pattern he developed, though pieces dating as early as the Mark III are still integral for its function and have yet to be upgraded due to time constraints, lack of available materials or simple oversight. It is a construction of the times; woefully restrained by lack of economic stability and a continuous strive for evolution and change despite the fact.

What little that could be considered uniform about the design would definitely be its size and purpose. Trixie typically stands at around fourteen to sixteen feet in height and is exceptionally heavy compared to most designs. The added weight is often due to added protection with overlapping plates forming a scrapyard scale mail of sorts, the various mismatched or aged pieces standing out. Its interior is the much more fascinating aspect for most mages, having intricate clockwork devices to assist with the movement and operation of the Armour. While it is completely operational without these devices, they provide a much needed touch of efficiency so that Ambrose doesn't spend as much energy on performance and can add just one more gadget to his arsenal.

Its function is fairly obvious for a plodding tank in that its exceptionally well built for artillery strikes. The shoulders are filled to the brim with arrow launchers that can cover a platoon to a small battalion of soldiers with suppressing fire due to the advanced mechanical reloaders. Resting on the back of the Armour are two massive shoulder mounted cannons, brought up along a track when needed, assisted by another clockwork mechanism. The twin thirty-two pound cannons measure in at just shy of an eleven foot barrel length and require the legs of the Armour to split and form two bracing tripods to fire, rendering the armour immobile during bombardment. Trixie has little to offer at close range, limited to a short spear with serrated tip and a shield of multicoloured overlapping plates that emanates from a boss. While all of these weapons are assisted by the machinery within they can still be operated wholly by the power of the mage within if necessary.

Personality: Ambrose is young. His view of the world is an idealistic one for the paragonic society of tomorrow, sometimes to the point of naivety. He is a progressive person, incorporating new ideals and philosophies as they come about and isn't afraid of change. He is an avid conversationalist when it comes to political policies and philosophical debates though he would much prefer to talk shop about the revolutionizing advances that have come about in techmaturgy. He is opposed to the stagnation of tradition and often eshewes it carelessly, viewing it as the poison that currently has brought about the restlessness of the common man.

Despite his youthful exuberance for shedding traditional policies, Ambrose subconsciously follows a couple practices taught to him by the Chevalier from his early years of training. His rebellious nature is often quenched with the formality of the rule of law, finding the pen a much more effective route for progress than the brashness of the sword of revolution. He is also a man of his word and will not think of betraying those he's given it to unless they have proven themselves less than honourable. Above all else, however, comes a sense of duty to his country and the crown, who he feels his word was sworn to from the day he was born as a citizen under it.

Bio: Born in the capitol of Advent to the loving family of Edwin, Beatrix and Genevieve Ausoman, Ambrose was considered to be a prodigy the moment he began to talk. His capacity for learning was much greater than the average child his age and his parents found the boy picking up skills after the first or second attempt and mastering them shortly afterwards. He was his father's son, taking an exceptional interest in clockwork mechanics. By the age of six he had already constructed his first pocket watch, a gift given to his father for his appreciation of all that he had taught him. However, Ambrose's scope was much grander than his dear old dad's as the life of a simple horologist. His dream was to use his knowledge to construct the greatest Armours this country had ever seen as testaments to progress.

It was then that the Chevalier had caught wind of a promising young boy who could learn almost anything. Someone with that sort of intellect was deemed too precious to fall into the hands of another order and so Ambrose was the target of a vigourous campaign to obtain him as a member. They came for him on behalf of the crown to train the boy in the arts of magic and war. His parents were skeptical, wondering why their son should be taken at such a young age but Ambrose jumped at the chance to see the living marvels that were Armour and discover their secrets. Once the crown had been mentioned it was but decided that the boy would become a mage. His training would prove to be quite promising, quickly developing the raw talents he possessed into what magics he required. That is, until war broke out.

A year into his studies, the usurping of the throne had commenced and civil war broke out between the nobility and the commoners of the outer lying duchies. It wasn't long before their family's allegiances caught up with them and their father was publicly executed for treason against the Archduke Colin. The remaining Ausoman's were forced to flee the city, traveling northwards to the Parliamentary supporters of Heavensview. The only possession of his father's Ambrose was able to recover was the watch he had made for him, which his mother kept as her only keepsake of her husband. There they settled, broken by the sudden and tragic loss of their husband and father at the hands of a senseless tyrant. More than ever Ambrose's passion fueled him to become an Armoursmith, if only to see the Archduke's folly when he fell from grace.

Ambrose was immediately accepted into the then budding order of the Sheriffs. His prior experience with piloting Armour and techmaturgic expertise were both welcomed skills within the order and the young mage set out to build himself an Armour worthy of legends. Over the years that followed his less than legendary creation was built from the ground up but he was still fiercely proud of his accomplishment. Resources were scarce, even for a mage and what his Armour symbolized was what held fast in his heart. The later years of his life in Heavensview were spent on sentry or patrol, often times depending on how well his Armour was performing, practicing his piloting for the day he would have to fight his first battle.

That day never came. As the tensions between the two warring parties became greater, so did the distrust of the revolutionary's towards any refugees from the beginning of the conflict. Even with his position within the Sheriff's, the Ausoman's were scrutinized as possible traitors towards their cause. It wasn't until Ambrose followed up on an invitation to a meeting with a herald claiming to be under the orders of Lisbeth herself that his family was branded as conspirators for the nobles. His mother and sister implored Ambrose to flee the city and follow the retainer of the rightful queen, thrusting upon him the care of his father's watch. With little other choice, Ambrose fled northward again with the queen's page, leaving behind his only family to bare the punishment for crimes they never committed. He swore an oath that day to return and see their fate and the suffering he had caused them.

One week later, in the forests of the Viridian, Ambrose reaffirmed his fealty to the crown and swore to bring about an age of peace by bringing progress to the country that had wronged him...

Tell me if anything needs to be changed.
 

Redryhno

New member
Jul 25, 2011
3,077
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0
Name: Kallu Ikastine
Sex: male
Age: 29
Order: Diviner
Appearance: Short, stocky, and dark. The first three words to come to mind when it comes to Kallu. Not even reaching five feet, he is easily the most muscled man anyone will see in their lifetime that can still move surprisingly nimbly considering his Order and stature. Dark hair almost shaved to the skin sits atop a head with two hooded red eyes. A simple black leather vest with silver buttons and a pair of pants are what he can normally be seen in.

Though by far the most unsettling thing about the man is the scars he bears from head to toe. Brands, cuts, and extensive tattooing to name a few. Each another word, symbol, or thought that comes back to one word: Stone. Each ritualistically self-inflicted in some way or another, they begin at his chin and are prevalent to his ankles, where they stop.

Armor: In comparison, Kallu's armor is just as stocky as he himself is. standing at a meager ten feet, but much denser and made of a stronger pitch-black metal than even most Chevalier Armors. It is unbelievably tough, and serves its purpose well. From within the Armor, Kallu is just as strong, comparatively, as he is outside of it. He carries two weapons which are able to be pulled from their hidden places with ease, such is the care and crafting put into it. One an Armor-sized hammer, the other a pickaxe, both of which he can use with deadly efficiency.

In addition, he is quite well versed in magic that commands the earth, able to pull walls of dirt up to block, or destroy. Or kick a barrage of rocks and pebbles with the same force as the relatively new invention of gunpowder. Or even lift a boulder to destroy a stone wall. And has been known to know how to bend metal with the ease of a child breaking a toy with enough effort exerted.

Personality: Quite reserved, but not anti-social, Kallu enjoys the company of the earth. While not as full of wisdom as some would assume given his quiet disposition and calm demeanor, he will still give advice where he thinks he can. Though mostly he will sit back. He believes in standing by his word and actions, no matter the cost. And he made his choice when he chose the Queen over the Country.


Bio: Not even Kallu knows from whence he came. Far south, in the Frontier, a group of prospectors, after decades of digging, unearthed a tunnel that led to light. Finally their years of searching had paid off in the form of finding their way through to the fabled lands beyond the mountains, when a child the like they'd never before seen wandered into their tunnel. Unfortunately for both parties, the tunnel collapsed behind him, leaving them all choking in dust and gravel. Their hopes and dreams dashed, they took Kallu as their own. Each man was well into his middle years and their families had either been lost to the mountains, or left their prospector husbands and fathers behind in the hope that they could begin anew. And that was where Kallu came in, they named him, gave him shelter, and began to teach him how to dig, mine, and cook for them. Within a year, the boy was somehow manipulating the stone around him, doing the work of ten men over the course of a week in under a day with his innate magical ability.

As the child grew older, so did too his adopted fathers, who eventually each died, leaving him alone in the cave system they had dug out. Burying them all together as they had asked, he closed shut their tomb and made his way North. Eventually he arrived at the home of the Diviners, where he caused quite a stir as he was both a stranger and had obviously had no formal training. This intrigued them and they eventually took him in, and began to teach him their ways. Unfortunately again, they were unable to train him at all. His abilities in the field of Earth already far outstripped many of their own and the way he manipulated the world was in a way none of them had even heard of being recorded. Again years passed, and Kallu's abilities grew stronger. He traveled the world, seeing places few could dream of. He has traveled with the Dwarf Folk to the far edge of the ocean, which is where he was for seven long years while the War of the Crown began.

Arriving back in Hasthfold with his Armor in tow,constructed of an alloy he found across the sea, he found the one place he had ever called home in ruins, of sorts. The nobility had seen fit to usurp the power of the Crown and give themselves ruler-ship of the land. He left in his suit almost as soon as he realized the trouble that had been created, to seek out the rightful Queen. It took roughly a year to find her and her army, but he had made his choice, and has since worked diligently in aiding her campaign to win back her Kingdom.

He fights for the queen because of a small sum her father used to sponsor the Diviner's research into his astounding abilities, which, through a series of events, allowed him to leave and travel across the sea, where he was able to find some help, even though it was very little. In his mind he has a debt to her family. Along with his own personal philosophy. The royal family has governed Hasthfold well for generations, just as stone has stood the test of time, and neither are easily worn away. Had the line ended, he would have joined the new government, as rebels have never, in his experience, stayed true to their ideals once they had what they wanted, and a stable governing body is better than anarchy.
 

Glasgow

New member
Oct 17, 2011
193
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0
Name: Krakow ; Diana Silen Brouge.

Sex: female

Age: 34

Order: The shades

Appearance: Kra is a short and thin woman for her age. She barely reaches the height of 1.6 meters and weigh at around fifty kilograms. Her skin is of a perplexing brown nature. Her long curly hair is charcoal black, reaching down behind her back and halfway down her upper body. She's well-endowed. She's no longer particularly young, and her grey eyes are shown to be between thin strands of red veins. She is missing two fingers on her left hand, a place where she installed semi-magical mechanical fingers with a grey tint. The fingers contain some emergency provisions for times of need that could help her escape from most situations.

Kra's clothes are dark and tight. Her shirt has short sleeves and a modest cleavage. Her pants cover all of her lower body. She wears black shoes similar to ones of performers and dancers (ballet shoes). She aranges her hair in a ponytail.

Armor: Its color shifting constantly to fit its surroundings, the normally black piece of armor which stands at slightly above ten feet was the fruit of both Kra and her master's work. The piece of armor wouldn't ever touch the ground it stands on or make a sound in the darkness, and its movements were slick and quick. Made from a combination of bronze, steel, wood and silk, the armor is a very light and simple. It seems more akin to chain armor, with several playes covering the torso of the armor. Had it not been stacked with a grand variety of tools for the work of Kra the armor could have been more suited for an outrider.

The armor's weapons are designed to work without making a sound, so a variety of projectiles and short swords would naturally find their home on Kra's armor. Together with that there are also louder instruments which are used to grasp the attention of guards or wake up an entire encampment of soldiers, things such as fireworks, flash-bangs and gas pellets would also be used by Kra. The armor's main weapon is a large magical infused shield, whose center is home to a repeating crossbow with bolts able to penetrate light armors and some tipped with explosives if she meets with heavier armors. It's usually strung on the back of the armor.

Personality: Kra is naturally lazy and would normally only follow pursuits that interest her. Magecraft was one of those she was forced into and later grown to like, but the foul art of killing was something she began to like even before her first kill. She's a free spirit and a selfish person who would often refuse to help others when it's not in her own interest. She's playful and sometimes socially awkward due to her lack of familiarity with the social norms around both nobles and commoners.

She's hopelessly naive and light-hearted, something that juxtaposes her role in life. She sees death and killing as a natural thing in the world, and considers her work to be something necessary. She doesn't put a lot of value to human life and lives her life to the fullest whenever she can, knowing that she might be the next victim in line.

She has been with a few men in the past and thinks of the act as something to be shared between two close friends. She sometimes regrets having adopted her lifestyle because she couldn't ever find a husband who would accept her as who she was, and she dreads the moment when she will have to look after her children.

Bio: Kra is the child of an unholy union between a noble girl from a small land-owning family in the south of the country (Malshire) and a crafty traveling merchant who took advantage of her with promises of adventure ? and then took off, never to be seen again. Often seen as the black sheep of the family, Kra received the only name associated with her long lost father and was kept out of sight.

The unfortunate turn of events which lead to the discovery of the girl's inexplicable capabilities is something Kra wouldn't talk about. There reached a point where her mother's husband, enraged by the discovery of her identity, took the girl at the age of nine and tried to rid her from this world. The subsequent struggle had the girl break free from her pursuer and hide in plain sight, transporting herself away from him with only her mind. The man, shocked at the discovery of the girl's natural affinity to witchcraft lobbied the noble house leader to kill the girl using the excuse that she was an unholy abomination. He was refused, and instead the girl's talents would be used to further the family's goals in the region. She was adopted as a family member, even though she was a bastard, and sent off to study mage-craft in the duchy's capital city under a young master from the Shades faction.

She finished her official training at the age of fifteen, but would often visit her master to further hone her skills. She became an assassin for the service of her family and her actions in the following decade would have catapulted her royal house into prominence as they inherited more and more titles from men who were inexplicably found dead in their bathtubs or beds.

What followed a decade of loyal service was a terrible betrayal, one which Kra managed to barely escape. She was disowned from the family and found herself a target of a bounty under her head by the new house leader ? her mother's husband, Duke Rolf. She fled the cities to the countryside and met up with her former master, who informed her that more than a few mercenaries were after her. They built her armor together, preparing it to face her adversaries. It took them a few months to complete. The first bounty hunter which found her in the capital of Malshire was quickly killed by Kra in his sleep, and his body and armor were displayed at the town square, with a sign warning others not to go after Kra.

When she officially entered into the Shades community, a small tradition was developed among some of its leaders. Whoever wished to join them was sent to carry a contract on Kra and if he wasn't killed off in the process, she would have welcomed him to the group.

It was during the return of the Queen that Kra decided it was the time to carry out her vengeance against the one who marked her for death and joined the Queen to further her vendetta. Perhaps, after being legitimized as a bastard, she could also gain the lands of her family and become a noblewoman. That way she could retire from her shadowy life and settle down.
Tell me if I need to change something in the sheet.
 

Sehnsucht Engel

New member
Apr 18, 2009
1,890
0
0
Name: Mary "Noose" Derleth
Sex: Female
Age: 29
Order: The Outriders

Appearance: Mary is a woman of medium height with ruffled blackish hair, slanted green eyes and dark skin. She has a number of scars. The most noticeable one are the one around her neck, a constant reminder of the second time she tried to kill herself. She doesn't try to hide it, and has gotten the nickname Noose, because of it. When she doesn't wear her armor she usually wears simple clothes in brown or gray, preferably a shirt and a pair of pants. She carries a wooden staff with her wherever she goes.

Armor: Mary's armor is thirteen feet tall. The helmet is shaped after the head of a great horned owl, and the arms resembles wings, while the feet are talons. It's a combination of brown, gray and green, to better blend into a forest environment. However, it can change colors with the help of her magic. Her armor is made to be able to move fast and make use of its environment to seemingly disappear. The armor has a ten feet long bow attached to the back, and can shoot a target far away without problem. Her focus in battle lies primarily in making use of her mysticism magic, like detecting any life in the area, dispelling the magic of others and using the environment to her advantage.

Personality: Mary lost many friends and people that she loved when her order was attacked. She used to be a dedicated member of her order, that liked to socialize with the other members. After the attack on her order, she became reckless and suicidal. She no longer wanted to live, and the once social person became withdrawn. She prefers to keep others away from her, so she doesn't make any emotional connections that will just get broken when they are taken from her. Alexis convinced her to keep going, to get revenge, but a part of her still wants to join her friends in death.

Bio: Mary was born in a small village in Wicketbog Marsh, as the first child to her mother and father. She was their only child, as they hadn't intended to get one to begin with and she never got a sibling either. They did treat Mary fairly and brought her up, like if she had been a gift worth cherising. Both of her parents were likely hiding away for their own reasons, and had met in the Marsh.

She grew to like the marsh over time, as it was the only home she had and her parents taught her about nature, and the animals that lived in the marsh. Mary got an interest in learning more, and would explore the marsh alone many times as she grew up.

One day she met a couple of mages from the outsiders, who had come to the marsh to look for new recruits for their order. Those who grew up in the Marsh was known for becoming hardy soldiers, and they had experience of a life in a somewhat harsh environment.

Mary didn't need much convincing once they had explained who they were, and what they did for a living. She wanted to become like them, even if her parents were against it, but it turned out that her parents were fine with Mary's decision and while they would miss her; They believed she was ready to see the rest of the world and thought joining the outsiders was a noble goal, worth pursuing.

She left her home, and traveled with the outsiders, from which she learned a lot about magic and how to use a bow. Eventually she got her own armor and took part in battles. Mary didn't care much about who she fought, as long as she could fight alongside her comrades in the Outriders. Most of the time she didn't need to see who she killed either, as she would use her bow to kill them from afar.

Her existence and life with the order was a pleasant one, and she made plenty of friends and even some lovers among the Outriders. It all changed when the Archduke's troops attacked. Mary was told to pull back, and make use of her cloaking skills to take out the enemy, but it didn't matter much in the end. Her allies and fellow Outriders lay dead. She despaired and it felt like something broke within her.

Mary left the Outriders behind. She barely ate or slept for a week, wandering around with no clear goal. She stumbled upon the retreating Leveque d'Aur family one night. At first she didn't know what to make of the scene, but when she recognized the troops that were pursuing them she drew her bow and begun to bring down as many as she could. Mary would have given her life just to see one more bastard die, but she was basically dragged along with the retreating Leveques.

She stayed with them and Lizbeth, even if she had lost the will to live without her companions. Mary tried to kill herself one night, by using a rope to hang herself with from a tree. However, she wasn't blessed with death's sweet embrace then, instead Alexis cut her down and brought her back to life. The older woman convinced her to keep going, if only to die in battle like the other Outriders.

Shares backstory with Hiei's character.
 

Arcanist

New member
Feb 24, 2010
606
0
0
Hello, everybody! I'm the better half of this RP's illustrious pair of GMs, and I've taken it upon myself to test your applications... and feed on your sweet, sweet tears. I kid, of course.

Bitter tears taste just as good.

Anyway...

RuedyN said:
Name: Garath Brightlance

Sex: Male

Age: 21

Order: Paragon- Agile, defensive fighter

Appearance: Lithe, of average height (5'10), and with a fair complexion. His ash blonde hair is shaggy but always kept out of his face, going down to the nape of his neck. His beard isn't exactly trimmed, it's a tad patchy but covers his whole face. His beautiful, large emerald green eyes show determination and intelligence, rarely seeming to focus on a single item.

He wears a silver chain coat, with an ivory cuiress, black pants, and grey boots, wearing a large grey cloak in cold weather. He rarely wears a helmet, preferring to be in his Armor. He's still no slouch with his other weapons, however, using a flintlock pistol and a thin slim bladed saber, with a black leather grip. He uses the two in tandem, making him a hell of a duelist.

Armor: 15 feet tall, and made of what looks to be stereotypical plate armor made of pure ivory, with golden trim, and silver mail running underneath the plate. It's made to be fast, and fast it is. It uses two weapons, like its' pilot. A lance, gold handle with an ebony tip, used for defensive purposes, and a broadsword, ivory blade that matches his armor, with a silver handle and a brown leather grip, for aggressive counter attacks.

Personality: Intelligent, loyal, brave, as well as cynical, sarcastic, and arrogant, he makes an odd knight. Still, his good qualities override his distasteful ones for the most part. He is a very pious man due to his religion, but he does have a fondness for duels.

His reasons for fighting for the queen lie in more distrust in the Parliament system, and Collin. He distrusts people without protectors, knowing their evil comes out when left to rule themselves. The fact the queen is now 18, and quiet beautiful gave him another reason to fight for her, one he has tried to keep secret from everyone.

Bio: Born and raised in Advent, he was part of the higher class, his parents both creative, renown inventors. He was giving a very good education, though he had no mind for invention. That fact disappointed his parents greatly, but they remained quiet for the most part. His true talents lay in destruction, through swords and fire and armor. The last one interested him greatly, and he spent most of his childhood studying these.

When he was accepted into the Order, due to his holiness and talent in warfare. He built his own armor, rather than let a blacksmith do the grunt work, creating something beautiful. He never got to test it, however, due to the times of peace. He did minor mercenary work to show it off, under the guise of helping the people.

When the Queen began recruiting, he joined with her, fearing Collin to be a brutal reminder of mans evil. His desired system of government seemed odd, and frankly too radical to succeed.

Criticisms welcome.
Good, I was almost worried nobody wanted to play as a Paragon :)

A little succinct, but good otherwise. Fleshing out your bio a bit more would not be unwelcome.

hiei82 said:
Name: Alexis Leveque d'Aur

Sex: Female

Age: 43

Order: The Chevaliers

Appearance: Alexis Leveque d'Aur is a tall woman with long blond hair, deep blue eyes, and pale white skin. Time has been good to her, allowing her look nearly a decade younger than she actually is. That said, her age is beginning to show in her thinning hair, the dark bands around her eyes, and her growing wrinkles. When not in battle, she wears clothing befitting a noblewoman - more as a point of honor than anything else. A massive cape hangs from her back, with her family's crest proudly emblazoned upon it. When expecting trouble or on duty, she wears a silver full-plate and carries a pair of shields in addition to her cape and a sword. Alexis has a long scar down the left of her face - a remnant of the retreat with Lisbeth from the Capital.

Armor: Alexis's armor is built to look like a Greek goddess statue in figure and is the color of finest Alabaster. She proudly displays the royal colors of Lisbeth as a sign of her devotion, along with her own coat of arms - a Fleur-de-lis flanked by a pair of lions. Befitting her style of fighting, her armor is designed for strength and durability above all else. Her armor carries no proper weapons, instead holding a pair of massive, spiked shields with which she augments his defense and bashes to attack. Her magic goes toward two tasks - increasing her defensive abilities to their utter maximum and pushing for enormous bursts of speed. Shee is built to move through the battlefield, protecting important people from harm at all costs. A massive cape hangs from the back of her armor; a copy of his normal cape on a much larger scale. The armor carries an appropriately sized longsword for emergencies.

Personality: Alexis is a woman driven by loyalty, honor, and pride. Her family has a long history of protecting the royal family; a tradition she lives up to at all times. She takes the code of chivalry as a matter of expectation, living her life to its precepts. Like most of her family before her, Alexis is prone to acts of arrogance, though never when she's in battle or when she's in the presence of someone of higher status (such as Queen Lisbeth)

Bio: The Leveque d'Aur family was originally a noble family from a nation far to the south. After losing favor with the royalty of their homeland, the family fled north with all they had - including many of the secrets of Armor their family had acquired. These secrets however, could not be taken without a fight, and no matter how far they ran, the assassins of their homeland pursued them. All the nations they entered required they leave, unwilling to draw the wrath their homeland could bring to bear. Eventually, their pursuers caught up to them on the boarders of the land of Hasthfold. The family fought with all they had, but no matter their power as individuals, they couldn't win against the overwhelming numbers of their former home. They would have all perished that day, were it not for the army of Hasthfold arriving and fighting off the enemy forces.

The Leveque d'Aur's, though now significantly reduced in number, were saved; and by forces they had never met. The new leader of the family was taken to meet the then-king of Hasthfold and made a deal with him. They would give him the secrets they're family had and swear fealty to the Royal Family in return for their safety and the maintenance of their former family prestige. The good king, showing mercy, agreed. Hundreds of years later, the Leveque d'Aur's remained true to their pledge, with every member of their family joining the royal army in service to their new home and the family who'd saved them all.

Alexis was no different. She joined The Cavaliers when she was old enough and served proudly for years, until the death of the King and Queen. By then she'd become a member of the Royal Guard, and their death hurt her deeply. Still, she knew death was the natural order of things, and quickly made her new pledge to then-Queen Lisbeth. That was when Duke Colin of Faeborough began his quest. At first, the Leveque d'Aur saw little threat. Lisbeth was indeed too young to rule and so Duke Faeborough would become Regent until she came of age. Slowly however, the family became weary of the Duke and his machinations. Holding to their pledge, Count Leveque d'Aur approached the Duke to convince him to put an end to the madness. No one but the Duke knows exactly what happened in the meeting, but everyone knows the result. Count Leveque d'Aur was among the first casualties of the civil war.

When the Duke finally made his move, Alexis and the rest of the Leveque d'Aur family made theirs to aid in Lisbeth's escape. In the dead of night, as the Duke's assault was set to destroy them all, Alexis and the rest of the family pulled her to safety. The retreat was a long, bloody affair that left only a handful of her family alive. Even those who did survive were left with many scars (Alexis in particular). Still, the plan was a success, finally repaying in some small way the debt they will eternally owe Lisbeth and her family.

Shortly after the successful escape, Alexis - in an attempt to clear her mind of the recent disaster, went into the woods. She was going to build a small, grave marker for the countless who died in her family. She was going to renew her vow before their spirits to protect Lisbeth. She was going to promise their vengeance against the Duke and all he cared for. Instead, she found another warrior on the verge of suicide. Reacting as quickly as she could, she drew her blade and cut the rope that held her neck to the branch above. Using what she knew of field medicine, Alexis treated the young woman until she awoke.

The two spoke for a long time, with Alexis doing her best to convince her not to surrender. They'd both lost far too many people they cared for, and for a while Alexis thought the woman would hang herself the moment Alexis turned her back. It wasn't until she brought up the fact they'd both lost too many people; so many people that the only way to remember them was to keep living and keep fighting until the Duke had payed for his crimes.

Eventually Alexis learned the woman was one of the last Outriders; Mary Derleth. Since that day, Alexis has done what she could for Mary. She's tried to convince her living beyond the end of the war is better - that her outrider family wouldn't want to see her die - but to no avail. Alexis is at her wits end when it comes to helping the other woman and with the final stages of the Queen's return now underway, Alexis knows time is short. For now, all she can do is what she's always done; been her friend and protector.

Since then, Alexis had remained by Lisbeth's side as one of her most loyal knights. Alexis has sworn to return Lisbeth to the throne even if it costs her life.

Other: Alexis's training, like all members of the Leveque d'Aur family, focused on defense and endurance. She was trained how to protect those around her at all costs and how to move with supernatural speed to protect. Even outside her armor, Alexis is adept at protecting those around her. Though the invention of guns has threatened her training, her armor, shields, and defensive magics will not be broken so easily. That's not to mention her unshakable spirit so long as his mission will aid her Queen. Her hatred of Duke Faeborough runs deep; she can't wait to see the man pay for his crimes. She actually has little trouble with the Parliamentarians personally and would honestly rather come to a mutually beneficial truce with them if the world would allow it. That said, if her Queen order's her to kill them; then their deaths are what she will deliver without fear, regret, or sorrow.

Comments/Concerns/Criticism/Suggestions Welcome. If anyone has any ideas for a shared back-story, let me know and I'll be happy to work with you.

Edit: Shared back-story in progress; some character details are subject to change.
Excellent. I don't have much else to say about this sheet except to point out that there aren't any nations to the south of Hasthfold. My recommendation would be to change her family's country of origin to have been from across the sea.

HellsingerAngel said:
Name: Ambrose Ausoman

Sex: Male

Age: 16

Order: The Sherrifs

Appearance: Ambrose would best be described as looking like the plucky young squire to an aged and grizzled knight. No taller than five and a half feet, he is not the most imposing of mages. His build is lean, his hands soft and dexterous from a life of city dwelling and tinkering. A disheveled mop of fair hair and deep blue eyes as wide as saucers only add to the youthfulness of his appearance giving him an air of wonderment and restrained enthusiasm.

His clothing is nothing of finer fare, preferring something simple yet stylish to keep himself able to work or fight at a moment's notice. A white linen shirt with an overlapping oil cured leather jerkin suits the boy just fine, though the vest has been tailored specifically with an inlay of pockets to store small machine parts and a more than decadent silver pocket watch. Matching coloured leather gloves protect his hands from the harsher tasks of his day to day life and are tucked into a similarly coloured doubled belt when not in use. The belt in question is lined with a myriad of clipped or buttoned pouches and satchels used to house various small bits and tools for adjusting the many pieces of his contraptions. A simple pair of faded brown trousers with deep pockets and a pair of knee high leather boots with a two inch doubled cuff finish off his somewhat plain ensemble. The only piece of any remarkable note are the goggles he keeps strapped to his forehead. The lenses are made of a special crystal that help magnify as well as filter light for welding.

Armor: Ambrose's Armour is an ever evolving work, built over the years from his own ingenuity from various sources of scrap metal, christening it Beatrix in honour of his late mother, though often refers to it as "Trixie". It is a monstrosity of progress, always in a constant state of change as breakthroughs and advances in design are discovered by the young mage. The majority of her parts are of the Mark VI pattern he developed, though pieces dating as early as the Mark III are still integral for its function and have yet to be upgraded due to time constraints, lack of available materials or simple oversight. It is a construction of the times; woefully restrained by lack of economic stability and a continuous strive for evolution and change despite the fact.

What little that could be considered uniform about the design would definitely be its size and purpose. Trixie typically stands at around fourteen to sixteen feet in height and is exceptionally heavy compared to most designs. The added weight is often due to added protection with overlapping plates forming a scrapyard scale mail of sorts, the various mismatched or aged pieces standing out. Its interior is the much more fascinating aspect for most mages, having intricate clockwork devices to assist with the movement and operation of the Armour. While it is completely operational without these devices, they provide a much needed touch of efficiency so that Ambrose doesn't spend as much energy on performance and can add just one more gadget to his arsenal.

Its function is fairly obvious for a plodding tank in that its exceptionally well built for artillery strikes. The shoulders are filled to the brim with arrow launchers that can cover a platoon to a small battalion of soldiers with suppressing fire due to the advanced mechanical reloaders. Resting on the back of the Armour are two massive shoulder mounted cannons, brought up along a track when needed, assisted by another clockwork mechanism. The twin thirty-two pound cannons measure in at just shy of an eleven foot barrel length and require the legs of the Armour to split and form two bracing tripods to fire, rendering the armour immobile during bombardment. Trixie has little to offer at close range, limited to a short spear with serrated tip and a shield of multicoloured overlapping plates that emanates from a boss. While all of these weapons are assisted by the machinery within they can still be operated wholly by the power of the mage within if necessary.

Personality: Ambrose is young. His view of the world is an idealistic one for the paragonic society of tomorrow, sometimes to the point of naivety. He is a progressive person, incorporating new ideals and philosophies as they come about and isn't afraid of change. He is an avid conversationalist when it comes to political policies and philosophical debates though he would much prefer to talk shop about the revolutionizing advances that have come about in techmaturgy. He is opposed to the stagnation of tradition and often eshewes it carelessly, viewing it as the poison that currently has brought about the restlessness of the common man.

Despite his youthful exuberance for shedding traditional policies, Ambrose subconsciously follows a couple practices taught to him by the Chevalier from his early years of training. His rebellious nature is often quenched with the formality of the rule of law, finding the pen a much more effective route for progress than the brashness of the sword of revolution. He is also a man of his word and will not think of betraying those he's given it to unless they have proven themselves less than honourable. Above all else, however, comes a sense of duty to his country and the crown, who he feels his word was sworn to from the day he was born as a citizen under it.

Bio: Born in the capitol of Advent to the loving family of Edwin, Beatrix and Genevieve Ausoman, Ambrose was considered to be a prodigy the moment he began to talk. His capacity for learning was much greater than the average child his age and his parents found the boy picking up skills after the first or second attempt and mastering them shortly afterwards. He was his father's son, taking an exceptional interest in clockwork mechanics. By the age of six he had already constructed his first pocket watch, a gift given to his father for his appreciation of all that he had taught him. However, Ambrose's scope was much grander than his dear old dad's as the life of a simple horologist. His dream was to use his knowledge to construct the greatest Armours this country had ever seen as testaments to progress.

It was then that the Chevalier had caught wind of a promising young boy who could learn almost anything. Someone with that sort of intellect was deemed too precious to fall into the hands of another order and so Ambrose was the target of a vigourous campaign to obtain him as a member. They came for him on behalf of the crown to train the boy in the arts of magic and war. His parents were skeptical, wondering why their son should be taken at such a young age but Ambrose jumped at the chance to see the living marvels that were Armour and discover their secrets. Once the crown had been mentioned it was but decided that the boy would become a mage. His training would prove to be quite promising, quickly developing the raw talents he possessed into what magics he required. That is, until war broke out.

A year into his studies, the usurping of the throne had commenced and civil war broke out between the nobility and the commoners of the outer lying duchies. It wasn't long before their family's allegiances caught up with them and their father was publicly executed for treason against the Archduke Colin. The remaining Ausoman's were forced to flee the city, traveling northwards to the Parliamentary supporters of Heavensview. The only possession of his father's Ambrose was able to recover was the watch he had made for him, which his mother kept as her only keepsake of her husband. There they settled, broken by the sudden and tragic loss of their husband and father at the hands of a senseless tyrant. More than ever Ambrose's passion fueled him to become an Armoursmith, if only to see the Archduke's folly when he fell from grace.

Ambrose was immediately accepted into the then budding order of the Sheriffs. His prior experience with piloting Armour and techmaturgic expertise were both welcomed skills within the order and the young mage set out to build himself an Armour worthy of legends. Over the years that followed his less than legendary creation was built from the ground up but he was still fiercely proud of his accomplishment. Resources were scarce, even for a mage and what his Armour symbolized was what held fast in his heart. The later years of his life in Heavensview were spent on sentry or patrol, often times depending on how well his Armour was performing, practicing his piloting for the day he would have to fight his first battle.

That day never came. As the tensions between the two warring parties became greater, so did the distrust of the revolutionary's towards any refugees from the beginning of the conflict. Even with his position within the Sheriff's, the Ausoman's were scrutinized as possible traitors towards their cause. It wasn't until Ambrose followed up on an invitation to a meeting with a herald claiming to be under the orders of Lisbeth herself that his family was branded as conspirators for the nobles. His mother and sister implored Ambrose to flee the city and follow the retainer of the rightful queen, thrusting upon him the care of his father's watch. With little other choice, Ambrose fled northward again with the queen's page, leaving behind his only family to bare the punishment for crimes they never committed. He swore an oath that day to return and see their fate and the suffering he had caused them.

One week later, in the forests of the Viridian, Ambrose reaffirmed his fealty to the crown and swore to bring about an age of peace by bringing progress to the country that had wronged him...

Tell me if anything needs to be changed.
YOU LOSE. YOU GET NOTHING. GOOD DAY SIR. (Except a spot in the RP, cuz this sheet be bitchin'. That counts as something, I guess?)

Redryhno said:
Name: Kallu Ikastine
Sex: male
Age: 29
Order: Diviner
Appearance: Short, stocky, and dark. The first three words to come to mind when it comes to Kallu. Not even reaching five feet, he is easily the most muscled man anyone will see in their lifetime that can still move surprisingly nimbly considering his Order and stature. Dark hair almost shaved to the skin sits atop a head with two hooded red eyes. A simple black leather vest with silver buttons and a pair of pants are what he can normally be seen in.

Though by far the most unsettling thing about the man is the scars he bears from head to toe. Brands, cuts, and extensive tattooing to name a few. Each another word, symbol, or thought that comes back to one word: Stone. Each ritualistically self-inflicted in some way or another, they begin at his chin and are prevalent to his ankles, where they stop.

Armor: In comparison, Kallu's armor is just as stocky as he himself is. standing at a meager ten feet, but much denser and made of a stronger pitch-black metal than even most Chevalier Armors. It is unbelievably tough, and serves its purpose well. From within the Armor, Kallu is just as strong, comparatively, as he is outside of it. He carries two weapons which are able to be pulled from their hidden places with ease, such is the care and crafting put into it. One an Armor-sized hammer, the other a pickaxe, both of which he can use with deadly efficiency.

In addition, he is quite well versed in magic that commands the earth, able to pull walls of dirt up to block, or destroy. Or kick a barrage of rocks and pebbles with the same force as the relatively new invention of gunpowder. Or even lift a boulder to destroy a stone wall. And has been known to know how to bend metal with the ease of a child breaking a toy with enough effort exerted.

Personality: Quite reserved, but not anti-social, Kallu enjoys the company of the earth. While not as full of wisdom as some would assume given his quiet disposition and calm demeanor, he will still give advice where he thinks he can. Though mostly he will sit back. He believes in standing by his word and actions, no matter the cost. And he made his choice when he chose the Queen over the Country.


Bio: Not even Kallu knows from whence he came. Far south, in the Frontier, a group of prospectors, after decades of digging, unearthed a tunnel that led to light. Finally their years of searching had paid off in the form of finding their way through to the fabled lands beyond the mountains, when a child the like they'd never before seen wandered into their tunnel. Unfortunately for both parties, the tunnel collapsed behind him, leaving them all choking in dust and gravel. Their hopes and dreams dashed, they took Kallu as their own. Each man was well into his middle years and their families had either been lost to the mountains, or left their prospector husbands and fathers behind in the hope that they could begin anew. And that was where Kallu came in, they named him, gave him shelter, and began to teach him how to dig, mine, and cook for them. Within a year, the boy was somehow manipulating the stone around him, doing the work of ten men over the course of a week in under a day with his innate magical ability.

As the child grew older, so did too his adopted fathers, who eventually each died, leaving him alone in the cave system they had dug out. Burying them all together as they had asked, he closed shut their tomb and made his way North. Eventually he arrived at the home of the Diviners, where he caused quite a stir as he was both a stranger and had obviously had no formal training. This intrigued them and they eventually took him in, and began to teach him their ways. Unfortunately again, they were unable to train him at all. His abilities in the field of Earth already far outstripped many of their own and the way he manipulated the world was in a way none of them had even heard of being recorded. Again years passed, and Kallu's abilities grew stronger. He traveled the world, seeing places few could dream of. He has traveled with the Dwarf Folk to the far edge of the ocean, which is where he was for seven long years while the War of the Crown began.

Arriving back in Hasthfold with his Armor in tow,constructed of an alloy he found across the sea, he found the one place he had ever called home in ruins, of sorts. The nobility had seen fit to usurp the power of the Crown and give themselves ruler-ship of the land. He left in his suit almost as soon as he realized the trouble that had been created, to seek out the rightful Queen. It took roughly a year to find her and her army, but he had made his choice, and has since worked diligently in aiding her campaign to win back her Kingdom.
I'm not sure I understand what motivates Kallu to take a risk involved in standing behind the Queen. Is it mere patriotism? Why should he care who rules?

Wenseph said:
Name: Mary "Noose" Derleth
Sex: Female
Age: 29
Order: The Outriders

Appearance: Mary is a woman of medium height with ruffled blackish hair, slanted green eyes and dark skin. She has a number of scars. The most noticeable one are the one around her neck, a constant reminder of the second time she tried to kill herself. She doesn't try to hide it, and has gotten the nickname Noose, because of it. When she doesn't wear her armor she usually wears simple clothes in brown or gray, preferably a shirt and a pair of pants. She carries a wooden staff with her wherever she goes.

Armor: Mary's armor is thirteen feet tall. The helmet is shaped after the head of a great horned owl, and the arms resembles wings, while the feet are talons. It's a combination of brown, gray and green, to better blend into a forest environment. However, it can change colors with the help of her magic. Her armor is made to be able to move fast and make use of its environment to seemingly disappear. The armor has a ten feet long bow attached to the back, and can shoot a target far away without problem. Her focus in battle lies primarily in making use of her mysticism magic, like detecting any life in the area, dispelling the magic of others and using the environment to her advantage.

Personality: Mary lost many friends and people that she loved when her order was attacked. She used to be a dedicated member of her order, that liked to socialize with the other members. After the attack on her order, she became reckless and suicidal. She no longer wanted to live, and the once social person became withdrawn. She prefers to keep others away from her, so she doesn't make any emotional connections that will just get broken when they are taken from her. Alexis convinced her to keep going, to get revenge, but a part of her still wants to join her friends in death.

Bio: Mary was born in a small village in Wicketbog Marsh, as the first child to her mother and father. She was their only child, as they hadn't intended to get one to begin with and she never got a sibling either. They did treat Mary fairly and brought her up, like if she had been a gift worth cherising. Both of her parents were likely hiding away for their own reasons, and had met in the Marsh.

She grew to like the marsh over time, as it was the only home she had and her parents taught her about nature, and the animals that lived in the marsh. Mary got an interest in learning more, and would explore the marsh alone many times as she grew up.

One day she met a couple of mages from the outsiders, who had come to the marsh to look for new recruits for their order. Those who grew up in the Marsh was known for becoming hardy soldiers, and they had experience of a life in a somewhat harsh environment.

Mary didn't need much convincing once they had explained who they were, and what they did for a living. She wanted to become like them, even if her parents were against it, but it turned out that her parents were fine with Mary's decision and while they would miss her; They believed she was ready to see the rest of the world and thought joining the outsiders was a noble goal, worth pursuing.

She left her home, and traveled with the outsiders, from which she learned a lot about magic and how to use a bow. Eventually she got her own armor and took part in battles. Mary didn't care much about who she fought, as long as she could fight alongside her comrades in the outriders. Most of the time she didn't need to see who she killed either, as she would use her bow to kill them from afar.

Her existence and life with the order was a pleasant one, and she made plenty of friends and even some lovers among the outriders. It all changed when the Archduke's troops attacked. Mary was told to pull back, and make use of her cloaking skills to take out the enemy, but it didn't matter much in the end. Her allies and fellow outriders lay dead. She despaired and it felt like something broke within her.

Mary left the outriders behind. She barely ate or slept for a week, wandering around with no clear goal. She stumbled upon the retreating Leveque d'Aur family one night. At first she didn't know what to make of the scene, but when she recognized the troops that were pursuing them she drew her bow and begun to bring down as many as she could. Mary would have given her life just to see one more bastard die, but she was basically dragged along with the retreating Leveques.

She stayed with them and Lizbeth, even if she had lost the will to live without her companions. Mary tried to kill herself one night, by using a rope to hang herself with from a tree. However, she wasn't blessed with death's sweet embrace then, instead Alexis cut her down and brought her back to life. The older woman convinced her to keep going, if only to die in battle like the other outriders.

Shares backstory with Hiei's character.
Fellow Outrider(Not to nitpick, but the names of the Orders are always capitalized)! I don't see any problems here.

Glasgow said:
Name: Krakow ; Diana Silen Brouge.

Sex: female

Age: 34

Order: The shades

Appearance: Kra is a short and thin woman for her age. She barely reaches the height of 1.6 meters and weigh at around fifty kilograms. Her skin is of a perplexing brown nature. Her long curly hair is charcoal black, reaching down behind her back and halfway down her upper body. She's well-endowed. She's no longer particularly young, and her grey eyes are shown to be between thin strands of red veins. She is missing two fingers on her left hand, a place where she installed semi-magical mechanical fingers with a grey tint. The fingers contain some emergency provisions for times of need that could help her escape from most situations.

Kra's clothes are dark and tight. Her shirt has short sleeves and a modest cleavage. Her pants cover all of her lower body. She wears black shoes similar to ones of performers and dancers (ballet shoes). She aranges her hair in a ponytail.

Armor: Its color shifting constantly to fit its surroundings, the normally black piece of armor which stands at slightly above ten feet was the fruit of both Kra and her master's work. The piece of armor wouldn't ever touch the ground it stands on or make a sound in the darkness, and its movements were slick and quick. Made from a combination of bronze, steel, wood and silk, the armor is a very light and simple. It seems more akin to chain armor, with several playes covering the torso of the armor. Had it not been stacked with a grand variety of tools for the work of Kra the armor could have been more suited for an outrider.

The armor's weapons are designed to work without making a sound, so a variety of projectiles and short swords would naturally find their home on Kra's armor. Together with that there are also louder instruments which are used to grasp the attention of guards or wake up an entire encampment of soldiers, things such as fireworks, flash-bangs and gas pellets would also be used by Kra. The armor's main weapon is a large magical infused shield, whose center is home to a repeating crossbow with bolts able to penetrate light armors and some tipped with explosives if she meets with heavier armors. It's usually strung on the back of the armor.

Personality: Kra is naturally lazy and would normally only follow pursuits that interest her. Magecraft was one of those she was forced into and later grown to like, but the foul art of killing was something she began to like even before her first kill. She's a free spirit and a selfish person who would often refuse to help others when it's not in her own interest. She's playful and sometimes socially awkward due to her lack of familiarity with the social norms around both nobles and commoners.

She's hopelessly naive and light-hearted, something that juxtaposes her role in life. She sees death and killing as a natural thing in the world, and considers her work to be something necessary. She doesn't put a lot of value to human life and lives her life to the fullest whenever she can, knowing that she might be the next victim in line.

She has been with a few men in the past and thinks of the act as something to be shared between two close friends. She sometimes regrets having adopted her lifestyle because she couldn't ever find a husband who would accept her as who she was, and she dreads the moment when she will have to look after her children.

Bio: Kra is the child of an unholy union between a noble girl from a small land-owning family in the south of the country (Malshire) and a crafty traveling merchant who took advantage of her with promises of adventure ? and then took off, never to be seen again. Often seen as the black sheep of the family, Kra received the only name associated with her long lost father and was kept out of sight.

The unfortunate turn of events which lead to the discovery of the girl's inexplicable capabilities is something Kra wouldn't talk about. There reached a point where her mother's husband, enraged by the discovery of her identity, took the girl at the age of nine and tried to rid her from this world. The subsequent struggle had the girl break free from her pursuer and hide in plain sight, transporting herself away from him with only her mind. The man, shocked at the discovery of the girl's natural affinity to witchcraft lobbied the noble house leader to kill the girl using the excuse that she was an unholy abomination. He was refused, and instead the girl's talents would be used to further the family's goals in the region. She was adopted as a family member, even though she was a bastard, and sent off to study mage-craft in the duchy's capital city under a young master from the Shades faction.

She finished her official training at the age of fifteen, but would often visit her master to further hone her skills. She became an assassin for the service of her family and her actions in the following decade would have catapulted her royal house into prominence as they inherited more and more titles from men who were inexplicably found dead in their bathtubs or beds.

What followed a decade of loyal service was a terrible betrayal, one which Kra managed to barely escape. She was disowned from the family and found herself a target of a bounty under her head by the new house leader ? her mother's husband, Duke Rolf. She fled the cities to the countryside and met up with her former master, who informed her that more than a few mercenaries were after her. They built her armor together, preparing it to face her adversaries. It took them a few months to complete. The first bounty hunter which found her in the capital of Malshire was quickly killed by Kra in his sleep, and his body and armor were displayed at the town square, with a sign warning others not to go after Kra.

When she officially entered into the Shades community, a small tradition was developed among some of its leaders. Whoever wished to join them was sent to carry a contract on Kra and if he wasn't killed off in the process, she would have welcomed him to the group.

It was during the return of the Queen that Kra decided it was the time to carry out her vengeance against the one who marked her for death and joined the Queen to further her vendetta. Perhaps, after being legitimized as a bastard, she could also gain the lands of her family and become a noblewoman. That way she could retire from her shadowy life and settle down.
Tell me if I need to change something in the sheet.
I was just as afraid nobody would want to play a Shade, considering they don't usually shoot fire from their hands or swing a sword larger than they are. Something about it not being subtle, I think...

This sheet also looks good.




Recruitment will likely be open a few days more, so keep those sheets coming in! I reserve the right to tell you how much they suck, as per usual.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Arcanist said:
Excellent. I don't have much else to say about this sheet except to point out that there aren't any nations to the south of Hasthfold. My recommendation would be to change her family's country of origin to have been from across the sea.
Change made.
 

Glasgow

New member
Oct 17, 2011
193
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Arcanist said:
Hello, everybody! I'm the better half of this RP's illustrious pair of GMs, and I've taken it upon myself to test your applications... and feed on your sweet, sweet tears. I kid, of course.

Bitter tears taste just as good.

Anyway...

Glasgow said:
Name: Krakow ; Diana Silen Brouge.

Sex: female

Age: 34

Order: The shades

Appearance: Kra is a short and thin woman for her age. She barely reaches the height of 1.6 meters and weigh at around fifty kilograms. Her skin is of a perplexing brown nature. Her long curly hair is charcoal black, reaching down behind her back and halfway down her upper body. She's well-endowed. She's no longer particularly young, and her grey eyes are shown to be between thin strands of red veins. She is missing two fingers on her left hand, a place where she installed semi-magical mechanical fingers with a grey tint. The fingers contain some emergency provisions for times of need that could help her escape from most situations.

Kra's clothes are dark and tight. Her shirt has short sleeves and a modest cleavage. Her pants cover all of her lower body. She wears black shoes similar to ones of performers and dancers (ballet shoes). She aranges her hair in a ponytail.

Armor: Its color shifting constantly to fit its surroundings, the normally black piece of armor which stands at slightly above ten feet was the fruit of both Kra and her master's work. The piece of armor wouldn't ever touch the ground it stands on or make a sound in the darkness, and its movements were slick and quick. Made from a combination of bronze, steel, wood and silk, the armor is a very light and simple. It seems more akin to chain armor, with several playes covering the torso of the armor. Had it not been stacked with a grand variety of tools for the work of Kra the armor could have been more suited for an outrider.

The armor's weapons are designed to work without making a sound, so a variety of projectiles and short swords would naturally find their home on Kra's armor. Together with that there are also louder instruments which are used to grasp the attention of guards or wake up an entire encampment of soldiers, things such as fireworks, flash-bangs and gas pellets would also be used by Kra. The armor's main weapon is a large magical infused shield, whose center is home to a repeating crossbow with bolts able to penetrate light armors and some tipped with explosives if she meets with heavier armors. It's usually strung on the back of the armor.

Personality: Kra is naturally lazy and would normally only follow pursuits that interest her. Magecraft was one of those she was forced into and later grown to like, but the foul art of killing was something she began to like even before her first kill. She's a free spirit and a selfish person who would often refuse to help others when it's not in her own interest. She's playful and sometimes socially awkward due to her lack of familiarity with the social norms around both nobles and commoners.

She's hopelessly naive and light-hearted, something that juxtaposes her role in life. She sees death and killing as a natural thing in the world, and considers her work to be something necessary. She doesn't put a lot of value to human life and lives her life to the fullest whenever she can, knowing that she might be the next victim in line.

She has been with a few men in the past and thinks of the act as something to be shared between two close friends. She sometimes regrets having adopted her lifestyle because she couldn't ever find a husband who would accept her as who she was, and she dreads the moment when she will have to look after her children.

Bio: Kra is the child of an unholy union between a noble girl from a small land-owning family in the south of the country (Malshire) and a crafty traveling merchant who took advantage of her with promises of adventure ? and then took off, never to be seen again. Often seen as the black sheep of the family, Kra received the only name associated with her long lost father and was kept out of sight.

The unfortunate turn of events which lead to the discovery of the girl's inexplicable capabilities is something Kra wouldn't talk about. There reached a point where her mother's husband, enraged by the discovery of her identity, took the girl at the age of nine and tried to rid her from this world. The subsequent struggle had the girl break free from her pursuer and hide in plain sight, transporting herself away from him with only her mind. The man, shocked at the discovery of the girl's natural affinity to witchcraft lobbied the noble house leader to kill the girl using the excuse that she was an unholy abomination. He was refused, and instead the girl's talents would be used to further the family's goals in the region. She was adopted as a family member, even though she was a bastard, and sent off to study mage-craft in the duchy's capital city under a young master from the Shades faction.

She finished her official training at the age of fifteen, but would often visit her master to further hone her skills. She became an assassin for the service of her family and her actions in the following decade would have catapulted her royal house into prominence as they inherited more and more titles from men who were inexplicably found dead in their bathtubs or beds.

What followed a decade of loyal service was a terrible betrayal, one which Kra managed to barely escape. She was disowned from the family and found herself a target of a bounty under her head by the new house leader ? her mother's husband, Duke Rolf. She fled the cities to the countryside and met up with her former master, who informed her that more than a few mercenaries were after her. They built her armor together, preparing it to face her adversaries. It took them a few months to complete. The first bounty hunter which found her in the capital of Malshire was quickly killed by Kra in his sleep, and his body and armor were displayed at the town square, with a sign warning others not to go after Kra.

When she officially entered into the Shades community, a small tradition was developed among some of its leaders. Whoever wished to join them was sent to carry a contract on Kra and if he wasn't killed off in the process, she would have welcomed him to the group.

It was during the return of the Queen that Kra decided it was the time to carry out her vengeance against the one who marked her for death and joined the Queen to further her vendetta. Perhaps, after being legitimized as a bastard, she could also gain the lands of her family and become a noblewoman. That way she could retire from her shadowy life and settle down.
Tell me if I need to change something in the sheet.
I was just as afraid nobody would want to play a Shade, considering they don't usually shoot fire from their hands or swing a sword larger than they are. Something about it not being subtle, I think...

This sheet also looks good.
Aww, no fire for me?

I do hope I get to assassinate some commanders or dukes during the game to tilt the balance of the powers.
 

IFS

New member
Mar 5, 2012
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Hmm, this looks interesting but I have some questions about magic, namely what sorts exist? I have a few ideas in mind, one of them being a necromancer, but for that to work I need to know if necromancy exists and what it can do. Beyond that is there summoning magic? Is magic divided into schools? If so what are they? Etc.

I don't want to be too picky about details, as you've clearly put a lot of work into the setting already, but I would like to know more about what magic is capable of.
 

drmigit2

New member
Dec 25, 2008
1,195
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Name: Sir Demyan Vasil

Sex: Male

Age: 38

Order: Diviners

Appearance: Sir Demyan Vasil is at least 7 ft 2, though some argue he is even taller. Nobody really knows because he won't let anyone measure him anymore. His hair is a flaming curly red that goes down to his back. He hasn't cut it in years. Vasil has blue eyes and surprisingly lacks freckles or any other distinguishing marks on his face, aside from his lack of eyebrows due to constantly singing them off.

Vasil rarely dresses in fancy clothing as it holds him back, though if forced to he will only wear his most insane looking neon green suit custom fit with a purple tophat that has streamers sewed down the sides. In normal situations, he is wearing a long tan leather cape along with spectacles and outrageously shiny shoes. His shirt is a dark black and his pants sag a bit, he is mostly unkept.

As for equipment, Vasil is famous for his magical telescope which lets him see through walls. Aside from that, he carries a pocket watch, though has the time in his head anyway. He also has a personal rapier and dagger stowed away in his Armor should the need arise for personal combat (Though he is more likely to just join someone else if you send him in situations that require him to leave his armor and fight). He doesn't carry around gunpowder anymore, though he has plenty of empty barrels lying around in case the need arises.

Armor: Vasil has a really REALLY big Armor. It is at least twenty feet tall, but has scant few weapons placed on it. It has no weapons apparent on it, but the real weapon is Demyan's mind and magic. It is capable of hand to hand combat due to its arm augmentation but most of the armor acts as a giant channel for his magic to work.

Because of this, it has a perpetual glow to it in the back of its boxy shape. Moving rarely if ever in a battle and acting more as a home base for Demyan. It also has an elevator out of the middle for him to get out and observe the battlefield with his telescope while still controlling the Armor.

Vasil has perfected his own unique style of magic, which entirely runs around his study and use of gunpowder. He no longer requires people to make it for him as he can generate it on his own, infusing it with various other forms of magic before throwing it in magical shells that he can detonate at will. The insane size of his Armor allows him to easily heft these balls clean over a castle's wall and into vulnerable locations.

That isn't all his armor allows him to do however, Vasil is an expert at using his abilities on other people's weapons as well. Often traveling with a platoon of smaller earth magic using armors, he uses what he calls the Ka-plowie Stick style to hollow out the front of a spike of rock and fill it with enough explosives to level a wall. Once the spikes burrow inside the wall, he detonates them and causes the wall to act as his own personal scattergun.

He is also able to generate gunpowder in areas near and under him, creating traps for enemy soldiers to run through. The only major disadvantage he has is that it takes time for him to do anything. Everything Vasil does is intricately planned but if he is caught off guard, he might have trouble escaping or dealing any significant damage.

The shells themselves are a glowing purple ball of energy that Demyan can take control of. It's more efficient to simply throw them, but in dangerous situations he can wield many of them, launching and moving them at will. He can also use the same tactic to create barriers in order to protect himself or rarely allies.

Personality: For Vasil, loyalty has been a fickle thing. Not only because of his own personality, but because of the way others have treated him. Demyan was in no way an outcast as a child but acts like one and is not a social creature. He sees humans as mere tools to something much greater and only wants to gain power in order to have more lab assistants once this whole "war thing" ends.

Demyan is dismissive to most, though a kind fellow if you get to know him. He has an odd view of how the world works, sees it as more of a clockwork with things just lining up as they should. Kind of like a Cukoo Cukoo clock.

Bio: Scientists are rare now. Most having fled the kingdom in search of less...trying times. Demyan is not one of them. He has instead embraced what has happened around him and is looking to further his influence on the field through this little game of the Queen's.

Born in the Advent and surrounded by progress, Demyan Vasil was made to join the ranks of the progressives. He just always was hampered by people trying to shoot at him. He joined the royal branch of science only to be shot at for being a loyalist. Then he joined the Dukes at Parliment only to then be shot at again for rebeling against the now returned Queen.

Demyan was always proficient in magic, but spent most of his time facinated with other areas. Mostly in the newfangled "gun powder" advent that allowed commoners to best mages in the best of times. Through a lot of trial and error, with some of the error being catastrophic, Demyan now has a full and complete understanding of what makes the material tick.

Barnaby attempted to convince Demyan to stay, as he was still quite gifted and held enough power to help immensely. He refused. Demyan was tired of being held back by this war and found that the ex Queen was working the fastest to end it. To this end, he found himself right at home in the ship of progress with the Queen at the helm.

Secretly however, Demyan was really looking for a medium with which to test his findings. That gunpowder was capable of being a medium for magic within itself, spreading and amplifying the effects of it to devestating levels. He intends to use the Duke's settlements and army as test subjects.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
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It seems interesting, but I have some questions.

1. What would seer imply? Seeing the future, simply scanning the battlefield, what's the details?

2. How does the politics in this work? I'm thinking about having a character who has an interest in the political aspect of this, so knowing would be great.

3. Does all the Diviners have to have their work based around the power armor, or can one have a character who studies the magic itself? Because I imagine that people's research wouldn't be that limited, usually.

Edit: In case the last question is a bit badly worded: Basically, can I have a character that doesn't make power armors? Because:

"The Diviners are the least focused on martial prowess, instead devoting their lives to creating Armors that enhance one's ability to wield magic."

Makes it sound like they all work with building power armors. The character will of course have a power armor, and use it, just not build them.
 

Rogue Trooper

New member
Oct 25, 2012
179
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Hey OP can I have more information on the religion of the world? I'am going to create a paragon character and more info on the religion would be helpful.
 

CJ1145

Elite Member
Jan 6, 2009
4,051
0
41
We'll get back to sheet critiques when a few more people have applied/edited as needed, but for now I'll answer a couple questions.

IFS said:
Hmm, this looks interesting but I have some questions about magic, namely what sorts exist? I have a few ideas in mind, one of them being a necromancer, but for that to work I need to know if necromancy exists and what it can do. Beyond that is there summoning magic? Is magic divided into schools? If so what are they? Etc.

I don't want to be too picky about details, as you've clearly put a lot of work into the setting already, but I would like to know more about what magic is capable of.
Magic in this setting is a bit less strictly defined into "schools", but more of an open source that different Orders choose to utilize in different ways. I think the best way to describe it would be that it is drawn from a single font that humans are unaware of, but believe to be the Fae, and then imbued in life and nature. So it could be as varied as the creation and manipulation of plant life, to restoring health and repairing flesh, to the use of fire or the soil or even lightning.

Necromancy doesn't really fit in with the idea, as it's sort of antithetical to how magic is here. I think summoning would also be out, because there's not really an external place from which anything could be summoned. And summoning any wild animal doesn't particularly work, since it would still just be an uncontrolled animal.

DarkRawen said:
It seems interesting, but I have some questions.

1. What would seer imply? Seeing the future, simply scanning the battlefield, what's the details?

2. How does the politics in this work? I'm thinking about having a character who has an interest in the political aspect of this, so knowing would be great.

3. Does all the Diviners have to have their work based around the power armor, or can one have a character who studies the magic itself? Because I imagine that people's research wouldn't be that limited, usually.

Edit: In case the last question is a bit badly worded: Basically, can I have a character that doesn't make power armors? Because:

"The Diviners are the least focused on martial prowess, instead devoting their lives to creating Armors that enhance one's ability to wield magic."

Makes it sound like they all work with building power armors. The character will of course have a power armor, and use it, just not build them.
1. Arcanist wrote that part, so he probably has a better idea of what's in mind than me, but I would say that it would be akin scrying. Whether by fixating on an object or a person, a Diviner could observe the state of the immediate surroundings of that target, which could be effective on a battlefield by observing landmarks near the enemy line. However, some Diviners that have studied for many years and have come closer to the source of magic than others might occasionally be touched by strange dreams or visions with some significance.

2. As it stands, the nation is in a very turbulent political state. Originally a monarchy, then switched over to a council of Dukes with one acting as a head and sort of prime minister, with a third faction vying for the implementing of a Parliament. The Dukes remaining on their own side are of varied opinions, but for the most part believe that they are the best option for effective rule of the state, and as such try to keep the status quo. Even so, political games are still present and most will subtly vie for favor by the largest number of peers as possible. He who is closest to Archduke Colin will surely possess greater favor and reward.

Then there's the two Dukes that have sided with Renault's revolution. They leave the Dukes in a tough spot, because they believe that Dukes are by birthright in a position of power that they are destined and qualified to hold. So vilifying these two would undermine their own authority, but they are still enemies in a war. So they're left being forced to recognize the authority of these two upstarts and still give them say in mattes of government, and must simply try to make sure none of their influence makes it into the decision-making process.

3. This part was poorly worded, and it's leading to a misunderstanding. All mages, by definition, possess an Armor. It has become an inseparable part of the "culture", so to speak. But the Diviners themselves don't actually make the Armor. That was referring to the style of Armor that Diviners usually field. Less focused on mobility and combat capability, and in turn capable of spitting out absurd levels of power. A Diviner's research is usually focused on studying the source of magic, and how it in turn effects various aspects of life.

Rogue Trooper said:
Hey OP can I have more information on the religion of the world? I'am going to create a paragon character and more info on the religion would be helpful.
The religion here is something you could probably relate most closely to Deism. The Church of the White Sun, in a nutshell, believes that humanity is both the pinnacle and deepest pit of life. They don't know if there's a god of any sort, and if there is one they really don't care. In turn, they believe any god out there likely doesn't care much for them, either, considering the state of the world and the presence of debased evil within it. So they're dedicated to being a point of virtue from which all people can learn from and grow better through. To sum up, it would be "Do good and seek righteousness in all things, for if you do not seek it none else shall."
 

Rogue Trooper

New member
Oct 25, 2012
179
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Trying to go for a mixture of a 40K space marine Chaplin and a Sigmar warrior priest, hope it is acceptable.

Name:Lysander Kantor

Sex:Male

Age: 38

Order: Paragon

Appearance: Standing at around 7 feet tall with a large muscular build, Lysander is a giant of a man. He has a tanned complexion which compliments his stern brown eyes. Due to his order Lysander has shaved off all of his hair along with his facial hair, this is also a personal choice as he believes that those of the holy order should be clean in appearance as well as soul. When he is out of his armour Lysander will usually be seen in the robes of his holy order.



Armour: Lysander's armour has been built with several things in mind: to provide protection, durability, strength in combat and to inspire his fellow man. These requirements suit Lysander?s style of combat well as he is always in the front line fighting beside the normal soldiers that make up any regular army. The armour stands at around 18 feet tall and is made up of large white master crafted plates of iron with a layer of chain-mail and leather underneath the plates. Along with his armour Lysander carries a large expertly crafted spiked warhammer which he uses effectively to bash his way through formations of foes with relative ease.

When he is in his armour Lysander uses his magic to achieve feats of strength unrivaled by other Mages and to improve the overall defensiveness of his armour. When in combat; Lysander also uses his magic to project his voice so he can shout words of encouragement to his allies and hatred towards his enemies. On one occasion he also gave a combat sermon to his unit as they drove through a line of heavy infantry. As he uses this vocal magic his armour begins to glow with a vicious red colour, this is intended to rally the men around him as they drive through the enemy lines.It also gives him a terrifying appearance to his enemies and many of them have called Lysander the ?Red priest?; not only for the glow of his armour but also for the destruction he leaves in his wake.

Personality: Kind, Brave and always ready to defend his beliefs and the beliefs of others, Lysander is a man of principles and honour. He fully believes in the tenants that his order upholds and will always strive to protect the weak from the strong, help those less fortunate than him and always act in kindness to all those around him. When in battle he is ferocious and will stop at nothing to destroy his enemies. But when the haze of battle ends; he will always be the last off the field as he tends to the wounded and dying from both sides. As one of the original members of the Parliament, Lysander fully believes that there should be some sort of council for the common folk to voice their problems and concerns to the upper class. This is his main goal and when this conflict ends he hopes that his goal will come true in some shape or form.

Bio: Born in the hard country of the Frontier, Lysander was born into a noble family with a long military background in service to the royal family. Naturally strong, clever and kind. Lysander grew up under the watchful eye of his strict father who trained him constantly in the arts of war and combat, much to the dismay of his mother who wanted her son to be able to choose his own path in life. The training was brutal and punishing on the young Lysander who would usually be left in a sore and bruised state after every session. And when he started to show signs of being blessed with the gift of magic, his harsh training intensified.

But despite his horrible life Lysander did not allow it to affect his attitude to others and on days he could be seen bringing food and water to prospector families in his father's lands.His mother had always encouraged him to keep being kind to those less fortunate than him, but his father scoffed at this and would always tell him that the weak suffer because of their failings. Lysander would always disagree with this much to the fury of his father who would punish him for speaking back.

After the death of his mother when he was 16; Lysander ran away from his father?s lands and headed north seeking adventure and a better life. During his travels he would help those in need and on most occasions fought bandits prying on peasant lands; using the combat skills that he learned from his intense training from his father and basic magic that he picked up along the way.

His attention and kindness to the lesser folk were noticed and soon a Mage from the Paragons found him and offered him a place within their ranks. Lysander agreed, happy that there were people who sought to help those in need. But before he could join, the paragon fought Lysander to see if he was worthy. He fought well and the young Lysander was accepted to begin his training within the order.

Once he began his training he started to fully embrace and master the skills and teachings of the order and soon proved to be an excellent initiate within the order. He completed his training and quickly after that he forged his suit of armour to aid him in his duties of protecting the people. He served his order loyally through his duties and when Renault Arche begin his uprising; Lysander was one of the first to lend his aid to the Knights noble cause and soon began to preach to the masses about the knight?s wise ideas.

When the fighting began Lysander?s strength and bravery were a few of the reasons why the Parliamentarians had many early victories and his reputation grew which each battle. But after 10 bloody years of combat this meant little, and during an ambush Lysander and his unit were cut off and tried to flee into the wilderness to continue the fight. However enemy forces caught up with them and they were soon surrounded. Lysander and his men set up defensive positions and readied themselves to give their lives dearly for their cause. The enemy soon moved in and a desperate battle took place and although Lysander's unit fought well they were overrun and Lysander was left badly wounded.

He awoke hours later wounded but still alive and began moving North as he believed that Renault and the last of his forces were killed by the advancing enemy forces. He took refuge in a local village away from the fighting in the shadow of the mountains to heal his wounds and to help the local people within the village whose way of life was affected by the war.

When Queen Lisbeth came down from the mountains with an army at her back, he was cautious when they first approached the village. He demanded to speak with the young Queen as he feared they might bring harm upon the village's inhabitants.But after speaking with her; Lysander began to take interest in her cause as he began to feel sorry for what had happened to the young queen and he agreed that for this war to end a strong leader was needed.She had also personally heard of his reputation and skill in battle and of his constant attempts to protect the weak. She soon asked him if he would join her in taking back her throne, and after much thought he agreed and joined the ranks of her advancing army.

Although Lysander has taken up a new cause, he has not forgot about his main goal of establishing a people?s parliament. So whenever he can he will try and draw the young queen, his new mage allies or regular soldiers into a discussion about the matter. So far mostly only a few common soldiers have taken interest in the ideas, but for Lysander this is progress.

Other In the main army camp Lysander is usually found preaching and giving rites to the soldiers, he has also used this as an attempt to preach about his ideas to the men. However so far this has caused some trouble for him within the army.

Lysander also wants the Queens forces and the Parliamentarians to join together as allies. As he believes that they both share noble causes and it would beneficial for the people overall if they did join together to fight their common enemy.

Done a bit more editing on the Bio and fixed some mistakes that where present throughout the document.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
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0
Here's my sheet, if you have any problems with it, let me know.


Name: Arthur "Art" Sol

Sex: Male

Age: 30

Order: The Diviners, Study in the arts of scrying and to a certain degree, being able to see into the future, albeit this is an ability which is uncontrolled and highly random, rendering much of that which he does see fairly useless or confusing. It's a work in process, basically.

Appearance: If you don't like pictures, please ignore my avatar, which I was using prior to this. It is of Art, however.

Anyways, completely red hair which is not natural , but rather the result of his research, albeit he refuses to tell anyone how that happened. and light-toned brown eyes, with a light skin tone. A decently handsome face, and his somewhat pointy eyebrows makes him capable of displaying emotions easily, if he wants to. His hair is messily swept back and to the left, and he does have a few patches of hair as a fringe. Around 6'1" and lean, although not skinny, with long legs rather than a long torso. He's normally dressed in colors like orange, red and yellow, often wearing an orange poncho a high-collar with several layers of colors and a bit of flashy details. Underneath it, he wears a red and/or orange thing that most people seem to mistake for a kind of short, sleeved-dress. This is mostly due to the laces on the border, and it's shape. He does claim it's a robe, but adds he could totally pull off a dress either way. Apart from that, he wears white stockings, and high, dark red boots. Clearly his fashion sense is top notch.

As for items, it is not unusual for Art to be carrying writing tools and a badge with the coat of arms of his noble patron, Lord Patrick of the Roesen family, which is an orange coat of arms with a snake and a sun. He is openly wearing the badge at times, which sometimes causes people to question his intentions, as they don't always realize that Lord Roesen is a supporter of the queen. He also have a dagger, which he carries with the tools in a small bag hanging from his hip.

Armor: His armor is not too large, around 13 feet, and not very heavy. It is surprisingly sturdy for it's weight, but it's not fit for use in combat, as it's a pain to use for anything else than running, jumping and magic. It is also quite flashy, sporting the colors of the Roesen family, Red, Orange and Yellow, and being beyond reasonable shiny, mostly due to Art's requests to make it so. It is, however, capable of being used to scry a rather large part of the area around what it is scrying. It is used to give information about the area to other Power Armors, and very often, to gain the attention of the enemy. It is therefore equipped with a large, magic "speaker" capable of making Art's voice hearable from quite the distance, if he wishes it to be. For combat purposes it's equipped with short sword, only about the size of a small child, and the ability to make it fire small balls of electricity.


Personality: Cunning, ambitious as well as curious and charming, all in one person. The kind of guy who enjoys politics and making deals, but by no means a pacifist, as words are simply another way of fighting. He is loud and confident when he needs to be, but not without grace and a careful, rather than direct, approach. Information is often seen as more of a tool than a right, and he will withhold information easily if he feels it will aid, as too much knowledge might ruin a few things. However, he is extremely loyal. Despite the fact that his loyalties firstly lies with Lord Patrick Roesen, this is also extended to the Queen, as Lord Patrick Roesen is one of the few nobles who has supported her from the beginning. If his loyalties should conflict, something which is very unlikely. it will be Lord Roesen who he'll support.

A common idea of him is that he's an eccentric guy, always been a bit strange, if very sociable and knowledgeable. He is also fairly arrogant at times, and doesn't trust anyone's judgment above his own. He speaks in an eloquent way, likes to do stuff as he think is best, and dislikes being talked down to. Usually, he is fond of people and schemes, and will listen rather than argue when someone makes a point, unless he feels that it is absolutely necessary. He is rather open when it comes to personal stuff, and doesn't talk about his work that much. If he's not working, reading and/or talking to people, he's likely to be in a garden, relaxing in the sun if the weather is nice.


Bio: Arthur was born a commoner in a family with no last name of importance, in the lands of Faeborough. At age three he was sold to the Roesen family due to his family being poor and unable to take care of all the children, and raised by an old maid to be a servant. However, as the Roesen resident was close to the forest where Fae is said to reside, he would spend a lot of time there. One day, was found by Lord Patrick Roesen, the young head of the family, who soon realized the kid had a talent for magic and a bright head, as well as a growing curiosity of magic. Of course, they met by coincidence, as Art would sit outside the forest where Fae is said to reside very often. Lord Patrick himself had a personal interest in magic, but due to having been born the heir of his family, he only got the chance to study it when he was the head of the family himself, at age 22. At this point of time, Arthur was about 7 years old, but he was already capable of discussing aspects of it with Lord Roesen, if uneducated and with the words of a commoner. Patrick took a liking to the boy, as they shared the interest in magic.

Lord Patrick decided to take Arthur under his wing, giving him an education more fitting a noble than a servant. Later, Lord Roesen started founding his research, eagerly hearing about and discussing what Arthur did find out, treating Arthur almost like a younger brother. In return, Arthur's research took the form of a question, the question being: "How can I best aid my lord?" As Lord Roesen's life mostly revolved around politics and society, the answer Arthur came up with was scrying, and attempts at seeing the future, so he could advice Roesen and warn him of future events. He also started reading about more about the politics so he could understand it better, even if he did know about the basics from having served a noble family for so long.

It was not until ten years ago, when the conflicts with the queen started, that Arthur actually started learning how to properly use a power armor and how to read a battlefield. This was because, if by a coincidence or not, he had dreamed that the queen would return, and told Lord Patrick. His Lord requested that he prepared for aiding her when he did. Ten years later, his dream proved to have been true, and he was sent by the completely loyal Lord Roesen as a magic knight to serve her. According to his Lord's wishes, Arthur took the oath of loyalty to the queen.