A Story of Mages: The Rescue

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I'm thinking along the lines of a Cleric who worships the god of greed, extortion and negotiation. His spells usually revolve around persuasion and influence. The god doesn't necessarily have to be GOOD, its sort of like the Greek Pantheon, with a bunch of different gods that embody different concepts. I thought it would be a bit different for a change, since clerics are usually considered good and inherently pure.

So he's technically faithful by his religious standard, but corrupt on a more world-view perspective.
 
Well, that'll work.
 
Mage Character Sheet

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Appearance: She has curly brown hair that is never held in place and hazel eyes. According to her family her skin used to be fair – she wouldn't know, because it's always either tan or red from staying too long out in the sun.
Name: Marin Menken
Age: 20
Gender: Female
Class: Sorceress (Casting and Transmutation)
Spells:
Soothe – numbs pain for a short period of time (from a few minutes to almost an hour).
Heal – heals wounds and injuries; demands concentration and can be draining if used too often.
Fire – casts a flame that can be thrown as a fire ball.
Water – casts a flowing water stream, varying in strength and pressure.

Personality:
Marin enjoys helping others, and, although introverted, likes to watch people and pay attention to their behaviour. She's highly idealistic, and doesn't take well when reprimanded or when solutions to problems are not as easy as she envisioned them in her mind, and tends to take criticism very personally. Still, she has no trouble in being told what to do, as long as she's doing something useful.
Back story:
Marin was brought up in a very religious island, and her interest in sorcery was far from accepted by her family, except for her Grandmother; she arranged for her to live with one of the island's elders, a retired sorcerer, with the excuse of having her take care of a senile old man with no family(as other young women usually did to the elders in their families).
There, she learned the art of sorcery and healing, and it was known that injured sailors and warriors went to them to care for their wounds, but always hiding the sorcery behind strong smelling herbs and innocent-looking ointments.
When a message to her mentor arrived, from the captain of the Royal Guard, he insisted that she took his place and went to the Capital City. Excited with the prospect of performing her craft out in the real world and making a difference, but at the same time afraid of the responsibility it would be to take her mentor's place, she left the island before dawn, carrying some rations, clothes, and her master's old staff, along with his blessing and his canoe, and headed to the city.

Misc:
Marin is not used to fighting, but has good healing skills. Her powers are strongest when she is close enough to touch the person to be healed, and casting with a staff drains her more quickly, even though it allows her to perform sorcery from a safer distance.
 
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Marin is accepted.
By the way, I had to highlight that to read it without straining my eyes, so if you could use a different font color, that would be preferable.
 
Sorry, I thought that was in the automatic colour! I'll change it right away.
 
So what do I do about my intro post? Can I just arrive late and get lost in the city or what?
 
Most likely she'd arrive late, being escorted by a team of Witch-Hunters.
 
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i feel like I need to post something but I have no idea what i'd do that wouldn't just be forcing a post... >.<
 
Go bug someone then tag em! hell go tell alexander off for nearly breaking a guards wrist!
 
Maybe the inn you're looking for is just above the tavern with shepherd's pie?
 
my witch isn't the type to care what someone else does if it doesn't impact her that's half my problem xD
the inn idea is good but it'd still be all short... actually i sorta have something now, hm... i'll work in it, thanks guys :3

EDIT: wow my post ended up way longer than I thought it would... also turned out better than I thought too lol
 
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Time for Nathanial to be his usual pain in the neck self!
 
Is this still accepting new players?
 
Is this still accepting new players?
Up to the GM, but as our orignal players seem to have dropped off the face of the earth I would suggest you apply.

@Dahrinn I think this is Ok don't you? after the others went poof?
 
my witch isn't the type to care what someone else does if it doesn't impact her that's half my problem xD
the inn idea is good but it'd still be all short... actually i sorta have something now, hm... i'll work in it, thanks guys :3

EDIT: wow my post ended up way longer than I thought it would... also turned out better than I thought too lol
well, now its gonna impact her! Nathaniel is a cheeky sod. but what do ya expect from a storm wizard who's gotten by on his wits and skills for bloody ages.
 
Well glad to see this is still going, id reply lol but I got nothing to reply too
 
Appearance:
Aiobhelle_zpsnk5lxicc.jpg


Name:
Aiobhelle Yvven (Aio, or Bhelle (pronounced Belle) for short.)
Often referred to as Starcaller, or Stargazer.

Age:
Roughly 21

Gender:
Female

Class:
Witch- Summoner/Transmutation/Caster (Im not sure which of these)

Spells:
Aio deals with magic that is more from an...astral plane. Often, her spells are forged from the core of her starglobe, a device which calls upon the power of the stars using enchanted cards, and stellar spirits which dwell above us all.

Blitz: A simple blast of energy from the core of her globe, it's a single target spell, accurate but not extremely powerful.

Starcall: Her globe will glow a pale green, the Starcall card being drawn from the circle (the ring of cards which orbit the globe) rising above the globe, and fading into a pale green light indicating its acceptance of Kahn'Al, the astral spirit which she is contracted to. It is then that a maximum of 5 single *stars* or orbs of energy will rain from the skies striking the ground in a randomized pattern. She can use this spell twice in a day before the physical strain becomes evident; light headedness, paling of the skin, heavy breathing, and soon nausea.

Stellar Light: Her globe will glow a brilliant white, the Stella card being drawn from the circle, and offered to Kahn'Al. From the core of her globe flashes a bright light stunning foes for a short amount of time. (One or two posts).

Obliterate: A powerful spell which causes her globe to glow a foreboding crimson. The Obliteration card is drawn from the circle, and offered to Kahn'Al. It is then that a crimson orb of pure energy erupts from the core of her globe. Aio can direct the orb to a specific spot in which it will sit, and grow slowly, but continuously over a short span of time (perhaps three or four posts) before it erupts in a sphere of pure energy before closing in on itself, and anything caught in it. She refuses to use this spell for anything other than dire circumstances not only because it is dangerous to her, but it also frightens her. She often blacks out after its use, blood streaming from her nose, and often ears. She would normally be out for two to three days. (This can most definitely be discussed, and revamped)

Her Starglobe fondly referred to as Nebula:
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Personality:
Back story:
Misc:

(This is a big work in progress as I have to work on her spells, and revamp them a bit if they are seen as too OP, I also need to know if we HAVE to be human, or if her scales/horns/tail would be considered transmutation.)​
 
Assuming she was not born with such features, It would be considered a transmutation.
 
Guys, are we still on?
 
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